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[0.98] Spell Balance

[0.98] Spell Balance

I think the spells are currently very unbalanced, because too many multipliers increase the damage:

Warlock + 50 %, Path of the Mage + 50 %, Evoker + 75 % (25 / 25 / 25), Staff of Souls + 25 %, Ring of Mastery + 25 %, ...

The base damage should be INCREASED and the multipliers should be REDUCED:

Warlock + 25 %, Path of the Mage + 25 %, Evoker + 50 % (15 / 15 / 20), Staff of Souls + 15 %, Ring of Mastery + 15 %, ...

This video (medium map, expert difficulty, dense shards) demonstrates how unbalanced the spells are: https://rapidshare.com/files/2445515040/Spell_Balance.wmv

12,632 views 35 replies
Reply #26 Top

Quoting Trojasmic, reply 21

What do you do when you bring your evoker fire mage to a tactical battle against my impulsive horse riding hero with charge and maul weapon?  You can't cast a fireball when you're dead.  Should we start a new thread about how impulsive horse riding heroes with charge and maul weapons are overpowered?  Or should we go back and review Derek's motto?
End of Trojasmic's quote

Good point :)

But how do you reach my city if my strategic combat spells kill your army as soon as i see you?

Even if you reach my city and kill my fire mage (a water mage with Blizzard and Mantel of the Oceans is by the way much better) we have reached a point where heroes can be defeated only by heroes. Why should anyone use units?

Reply #27 Top

Quoting Trojasmic, reply 25
Go back and read Derek's forum post on this.  "Overpowered" is a term that Stardock (i.e. Derek) actually likes to hear forum users use.  Kraxis gets to start with 1000 gildar and recruit all heroes.  What?  That's overpowered!  Procipinee can create outposts with spells and wears a crown that gives her enchantments with no maintenance cost.  What?  That's overpowered!  Tarth can move through forests and swamps and are invisible to monsters.  What?  That's overpowered!  The Dirge of Ceresa?  Overpowered!  And somebody just might get lucky enough to be a Warlock + 50 %, Path of the Mage + 50 %, Evoker + 75 % (25 / 25 / 25), Staff of Souls + 25 %, Ring of Mastery + 25 %.  What?  You get the idea... 
End of Trojasmic's quote

Which is really really sad.
Since to my experience most users on this forum actually got they're head screwed on the right way.

Sincerely
~ Kongdej

Reply #28 Top

The problem is when you make a custom character you can pick many of these and combine them. Want to move and be ignored by monsters and start with 1000g? sure. Also be an evoker warlock? sure. They are all available.

On normal difficulty these things should be overpowered, but the fact that they destroy the hardest difficulty implies some tuning is still needed.

Personally the worst one is the invis to monsters scouting trait. It needs something like -20% damage and research on it to make it worth 1 point instead of 5. It could also just cost 5 points.

Mike.

Reply #29 Top

Procip's crown is god like it's so OP. there's no limit to the # of enchants you can have.  All of them.  No cost.  Turns that Sov into steamroller.

I also came to ask/wonder if Sean thought of making a "Path of the Summoner" to give something to those who want to try to play a summoner type.  Maybe ask for it out of Stardock. 

Reply #30 Top

Quoting Supreme, reply 30
Procip's crown is god like it's so OP. there's no limit to the # of enchants you can have.  All of them.  No cost.  Turns that Sov into steamroller.
End of Supreme's quote

You can run enchants without the crown, the crown basically just gives additional mana

Sincerely
~ Kongdej

Reply #31 Top

Quoting Supreme, reply 30
Procip's crown is god like it's so OP. there's no limit to the # of enchants you can have.  All of them.  No cost.  Turns that Sov into steamroller.

I also came to ask/wonder if Sean thought of making a "Path of the Summoner" to give something to those who want to try to play a summoner type.  Maybe ask for it out of Stardock. 
End of Supreme's quote

As Kongdej wrote, the crown is very useful, but it gives you only a few points of mana per turn. I think that is a good example of a powerful, but not overpowered item.

The Path of the Gouvernor should be replaced by the Path of Summoner, because there is only one magic path in a game that has a story related to magic. Both paths would fit very good together, because the summoner controls the creatures from his city like the gouvernor controls the faction from his city.

Reply #32 Top

Unit enchants seem to be hit or miss with the AI. I suggest modders increase the value for these and summon spells get a 1000% increase to make the AI use them properly. 

Reply #33 Top

Quoting Kongdej, reply 31


You can run enchants without the crown, the crown basically just gives additional mana

Sincerely
~ Kongdej
End of Kongdej's quote

And for the same cost of 1 point, you can get a trait that just gives you a whooping 1(!) mana per season. Crown is just so far superior it's not funny anymore...

Reply #34 Top

Quoting Rincewind-42, reply 34
And for the same cost of 1 point, you can get a trait that just gives you a whooping 1(!) mana per season. Crown is just so far superior it's not funny anymore...
End of Rincewind-42's quote

Agreed the crown is very good, but I have land-blazing stacks of whopping heroes without it, that is what I am trying to say, I usually don't run mage's due to it just not being fun, so I usually run all my mana into enchantments.

The trait to give +1 mana each turn is just a bug... Its not reaaaaallly supposed to be in the game but the devs let it slip... (Yea I am being slightly sarcastic)
That trait is plain useless compared to all the other options, I understand the hardship between 2-3 mana being a lot compared to right now, that said spellcasters really NEED the 4-5 mana regen from turn 1.
And warriors benefit from 4-5 mana regen each turn too, since I think more than half this game is made up in enchants, instead of proper one-shot spells.

Sincerely
~ Kongdej

Reply #35 Top

Quoting Kongdej, reply 35

The trait to give +1 mana each turn is just a bug... Its not reaaaaallly supposed to be in the game but the devs let it slip... (Yea I am being slightly sarcastic)
That trait is plain useless compared to all the other options, I understand the hardship between 2-3 mana being a lot compared to right now, that said spellcasters really NEED the 4-5 mana regen from turn 1.
And warriors benefit from 4-5 mana regen each turn too, since I think more than half this game is made up in enchants, instead of proper one-shot spells.
End of Kongdej's quote

I guess the devs let the profession with + 2 bandits or + 1 level slip, too? :)

To balance attunement it could provide (city level) mana per turn if the Sovereign is in the city.