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Do we need more powerful magic? How about more magic?

Do we need more powerful magic? How about more magic?

Played FE demo for 4 hours just to get a feel.

It seems some people feel magic isn't strong enough, others feel the combo of high Initiative + pillar of fire/fireball etc are killers.

Personally I feel, the variety of spells is still lacking.

There is counterspell yes. But there isn't a global version of this?

We need more global spells. More "meta-magic" type spells that interact with each other (see MoM for ideas).

The spells books are still not distinct enough. Give us more summons than just Elementals.

Spell damage should not be just based on shards. Levels and intelligence should play a part (even without a trait)

I really miss researching spells in MOM, so you agonized over whether to research web or cracks call, now you just get them all once you level up and upgrade to Fire archmage. You can research spellbooks (e.g book of winds) on the magic tree but it feels different somehow. I wonder if a mod could add in a tree that just gained spells and randomised somehow.

Basically there isn't a sufficient focus towards the Magic portion of the game. In MOM, you managed Mana/SKill/Research(spell), then research was on learning spells.

In FE, you dont manage any of this. Magic is just one of 3 research trees (though I appreciate the attempt to force interesting choices). There isn't much to do to manage your magic beyond building shrines on shards the equalvant of nodes in MOM. 

Too much is tied to your champions gaining the right traits and then the spells are unlocked. The sovereigns are just an afterthought basically they just imbue the champion and they gain the spells. But after that what spells they gain is up to them not the channeler.

The sovereigns should be more important. Like some suggested cap the amount of mana champions can expand per combat. Sovereigns can expand more or even unlimited.  Maybe dependent on whether there are in your area of influence. 

Sovereigns can maybe exchange experience points to increase mana generation, spell research. ...

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

19,732 views 29 replies
Reply #26 Top

Anyone else had Morigan's(sp?) Spellbook Quest yet.

 

Got 2 spells as the reward, i think its hard to tell:

Mana Shield; Enchantment, Cost 30, Upkeep 3, ALL damage is taken to Mana pool instead of HP.

Mana Blast; Single target direct damage, not sure on base cost, Deals damage equal to your mana pool resist for half. seems to be unaffected by damage bonus traits, but with a Mana pool of 5k+ who needs them.

 

Reply #27 Top

Quoting scyldSCHEFING, reply 20
So are beta players just not bothering to read anything the developers have posted before they speak, or what?

Why has no one posted the following link yet?

https://forums.elementalgame.com/410595

 

 

This is not a DEMO, as the OP called it. THIS IS A BETA.

 

BETA MEANS NOT ALL FEATURES, SPELLS, ETC. ARE IMPLEMENTED.

 

MORE MAGIC IS GOING TO BE ADDED.

 

CAPSISCE?
End of scyldSCHEFING's quote

 

I am well aware of that link. That "more spells" comment was made I think with regards to the pdf doc posted. The current beta has i think roughly 20 more spells then what was listed there??

In fact might be good if this is a "demo" as some demos have a smaller subset of features/spells available then in full game.... :)

I hope I am wrong, but I suspect we won't see substantially more spells added in the near future, it's more about tweaking then adding big features and dozens of  spells etc.. Spells would mean more artwork etc , I think we will definitely see more in the expansion but what we have now is roughly what we will have up to final release.

But thank god for mods! 

 

Reply #28 Top

Quoting Trojasmic, reply 16
There are lots of spells... just check the HyperGameNuts or whatever is it called.  You just have to recruit the right heroes and play the game many times.  Some of the magic spells you get will be different every time.

 
End of Trojasmic's quote

 I did check the online help. There were about 100+, dont get me wrong much better showing then the WOM, with some good variety. But MOM still better in terms of number and variety, MOM has a lot of spells with unique effects very little overlap. FE has some of this, but more overlap, a lot of the spells are made "interesting" in the sense of gain +X point at cost of -Y points, but in the end it's still the same pattern.

 

Reply #29 Top

Quoting BeardyDan, reply 26
Anyone else had Morigan's(sp?) Spellbook Quest yet.

 



Got 2 spells as the reward, i think its hard to tell:

Mana Shield; Enchantment, Cost 30, Upkeep 3, ALL damage is taken to Mana pool instead of HP.

Mana Blast; Single target direct damage, not sure on base cost, Deals damage equal to your mana pool resist for half. seems to be unaffected by damage bonus traits, but with a Mana pool of 5k+ who needs them.

 
End of BeardyDan's quote

 

Yes saw that. It was one of the interesting ones. how about a mana shield that blocks spells? Could work on global, tactical level, or even on per unit level.

I think it's relatively easy to do summon <unit> spells particularly since you already have so many interesting monsters already.

I am thinking though the current magic system in FE makes it not so ideal to have many spells.

 

There seems to be 3 main ways to gain spells  

1. Automatic if you have right spell proficiency - Spell proficiency goes up, you automatically get it even with no research.

2. Researching magic tree to get a spell book eg. book of winds but you still need the right spell proficiency

3. Quest spells - See as #2 but still need right spell proficiency

 

I am not sure the right balance between #1 - #3, in FE #1 is pretty high.

Though for MOM, #1 is relatively low or almost zero, and most is from #2, while #3 is super rare after defeating powerful enemies.

I kind of prefer the MOM model, to put a greater empathisis on the need to research spells 

 

I really wish the spells you could research and cast was better tied to your channeler. Currently, it doesnt matter if your channeler has basically no/few spell pathes. All

he needs to do is imbue a few champions many of who have spell proficienes, do research on spell tree (optional) and you get as many spells as a spell casting specialized channeler.

Kind of reduces the whole tension about customizing your channeler, since it matters little what you pick for spells. 

Another funny thing is that the channeler won't necessarily be more powerful magically then the champions he/she imbues. I suppose you could argue without the channeler they wont even have the mana to cast spells, but it's still strange that even if the channeler is leveled as a spell caster the channeler is EXACTLY as powerful as the champion he imbues if both have the same spell proficiency. The only diff is the soverign can surivive falling/losing in battle without getting a negative trait but that's minor.

Not sure how FE can be fixed