[1.09u][BALANCE] min INT for many spells is way too high, and others issues of the book

Seriously, even the lowest level spells require a 16 int, and things like arcane arrow required 27.  Most champions (this is not a problem for sovs)- start out at around 8-14 int, so champions would have to be lvl 6, and put all their points into INT for imbuing them to be worth anything.

 

Many low level spells need to be lowered in terms of INT requirements.  Elemental books especially.

 

Another thing, I'd like to see channelers start with one of the elemental books also at times, like they used to, in addition to what they start off with.  Also it needs to be easier to get the spellbooks channelers start off with via research.

 

 

4,618 views 8 replies
Reply #1 Top

I've noticed this as well. Not to mention When looking at the Air book (I haven't looked at the others in 1.09t), I did not feel like I needed to use those spells. The tornado spell is a great concept, but my military can already squash all others (and its always at the same time because of teleport).

The storm spell does so little damage its not worth using, arcane arrow is better (not to mention arcane arrow targets a specific enemy, not a random enemy).

If the devs could boost the elemental spells (or even reverse the spell orders. In other words we can pick from elemental books (or research them in-game) and the Terraforming, combat, enchanting and mobility books be researched as well. The current 4 starting books IMO are better than the elemental books thus far.

Reply #2 Top

We are actually in 1.09t. You seem to be ahead of yourself... -_-

Reply #3 Top

Agree with most everything here.

 

Minimum intelligence should be lowered, but maybe base more of the damage on int even for starting spells. Allows you to feel like you have options even if they're only small amounts of damage.

Reply #4 Top

Mostly in agreement. I like that you have to specialize heroes to be casters, you can just have everyone imbued and have them casting. But the point balances are off in many places.

I also think sovs should require int to cast, but just require a lot less of it than everyone else. Int becomes a dead state for them once they hit 20ish.

The current 4 starting books IMO are better than the elemental books thus far.
End of quote

Agreed. I think some spells are still going in, but it feels like the Elemental books have been completely gutted of useful or interesting stuff. At level 5 spells, I think each elemental book offers 3 to 4 spells each. When you won't use 75% of those...yeah.

Reply #5 Top

Quoting seanw3, reply 2
We are actually in 1.09t. You seem to be ahead of yourself...
End of seanw3's quote

 

We are in u now :o

 

Reply #6 Top

Maybe something like a lv 1 hero has access to level 1 spells, then every 2 hero levels new spells, perhaps make it +2 int per spell level

so level 1 int 11

level 2 int 13

level 3 int 15

level 4 int 17

level 5 int 19, or more then + if spells  go higher then level 5

( i havent gotten that far in my spell research since they changed it lol)

you have to put a lot of points into int to do this, extra int added could increase damage, and it leaves you a few point to boost your other stats as well.

actually, thats assuming a 10 stat baseline for heroes, so my numbers are actually too low, but you get the idea.

 

Reply #7 Top

Quoting Tim4fun, reply 3
Agree with most everything here.

 

Minimum intelligence should be lowered, but maybe base more of the damage on int even for starting spells. Allows you to feel like you have options even if they're only small amounts of damage.
End of Tim4fun's quote

 

I agree with that also.  I can live with arcane arrow/spell blast mainline spells keeping their higher reqs, as long as elemental books got lower regs.

 

Shards need to aid more in elemental spellcasting also.

 

 

Reply #8 Top

Hmm you know, coming back to look at the numbers i put down, what i meant was 2 hero levels in between spell levels at 2 point  per level, so it would be +4 not +2 

lv 1 int 11

lv 2 int 15

lv 3 int 19

lv 4 int 23

lv 5 int 27

with lv 5 being max spell  level, which i understand to be the current situation

 

6 hero levels to be able to cast lv 5 spells with a hero that starts at 10 int if you pump everything into int

a hero starting with 16 int just needs 3 levels of pumping all points into int.

i think that might be a good way to do it.