[Suggestion] Intelligence based tactical spell

A nuke that is intelligence rather than mana pool based? Mana pool can fluctuate rather quickly and causes for some chaotic effects (first nuke is massive, then geometrically smaller nukes).

I really like the idea of an intelligence based spell as it is also rewarding to those intelligence focused heroes and builds well off the Brilliant talent (much like how str affects damage for melee characters).

 

Sam W.

10,236 views 17 replies
Reply #1 Top

What does intelligence even do for you anyway?

Reply #2 Top

Ya, I have to agree here. Making spell damage and the like be purely based on how many shards you control seems like an imbalance. System seems to vastly favor high strength over high intelligence as far has damage output goes, especially since spells cost mana to cast. This will probably be even more true by the late game. Not really liking how all units base defense is 0 either.

Reply #3 Top


Intel should DEFINITELY boost magic damage....just saying.

Reply #4 Top

I mean, it's not a big deal at the start, but when my sovereign who I've tried to make a caster is still doing 6 damage a spell cause I don't have any fire shards....ya that is going to blow late or even mid game.

Reply #5 Top

Int does boost spell power. The tooltip isn't really accurate. With 1 fire shard my spell caster in my first game would often do 13 damage with fire needle or whatever just because she had a bit of int, while the fire needle tooltip says "8 + 4 per fire shard." Then there's the perk that increases spell damage by 50% which is pretty common, and +spell power perks, I had her doing 25-30 damage with the same spell in no time.

Reply #6 Top

Quoting Sarudak, reply 1
What does intelligence even do for you anyway?
End of Sarudak's quote

According to the tooltip when you hover over it: "Increases the experience a unit earns, its ability to resist spells and lowers the chance its spells will be resisted."

Reply #7 Top

Interesting, I could have sworn last night I was seeing spell power tied to int. With the way perks work though it doesn't make much difference, just get the spell power ones instead of the int ones.

Reply #8 Top

Intelligence does not appear to affect magic damage. It =does= affect whether or not your spells will be resisted. I'm not certain how I feel about having magic damage being affected by intelligence. I mean, I agree that it kinda blows to not find any of the shard you specialized in, but getting the benefit of both would be much too powerful in the early portion of the game.

Reply #9 Top

And very weak late and mid game as has been said.  I think the share idea is great but its effect on the magnitude of the magical effect, in combat, needs to be taken out OR; simply to have go-to spells that are more powerful for specialized wizard-champions.

 

Example:

 

In the midst of a game, if I lose 2 lets say, or my 3 fire shares, which is rare enough that I happen to have 3 shards of the same type, It would have massive effect on my magic.

Melee/Ranged champions suffer zero-degradation from the loss of geographical location.

Basically - spell blast-arcane arrow like spells from the previous Elemental game are needed.  While they did get very powerful, it was only possible for a very, very, very focused caster and ultimately only kept him/her on par with a melee characters amazing damage. (not even once you got that ridiculous sword of uberness).

Reply #10 Top

Maybe what we need are amazing spell caster boosting items that can be on par with high end melee equipment but that require very high level intelligence to wield.

Reply #11 Top

Quoting Nerhesi, reply 9
And very weak late and mid game as has been said.
End of Nerhesi's quote

 

Huh? I've had fireballs hit 5 stacks for 300 damage each. Magic doesn't need any help, though some spells need to be looked at (thunderstrike or whatever the lightning teleport AoE spell is does absolute crap damage).

Reply #12 Top


I checked all the stats listed and none of them increase spell damage according to their tool-tips. Of course, it also doesn't say any of them directly affect mêlée damage either, but lots of other things like abilities do. It may be that the problem we're seeing right now is that there's lots of things that boost over-all mundane damage or add damage types, but not much of anything aside from shards and the occasional magic item that directly affect spell damage.

I did see Brad say lots of content would still be added before release so maybe some of that "content" coming down the pipe are skills and abilities that directly effect magic damage.

 

Reply #13 Top

Spell damage isn't listed on the stats page for whatever reason. There are however many talents/perks that add +25-50% spell damage, and some equipment that does as well.

There's not really any difference between melee and spell damage, for melee damage you pick +strength talents and gear, for spell damage you pick +spell damage talents and gear. The fact that it's not int talents doesn't really change the fact that you can still significantly boost damage through talents in the same way melee damage is boosted through them. This isn't like WoM where you are pumping stats every level.

Reply #14 Top

i doubt spell dmg is a stat

its not wow i guess whatever says "increase spell dmg by" just means it will increase the total dmg done by such spell(s)

 

Reply #15 Top

Quoting Sanati, reply 13
Spell damage isn't listed on the stats page for whatever reason. There are however many talents/perks that add +25-50% spell damage, and some equipment that does as well.

There's not really any difference between melee and spell damage, for melee damage you pick +strength talents and gear, for spell damage you pick +spell damage talents and gear. The fact that it's not int talents doesn't really change the fact that you can still significantly boost damage through talents in the same way melee damage is boosted through them. This isn't like WoM where you are pumping stats every level.
End of Sanati's quote

Indeed that's exactly what I was talking about. But, look at the number of traits/perks/weapons that boost base damage or add a damage type. Count them. Now look at the things that specifically boost spell damage, traits/abilities/weapons etc and count them up. There's LOTS more things that boost damage but hardly any that boost spell damage in comparison. That's what I'm getting at.

Reply #16 Top

Yes, that is true, RavenX. But you are forgetting that there are also many, many traits that give you spells. These are very important. I see only three or four melee abilities, but there are I think more than a hundred spells.

Certainly we can go on and on about how spell gameplay differs from melee. That isn't really the point. The point that is important, in my opinion, is their relative strength in game. And currently, melee in the early and mid game outshines spellcasting through pure force, while also having the best survivability and requiring no mana. Once you get level 4 and 5 spells, the table tilts - melee champions are still extremely powerful, but the high-level spells are just as formidable.

 In short, what I'm looking for is a nerf to champion melee strength in early game.

Edit: Sorry, I'm in the wrong topic, I thought I was in the "champion is op" topic.

 

 

Spellcasters unlock more powerful spells through traits, while melee unlock stats mostly. It seems to make sense to me.

Reply #17 Top

Quoting Heavenfall, reply 16
Yes, that is true, RavenX. But you are forgetting that there are also many, many traits that give you spells. These are very important. I see only three or four melee abilities, but there are I think more than a hundred spells.

Certainly we can go on and on about how spell gameplay differs from melee. That isn't really the point. The point that is important, in my opinion, is their relative strength in game. And currently, melee in the early and mid game outshines spellcasting through pure force, while also having the best survivability and requiring no mana. Once you get level 4 and 5 spells, the table tilts - melee champions are still extremely powerful, but the high-level spells are just as formidable.

 In short, what I'm looking for is a nerf to champion melee strength in early game.

Edit: Sorry, I'm in the wrong topic, I thought I was in the "champion is op" topic.

Spellcasters unlock more powerful spells through traits, while melee unlock stats mostly. It seems to make sense to me.
End of Heavenfall's quote

True. That could work too. I haven't quite to a full on "Late Game" yet to see the spell damage totals. I'm just going by the early to mid game relatively low spell damage across the board. A slight nerf to melee champion damage might do the trick too as you point out.