Magic overhaul
I humbly submit these suggestions for improving the magic system.
Major points:
- scaling: spells need to be based on level, not just shards. Something like X base damage plus Y per shard plus Z per level. Some of the low level spells like Flame Dart could have a higher base damage but less scaling so they'd be viable early game but then get replaced later on.
- mage path: needs to be redone. I've seen a lot of great threads floating around and most of them are based on 4+ branches in the tree, one for each element. They need a similar structure, too, like "passive -> mancy -> passive -> summon -> special spell" or something.
Minor points:
- coordination: spells are spread out over the mage path skills, the general hero skills, and the tech tree. I'd just like to see things better organized. General skills should contain the core spells, mage path should add supplementary spells, summons, and passives, and the tech tree should have the more general spells like unit/city buffs. The damage spells, especially, feel scattered all over the place.
- tactical de/buffs: are not very useful. Even with the reduced weapon damage (which is a big step in the right direction) battles still don't last long enough for de/buff spells to be worth using (usually).
- ranged weapons: I really want staff of ice/fire to be available at Sov creation. There just aren't any mage-style weapons besides the staff, which requires me fight on the front lines which is a huge risk for a mage. I end up giving them bows which just feels wrong...
- flesh bound tome: a great concept but feels kinda weak. Churning out slave units is easy but I never have enough space in my army for sacrificial lambs (I might be playing it wrong...)
Discuss.