[.77][Bug] Enchantments Don't Update

Been testing the magic area. I noticed that casting a spell like Regeneration correctly sees the number of shards you own and adds an appropriate bonus for any life shards. However, once I capture a new shard the enchantment fails to recognize this and improve the bonus I get. This is very annoying because I now have to dispel and then cast every enchantment once I get a new life shard. It would be better to have them update automatically.

2,634 views 6 replies
Reply #1 Top

I agree that these spells should update automatically. However, if we can't have that, can you put a "Recast" button next to the dispel button in the enchantments ledger? Hovering over that button would tell us what the mana cost to re-cast is. If the spell is the same as before or less, ie we have the same amount of shards or less, the button should be greyed out.

Edit: seanw3, the logic behind my suggestion is that I think it might be intended that there is a re-cast cost as well as a maintenance cost. Ie, if you want the better version, you have to pay the casting mana again

 

Reply #2 Top

If that be the case, then I agree about a recast button. They also need to add a message about this in the tutorial since it would not be easy for a new player to understand. 

Reply #3 Top

If there is a maintain cost I think it should upgrade itself. I bel;ieve that the maintain cost is a link to the spell itself and therefore should upgrade. If there is no cost then yes I think a recast should be in order.

 

Just my 2 gildar's worth.

Reply #4 Top

There is pretty much no reason that these shouldn't update when your number of shards update.  If they're worried about balance (ie, you cast them early and then they get upgraded for free as the game goes on) then make them more expensive or tie the upkeep cost to the number of shards.  

Otherwise it trivializes a large part of the shard mechanic.  Magic is supposed to be tied to shards and owning shards to increase your magic power is supposed to be a viable gameplay strategy.  If your power doesn't naturally ebb and flow with your ability to conquer and hold shards, then the mechanic (tying spellpower to the number & type of shards) is essentially pointless.  

Look at it in reverse.  One of my previous games I had 10 air shards.  I cast a few air based buffs, then lose 9 of those shards.  Yet I'm still just as powerful, buff wise, as when I had 10 shards, because my buff strength is not tied to the number of shards my channeler has immediate access to.  

Edit:  My larger point is that treat this as a bug and make enchants update naturally as your number of shards changes. 

 

Reply #5 Top

I imagine this is just a programming logic oversight. I'd definitely consider it a bug since you shouldn't have to cancel and recast to gain the new benefit.

Generally, I've felt like the mechanic of the more shards the more power hasn't been fully implemented (as in here or in tactical battles). Hopefully this will be addressed.

Reply #6 Top

Good find.  This should be fixed.  Making the player recast serves no purpose.  This type of mana sink is not needed.