Derek, please fix these 27 crappy spells

Here's an A-Z of 27 crappy spells that aren't worth using in their current state and Derek I'm appealing to you to fix these before the game's released to the public - I did consider adding some more to this list, but these are the real stinkers - so without further ado; the 27 crappy spells:

 

1) Antipathy - 100 mana to cause mild unrest - garbage

2) Avarice - 200 mana for a mild gold boost that can be equalled with a couple of markets - garbage

3) Battlecry - 72 mana plus casting time feels overcosted to me compared to many other tactical spells

4) Birth of summer/bloom of twilight - You have to get to earth 5 (a level 12 champ?) to create a few extra plots for cities when you probably have plenty at this stage - too overcosted for what it is at that stage in the game

5) Bless city - 500 mana for a tiny improvement in unrest - possibly the worst spell of the bunch

6) Blight - 400 mana for no net gain as it hits your cities too - why bother?

7) Blood rage - this is your reward for getting a champ to death 5? You can get far better effects with burning blade for a fraction of the mana

8) Broken loyalties - I've never seen this spell cast but 500 mana is too much for any spell other than the spell of mastery (do you get the troops in the city too?) - it's a good idea but currently way overpriced

9) Celerity - you're reward for getting a champ to air5 - woohoo

10) Crusade - 340 mana is overpriced for what it is, 180 would be more appropriate

11) Curgen's volcano - 500 mana is way too much

12) Curse city - this spell holds joint honours with bless city as the crappiest spell

13) Destiny's gift - actually maybe this deserves the title of crappiest spell?

14) Destiny's insight - 25xp for 250 mana is worthless

15) Dispel enchantment - overpriced - this should be able to target enemy units too

16) Earthquake - overpriced - but a better level 5 spell than the junk that death gets

17) Firestorm - overpriced, especially compared to pillar of fire

18) Flamedart - this unfortunate spell seems to get nerfed again and again - it's rubbish for a low level champ and it's supposed to be a starting spell EDIT: OK this spell is much better late game for specialist sovs, although I still think it's a little too expensive

19) Frozen bones - 200 mana for a very minor effect - trash

20) Incinerate city - cool name so you'd think cool effect right? Unfortunately this is one of the worst of the bunch

21) Ineluctable vision - revealing the map is nice but this is overpriced

22) Infernal covenant - I permanently kill my champ to get a demon for 1 battle - where's the benefit to that? (I bet the demon has like 20hp anyway)

23) Lower land - overpriced for what it is

24) Nature's call - this could do with a beefier summon, maybe stick a few levels on the summoned crits?

25) Raise land - overpriced

26) Sacrifice - this is the other 'reward' for getting to death 5 - kill all your population for a small amount of mana gain - how about upping the mana you get from killing pop - after all, you've had to level up a champ to death 5 to get this spell in the first place

27) Wall of fire - good concept but overpriced, you have to use an essence slot for this too I think

 

EDIT 28) Alchemy - 100 mana for 100 gold is a bad trade - especially for a spell you have to quest for

 

So Derek, please fix these stinky spells - there are some good concepts here that are poorly executed. You did great stuff with the magic system from FFH so I know that you can turn these spells around too. It would be a real shame if we got to final release and these spells still remain unused and unloved. After all we don't want them to be crappy, we want them to be cool

12,517 views 36 replies
Reply #1 Top

Agree with some of these, but as has been said before in other threads, Raise Land and Lower Land should NOT be cheaper.

They should not be able to be used casually in the early game.  They shouldn't able to be used casually at any point in the game, really, but by the time you can do so, you usually have plenty of other ways to put a hurt on the AI, so it doesn't really matter.

 

Don't see any reason Crugen's Volcano should be cheaper to use.  I certainly dont want the AI to use it on me more easily in the event they get better at using strategic spells.

 

If Pillar of Fire only does a piddling 8 points of damg +4 per fire shard, and can ONLY be cast in your territory, costs 48, then Firestorm, which does 10+10 per shard, can can be cast ANYWHERE, seems fair at 200, IMO.

Reply #2 Top

If you think a spell is overpriced, I would suggest you spec your cities to gain more mana than to ask to lower mana costs for spells.   There does need to be strategic incentive for casting some of these spells.

That being said, I do agree that some of the current higher tier spells are particularly crappy or unbalanced (for their mana cost)  in their effects, or should simply be lower level spells.

Reply #3 Top

Yeah, I have to strongly disagree with calling Raise Land, Lower Land, and Curgen's Volcano overpriced.  They're massively underpriced IMHO, and getting the first two right at the start doesn't make much sense to me.

Let's see, when I'm a newbie little wizard, I can

  • Cause one little schmuck to regenerate 1 hp extra per season, or
  • Cause another little schmuck's sword to sprout flames, or
  • Level entire mountain ranges, and raise new mountain ranges as easily as sculpting mashed potatoes
It's never made much sense to me, and seems completely out of whack.  Plus, terrain should matter in the game, and mountain ranges don't matter if you can just level them at will.
 
Reply #4 Top

I accept that raise/lower land is open to debate although I strongly believe they are overpriced to the point where there is little incentive to using them - 50 mana just feels like overkill. All it's really good for is creating shortcuts and you need to cast on loads of sea/mountain tiles to do that. Destroy land is cheaper yet that creates a 3x3 lake which is effectively a hard barrier - I know it has to be cast in controlled territory but that spell is much more exploitative.

 

With regard to Curgen's volcano - it's unavailable normally and I personally have never come across it in countless games (I'm going to create another thread about these lost spells) but I feel 500 mana is too much for any spell except the spell of mastery. The volcano is only going to nuke one city and in the late stages of the game you're going to have plenty - I personally think they should halve the cost to 250 mana and make it available to champs that have both earth 5 and fire 5 (how many of you have pulled that off in beta 4?) - it's just a 'win more' spell anyway as chances are if you are in a position to cast this you're already winning the game anyway.

Reply #5 Top

Great list!

Reply #6 Top


18) Flamedart - this unfortunate spell seems to get nerfed again and again - it's rubbish for a low level champ and it's supposed to be a starting spell
End of quote

I really would like to see this fixed.  I hate the way it is now.  It used to be my bread and butter offensive spell for my character.  Now I spend the entire game using my magic user in melee fighting...  ????

I really hope this gets fixed.  On the other hand, I've been getting much more done around the house as I haven't had any interest in playing FE.

-martinsa

Reply #7 Top

 

I accept that raise/lower land is open to debate although I strongly believe they are overpriced to the point where there is little incentive to using them - 50 mana just feels like overkill. All it's really good for is creating shortcuts and you need to cast on loads of sea/mountain tiles to do that. Destroy land is cheaper yet that creates a 3x3 lake which is effectively a hard barrier - I know it has to be cast in controlled territory but that spell is much more exploitative.
End of quote

I dont think you've thought it through entirely yet. If Raise/Lower could be used casually early on, it could be used for all sorts of little exploitative stunts. Like walling off the AI, for instance. It's simply not something the AI would ever have a chance to understand or use as well as a player. The price means early on it's highly situational, for very specific situations, which is as it should be. The value will increase as the game becomes more balanced, the AI becomes smarter and more dangerous, and there will be situations where being able to forge such a shortcut will give you an advantage in time, access, or angle of attack.

 

With regard to Curgen's volcano - it's unavailable normally and I personally have never come across it in countless games (I'm going to create another thread about these lost spells) but I feel 500 mana is too much for any spell except the spell of mastery. The volcano is only going to nuke one city and in the late stages of the game you're going to have plenty - .
End of quote

 

It's a Death Star spell.  It destroys a city and resources, leaving scorched earth, so you can never use those resources again. I've easily racked up 500 mana in the late game, and on harder difficulties the AI is going to have bonuses that may very well give them acess to a large mana pool.

 

I doesnt matter if it only hits one city. If it hits the *right* city, it will be a bad day. Also keep in mind that theoretically, people should be able to play the game with a single city.  I dont see any reason to make that spell easier to cast.

 

 

Remember to think about these things from the point of view of something being used against you.  The AI might not always be so hapless.

Reply #8 Top


9) Celerity - you're reward for getting a champ to air5 - woohoo
End of quote

well its permanent but ok its just a bad designed spell i think, like i said many times all magic trees require a lot of addition and balance, really a lot

 



18) Flamedart - this unfortunate spell seems to get nerfed again and again - it's rubbish for a low level champ and it's supposed to be a starting spell
End of quote

 

are you kidding me?

you can win the whole game with this spell alone...

 

 

for the rest i agree, these spells need work

Reply #9 Top

@Bingjack

You cannot use raise/lower land to create impassable barriers, you need destroy land (at earth 4) to do that and it costs 30 mana to turn 9 tiles into sea - it is only useful for shortcuts - how about as a compromise they raise the spells to earth 3 but they also lower their mana costs?

As for Curgen's volcano, it's not just about the mana cost - it's about getting the spell in the first place. Have any of you guys found this spell in beta 3 or 4? I've never found it, even if I did I wouldn't cast it because I'd object to paying 500 mana which is grossly inefficient. Think about all the things you can do with 500 mana spent on the good spells and instead you throw it all away on this one spell. 250 mana seems fair after all the hassle involved in getting the spell.

 

@heavenfall

Thanks :)

 

@martinsa

I think Derek has already changed flamedart to 8 damage plus extra for shards - I hope he lowers the mana cost too, instead he could stick a cool down time on it

Reply #10 Top

Quoting DGB246, reply 10
@Bingjack
As for Curgen's volcano, it's not just about the mana cost - it's about getting the spell in the first place. Have any of you guys found this spell in beta 3 or 4? I've never found it, even if I did I wouldn't cast it because I'd object to paying 500 mana which is grossly inefficient. Think about all the things you can do with 500 mana spent on the good spells and instead you throw it all away on this one spell. 250 mana seems fair after all the hassle involved in getting the spell.

 
End of DGB246's quote

 

Once again, you're thinking of it from the point of view of you being able to use it.  I would never use it either at any price, except for kicks, because it destroys resources, the whole reason I'm invading in the first place.

  If they AI gets a hold of it, they wont be as efficient minded as a human thinking about what would be a better use of mana. They will cast it, if Brad tells them to cast it (and I'm willing to bet he will).  In that event, the mana cost is the only thing serving as a countdown until the point they will use it. Depending on your playstyle (one or two strong cities vs many cities), it could ruin your day, or even be game over.  I'm not going to like it if they take out my production city, or a precious horse resource.  Many "nuclear option"s are in 4x games for novelty reasons, or as something for the player to fear, more than a realistic tool.

I'm going to be playing on harder difficulty levels, so the AI is going to have more mana than me for most of the game, as well as more money and tech.  Again, I fail to see any compelling reason to make this spell easier to use. It's good that it's rare. It's good that it's expensive.

 

As another poster said, perhaps you should refine your strategy for generating mana. I've got more mana than I know what to do with by the end of the game. If that ever changes, I will worry about how much a city killing spell that I'm never going to use should cost.

 

 

As for Raise /Lower land, it's been some time since Ive used it, so you may be correct. But I know in earlier builds when it was more spammable, I did all sorts of exploity stuff with it, and mountains ceased to become an environmental barrier, since I could pass through them at will.  In any event, it's a spell the AI will never be able to really use worth anything. It's completely a bonus to the player, and inherently unbalanced.  As such, while I think the game is more interesting with it in it,  I don't think it's something that should be too easily used by the player.

 

[edit] Just checked. I was able to use Raise Land to create a mountain tile, which became impassable.

Reply #11 Top

Quoting DGB246, reply 10


I think Derek has already changed flamedart to 8 damage plus extra for shards - I hope he lowers the mana cost too, instead he could stick a cool down time on it
End of DGB246's quote

there is already a 1 turn cd...

 

how much would you want it to be?

Reply #12 Top

I don't see how Flamedart is a useless spell. My Flamedart does like 80 plus dmg. It depends on circumstance I guess. How many fire shards you have, etc.

Reply #13 Top

Quoting BlackRainZ, reply 13
I don't see how Flamedart is a useless spell. My Flamedart does like 80 plus dmg. It depends on circumstance I guess. How many fire shards you have, etc.
End of BlackRainZ's quote

 

Yes. Flame dart cast by a character who isnt specced for offensive magic is a waste. Warlock, Evoker, Path of the Mage, etc. The right gear. And of course, shards.  Properly specced, its a very damaging spell, cheap-ish and safe to use, as opposed to burning hands, which is more efficient, but more dangerous to use.  You pay a price for the range.

Even so, nuking is a generally inefficient use of magic in the game. It's better to only do it in more dire situations, where you just need to win an encounter by throwing mana points at it.

Reply #14 Top

Quoting DGB246, reply 10
@Bingjack

You cannot use raise/lower land to create impassable barriers, you need destroy land (at earth 4) to do that
End of DGB246's quote

 

 

This is not true, by the way. I just raised land to a mountain tile, and it became impassable.  It took two applications.

Reply #15 Top

I think flame dart should be 15 mana as it's basically a ranged burning hands (it used to be 15 mana). I realise flame dart can be used well with a sov that's specced for it and it gets good with a few levels but it's supposed to help you in the early game, which it doesnt do any more. I forgot they stuck a cool down on it too.

Since Derek's changed it to 8 damage plus 4 per shard (like it used to be) hopefully they will drop the cost too.

Reply #16 Top

@bingjack

If you can create mountains with it then that is a bug - the description states you can't create mountains with it

Reply #17 Top

You forgot Eyes of the Eagle. See 6 tiles around you? Even if this spells works it's a joke. Try 9 at least.

Reply #18 Top


My tactful way of agreeing is yes, the spells do need some work.  Not only would I like to see some tweaked and fixed, but new ones as well. 

 

Reply #19 Top

Don`t want to patronize or sound obnoxious, but you really could just use a much nicer tone to your post and get your message across the same way.

 

I`m willing to bet that a post that is better worded and well-mannered would get much more attention from the people that actually matter.

 

Your tone might generate some hype in the forum, internet loves some flaming, but it might also alianate your target audience, the developers.

Reply #20 Top

Quoting kaiapo, reply 20
Don`t want to patronize or sound obnoxious, but you really could just use a much nicer tone to your post and get your message across the same way.

 

I`m willing to bet that a post that is better worded and well-mannered would get much more attention from the people that actually matter.

 

Your tone might generate some hype in the forum, internet loves some flaming, but it might also alianate your target audience, the developers.
End of kaiapo's quote

 

and yet no one was flaming until you arrived going totally OT and criticizing another user... :D

Reply #21 Top

You forgot alchemy: 100 mana to 100 gold. You want it the other way around...

Reply #22 Top

Quoting Raledon, reply 22
You forgot alchemy: 100 mana to 100 gold. You want it the other way around...
End of Raledon's quote

 

100 mana is far more dangerous and valuable than 100 gold.  That spell is just designed for players who have an abundance of mana but need some quick gold. It's not supposed to be an equitable trade, or to replace the need for a good economy.

 

Unless you were not being serious, in which case I apologize. I couldn't tell.

Reply #23 Top

I think the better solution is to keep most of these at high cost and then increase the player's ability to specialize a city in mana generation. Of course some of them simply seem like a bad trade. They should be reduced either way. 

Reply #24 Top

The Level 5 Fire spells are a real bummer, so much so that I'll no longer ever choose that as a level-up. Let me summon a giant fire elemental that shoots fireballs out of it's eyeballs or something, or an improved version of Fireball that doesn't have downtime, or a massive firecage that goes around an opponent that keeps them from moving and fries them every turn, or summoning a flaming nightmare mount that boosts my movement by 2 and breaths fire.

Reply #25 Top

Quoting seanw3, reply 24
I think the better solution is to keep most of these at high cost and then increase the player's ability to specialize a city in mana generation. 
End of seanw3's quote

I'm not sure how much more of an ability to specialize in mana generation we need. Even in the current build, which is down a bit from  previous builds where I used to finish with 800 mana in the bank sometimes, I usually end up over 40+ mana per turn by the end of my games (125-75 turns), and I'm not even trying. I don't build half the +mana buildings I could, and I dont even double down on any of the shards. I never make it more than halfway or so through the sorcery tech tree, and there's a lot of +mana there.

 

Over 50/turn wouldn't be reaching too far. At that rate I could cast dgb246's favorite Curgen's Hold every ten turns. :)  I can't imagine needing any more.  Clearly it's not that rate all game, and there are lean times, but if you're using the measures that are in place for gaining mana, it's not hard to come by.

 

Obviously it might vary by race. If you want to sling a lot of magic, play a more magically focused race like Pariden.