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[Feedback] Fireball Spell

[Feedback] Fireball Spell

I now consider the Fireball spell broken and won't be using it as it is now useless.  I just fought a battle against a Hoarder Spider Army on Season 235.  On my Sovereigns first initiatlve I started casting Fireball as it looked like an ideal situation to use it.  The battle ended before the spell went off.  I won the battle but my Sovereign contributed nothing and probably resulted in the loss of at least one unit (probably two) that I probably didn't need to lose.

 

11,290 views 28 replies
Reply #26 Top

People don't believe me, but Intelligence can get ridiculous and is currently not well balanced with the rest of the game. It starts out low, and then goes way too high in the mid game. The problem is that no one really seems to get what it does. It adds Spell Mastery and Spell Resistance. It also gives bonus to experience.

 

Spell Mastery is our ability to penetrate Spell Resistance. Think of it as the mages skill in casting a spell. 

 

We need a free stat, like Initiative is, to regulate spell casting times. That way the bonuses to it, which are extremely powerful, can be explicitly controlled. 

Reply #27 Top

well since spell  resist appear to be broken or anyway to be changed maybe its enough that

 

when spell resist actually helps reducing dmg taken in some way to decide then int will be again good since it will be the counter of spell resist

 

so basically 1 broken thing lead to 2 bad stats

 

also int for champions is good for exp (im not totally sure it works btw :D but if it does... ) and eventually spell resist

 

just fix spell resist and lot of things get better imo

Reply #28 Top

Yes .. Spell resistance being the armor for spells, and Spell Power being the damage modifier for spells ... this would be good I think :)

 

-> and spell resistance can also be the "dodge" against the magical ranged attacks of Staff weapons.