4 spell suggestions for inclusion in FE

Here are 4 spells that I would like to see included in FE, mainly to provide interactions and counters to buffs & debuffs. I'm not going to go into specifics but just outline the concepts.

 

Death: Scour - low mana tactical spell but has a casting time - remove all positive effects (including enchantments from target for duration of the battle) - resistance check

Life: Cleanse - low mana tactical spell but has a casting time - remove all negative effects from target - some kind of resistance check

Fire: Manaboil - tactical zap - target takes high fire damage which is multiplied for each magical status effect (positive and negative) on target

Water: Mimic - tactical buff - caster gains all positive status effects that target enemy has

 

One of the main aims here is to have ways to hose the mega enchanted super-tank. These spells have probably missed the boat for FE's release but I'll try to mod them in if I can

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Reply #1 Top


I like each of these spell suggestions. Although low mana tatical spell -- are you thinking the same cost as the heal spell or a little bit more.

Mimic sounds like a fun spell. I might go with Reflection to fit closer with the water theme. But then again Reflection could make a dummy duplicate of the target.

Reply #2 Top

Death: Scour - low mana tactical spell but has a casting time - remove all positive effects (including enchantments from target for duration of the battle) - resistance check

Fire: Manaboil - tactical zap - target takes high fire damage which is multiplied for each magical status effect (positive and negative) on target

Water: Mimic - tactical buff - caster gains all positive status effects that target enemy has
End of quote

These are useless against the AI, but could be used by the AI against your sov when he has literally 20 buffs. (celerity stacks with itself).

So basically these spells are:

Death: Lose all 20 buffs with single low cost spell

Fire: Instakill sov with single low cost spell

Water: Get 20 buffs at not cost with single low cost spell

How the heck do any of those make sense?

And isn't there a dispel in the game already?

And the life spell is just plain useless since I have only been cursed like... twice, ever. and there is already a spell that does that

Reply #3 Top

@taltimir

 

Firstly, there is no unit dispel in the game though it sorely needs something to serve that function. The current dispel only works on city enchantments, please check your facts before posting.

Secondly, you say these spells are useless against the AI although Brad hasn't finished programming it yet - he hasn't gone into much depth on the magic side for sure. No doubt at some point he will programme the AI to use the enchanted & equipped supertank strategy before FE hits release, even though it's a cheesy strategy.

Thirdly, all the spells are tactical for that battle only so you don't need to recast the enchantments after the battle and you don't keep buffs from mimic after that battle (perhaps that was unclear in the original post, sorry about that). You could stick casting times/ resistance checks/ cooldowns on these spells too but they are intended to be utility spells as counters against cheesy supertank strategies.

Fourthly, why the hell would you want to cast celerity 20 times anyway?! That's a ridiculous waste of mana that leads me to assume you are playing a heavily modded version of the beta

Fifthly, those ultrabuffed supertanks will still be awesome against any other tactical battle

Sixthly, they will still be good against a caster with these spells as they will no doubt be high level and have high level magic resistance and partial elemental immunity plus access to counterspells (the spells I suggested should prob all have casting times). They will still have access to amazing equipment that they've farmed from monster lairs too

 

But most importantly, it's about introducing a check to help balance the game. Derek has stated that he wants the game to be about building when it is currently an RPG with a town construction side-game. There are some players that do not train any units in the entire game and Tuidj stated that he won the game with no settlements at all - this is unacceptable that large elements of the game are simply marginalised. Part of the answer is to strengthen those elements of the game but it is also important to have direct counters to supertank strategies.

It's pretty harsh when an opponent casts growth and giant form on their dude and there's no counter to that. It's also harsh when your guy has been shrunk/gravesealed and there's no answer here too. The only reason you're OK about these things is because the AI is not using them yet; when they are using them properly you might realise there is a need for counters. Incidentally all the best strategy games include counters against other units and tactics.

Reply #4 Top


@parrottmatch

 

I'm not really sure about specific costs as they're just general ideas at the moment. I do like the name suggestion though. Mimic was just a name that I came up with in the moment, other names could be 'mystic reflection' or for manaboil it could be 'manasplosion', 'manaflare', or 'chain reaction'. I draw alot of these ideas from a certain popular card game

Reply #5 Top


I think these are great spells to have added.

 

Quoting taltamir, reply 2

So basically these spells are:

Death: Lose all 20 buffs with single low cost spell

Fire: Instakill sov with single low cost spell

Water: Get 20 buffs at not cost with single low cost spell

How the heck do any of those make sense?

And isn't there a dispel in the game already?

And the life spell is just plain useless since I have only been cursed like... twice, ever. and there is already a spell that does that
End of taltamir's quote

Celerity is a permanent spell.  I don't think these spells should have any effect on a permanent spell.  The effect of the water one will only last the duration of the tactical combat.

 

Reply #6 Top

Me likey.

Reply #7 Top

Quoting DGB246, reply 3
Fourthly, why the hell would you want to cast celerity 20 times anyway?! That's a ridiculous waste of mana that leads me to assume you are playing a heavily modded version of the beta
End of DGB246's quote

I didn't cast celerity 20 times, I have 20 buffs, several of which are celerity.

Every single buff in the game (I love percipone's crown) AND a bunch of celrities...

And I would love to hear what is better then super celerity. Kiting a dragon by hitting them then running away since you go twice for every 1 action of theres is FTW. Not to mention you heal 2 HP per action you take and get to attack them twice as often.

I am playing an unmodded game

Reply #8 Top

Death level 4 

Fimbulwinter: When cast random wolf lairs are spread across the map and the wolves will attack nearby units, outposts and cities. The caster is not spared by the wolves, but he/she can be prepared. If you have a small empire and good units, its a good way to level the field against the aggressive expanders. Mana cost mayhaps 200?

The wolves need to be in groups that are not too weak of course.

 

 

 

Reply #9 Top

Life level 4

Shard of essence. When cast on a shard that you have connected to a city, the corresponding city gets and extra essence. The shard is destroyed. Can be used for specialising cities to get more production, research and such instead of mana/spell power. Mana cost 100 mayhaps?

Reply #10 Top

Death level 3

Corruption of minor souls: All mites gets gets +5 attack and double hitpoints. We need some fun too :)

Reply #11 Top

Fire level 3

Mana bleed. All players (including caster) lose 10 mana each turn for 5 turns. Use this when you are out of mana and want the world to suffer your fate. Or if you have too much and wants others to feel a little pain.

Reply #12 Top

Earth level 4

Doom of Trolls. All trolls will attack any enemy units (of the caster) within its FOW. 

Reply #13 Top

Life level 5

Return of the lost. If cast on a bandit unit, this unit will join the caster and become level 1 hero.