Feedback request: What are the 10 least used spells?

 

What are the 10 spells you think aren't useful or are underpowered?

Keep in mind a few things:

1. Low level spells aren't intended to be useful in the late game (ie: fireball and burning hands aren't intended to be equal in power).

2. Some spells are only useful in some situations (blizzard may be weak against a single monster, but it does great against an army of large groups).

3. The biggest thing is when there is a spell you would like to be using, but dont because the effect isn't worth it.  That tells me that the spell is supposed to be there to support the way you play, but something is getting in the way.

4. Feel free to suggest how you would fix it (does it need to do more damage, less mana, remove the casting time, etC).

 

Thanks guys, I'm looking forward to reading your replies.

 

42,303 views 45 replies
Reply #1 Top

1. BloodCurse --- It's currently broken (other than that it might be a useful spell. See https://forums.elementalgame.com/443955/page/1/ for more detail.

I'll come up with more when I've got more time.

Reply #2 Top

Can someone post a list of all the spells real quick?  I'm away from my computer.

Reply #3 Top

First off: Low level spells are the most useful spells at the moment. City enchantments (the lvl 1 spells) are my most used spells, followed by unit enchantments (lvl 2).

The Mother Of All Spells is level zero, completely free and available to everyone: Meditation!

 

I mostly use Death spells (for flavor), so I'll let others talk about other schools. From Death, I rarely use:

- Wither. Too expensive. Effect is very marginal. Cost could be lower.

- Curse. The casting time is too long, and not really necessary, imo.

- Blind. Buffs and debuffs are all less useful, since you start very close to the opponent. 25% is not enough to make me feel any safer after casting it.

- All spells lvl 3 and higher. Since LH, there's not really any point in investing points in the Death School. I just go for Summoning and/or Horrific Wail and Evoker traits.

Since the change to Shadowbolt, Death really lacks a direct damage spell.

 

Reply #4 Top

Blizzard may affect a group, but at 8 points of damage (to each enemy), it's still under powered mid game or later. My suggestion is to 1. remove the casting time 2. increase the base damage to 12, plus +2 per water shard and +1 for every other caster level.

Blind - if your going to keep the effect at 25%, I think the manna cost should be reduced. I'd rather see it go up to 50% (or more and have the manna cost increased, or the duration limited.

I'll think of more spells later, but in general, I would love to see spell damage/effect increase with sovereign level, and have the shards amplify the damage by some percent. e.g. 10th level sovereign with access to two fire shards casting a fireball. Each shard amplifies damage by 5% . Each level adds +2 to damage.

18+ ((10 x 2) *(1+(.05 x 2))

18+ (20*1.10)=40

BTW, thanks for starting this thread, and asking for our ideas!

Reply #5 Top

Counterspell.  With a lot of spells losing their casting time, counterspell basically becomes pointless.  Perhaps a new mechanic for Counterspell is in order, like automatically firing anytime an enemy casts a spell.

Reply #6 Top

It's funny that 2 people have already brought up Blind. Yeah I would like to thank all the stupid people that called for its nerf. It's useless now.

Reply #7 Top

 

The spells I use the most are usually the level 1-3 ones.

Spells that aren't useful or that are underpowered.

- Shrink ... I don't want to give my opponents 50% dodge.  Ever.
- Burning Hands ... not  useful in the early game let alone late game, unless you are SUPER tweaked out.
- Chaos ... random effects are just 'meh.'  Slow, a 1st level spell is better 90% of thime.
- Pandemonium ... casting time is too long.  Should have a cooldown time instead.
- Blizzard ... casting time is too long.  Personally I would like to see this with -1 to current casting time and +1 cooldown.
- Thunderstrike ... needs slighly more base damage.  Not too much more though.
- Guardian Wind ... game has very few ranged attacks so this never gets used.
- Curse ... game has few high defense opponents.  Gets useful in the late game, but by then you have better options anyway.
- Nature's Cloak ... might be better as a tactical spell that affects entire party.
- Storm ... needs to be a targeted spell rather than hitting a random target.

Reply #8 Top

vandy you just named some of the best spells in the game! I agree that blizzard should only have 1 turn casting cost and curse should have no casting cost tho.

Reply #9 Top

1. Flamewave - Low damage and very hard to get.

2. Tidal Wave - Does next to no damage. Heals in a turn or 2.

3. Chaos - Doesn't scale. Every random option is much worse then a dedicated spell like slow.

4. Shockwave - Low damage and hard to get.

 

Honestly though the low level of champions and the fact you have to invest so many points in not only the normal spell books but the weird mancy traits means I don't get a lot of spells. An elite melee unit can easily kill all enemies in 1-3 shots so I don't use a lot of magic. Yes I could reduce their initiative or attack by half, or I could just murder half of them in one shot with a melee squad.

Reply #10 Top

Quoting mqpiffle, reply 5

Counterspell.  With a lot of spells losing their casting time, counterspell basically becomes pointless.  Perhaps a new mechanic for Counterspell is in order, like automatically firing anytime an enemy casts a spell.
End of mqpiffle's quote

Similar to a 1 or 2 turn silence spell... I like it :)

Reply #11 Top

I too use low level spells mostly. Upper tiers are not worth the level upgrades. Fireball might make level 3 fire useful, but it costs less to take it from the mage tree or "anointed by fire" instead.

Disagree about wither. It kicks serious ass in strategic.

One specific spell I don't care about is Guardin Wind. You'd have to spend a ton in upkeep to cover entire army and it's very situational. I would prefer either an effect on the whole army of a champion or a tactical spell affecting whole army. Burning hands isn't high on my list either. If you're going to be that close, might as well just hit the enemy in melee and get swarm bonuses.

Reply #12 Top

Nature's call. Somewhat expensive. And the randomized nature makes it harder to use strategically. Will it be swarming wolves, poisoning naja, mauling bear?

It's always great to use a disposable unit to distract the enemy, but this spell has no use outside suiciding what you get.

I like the randomized animal, but make it 3 packs of wolves if you get wolves, not 1. 2 naja if you get naja, not 1. The bear should come with a bear cub. Also, have a chance of summoning 1 great wolf.

If randomization is part of the spell, then there should be a small chance of extreme reward. The great wolf would do that.  

Reply #13 Top

Agree on guardian wind. Since it is so situational, then it should make ranged attacks almost un-usable. IE, make it even better at what it does.

Otherwise, there needs to be an additional benefit. +1 init also? That way it can be a weaker haste that works on the whole army. 

Reply #14 Top

Curgen's Volcano. Got excessively over-nerfed, is now completely useless. 

As it stands now, if you can cast this, you have already won. You might as well just cast the Spell of Making and Win. Or cast every damage causing strategic spell you have, multiple times. 

Some of us used it to make mountains, not destroy. How else can you make mountains?

Keep the 10 turn casting time with immobilization. Just bring the casting cost down to 750, so that it remains highly expensive, but not prohibitively. 

Reply #15 Top

Birth of Summer.

Comes too late in the game, and costs too much mana for its unpredictable results. I love, love, love the idea of this spell, but early to mid game is when it makes a difference. By late game, there is almost zero chance this could swing you to victory.

It's a great spell to play around with, of course, but it has little strategic value. If you lack land to settle, you'll never get to this spell in time to avoid losing to the real-estate rich players.

If you could raise oceans and make them fertile earlier on, that would be an AMAZING alternate strategy for magic-focused empires. You have all the territory, Magnar? Good for you. I just added five cities by raising the ocean floor and terraforming it. 

This spell, combined with Curgen's volcano and raise/lower land, need just a bit of tweaking to make terraforming even more fun than it is now. Namely, by giving it more strategic value. 

Reply #16 Top

Honestly, all spells should be revisited for balance and effect.  It seems like physical damage (att vs def) is now pretty well balanced, so spell effects and costs now could be tweaked accordingly.

As an aside (not to derail here) I also feel like shards are a vastly under-utilized mechanic. Any spell that has a number output should be affected by shards similarly.  Like Borg999 mentioned earlier, +5% or 10% effect per shard would be nice.  You could even change it so shard power was a direct % multiplier to spells of that element, and change shard output accordingly.  What I mean is that the number you see at the top right of the UI could be the percent value by which your spells are being increased.  So if you wanted each shard to increase spell effects by 5%, each shard should produce 5 element power. [/derail]

Reply #17 Top

The biggest problem with anything that does damage is trying to balance it against 3 different types of enemies.  Single champions, who tend to have hit points of about 20-50, grouped beings like little monsters or soldiers who could have anywhere from 10 to 100s of hit points and big monsters which could have 50 to 1000 hit points.  A spell that does 20 points of damage to a soldier group may be nothing at all, while to a champion is life threatening, and to a big monster isn't even a scratch.   

Reply #18 Top

For the record, blizzard is amazing and does not need any adjustment, it is a fearful army killer. It scales with shards and benefits from evoker traits. Yet the 2 turn casting time forces some strategy (or just get the savant trait). 

For those who think it is useless, I humbly suggest you try playing with it more. 

I am afraid of blizzard getting nerfed or buffed, it is perfect as-is. 

Reply #19 Top


Finally back in front of my computer so here's my list of spells I've never used and why:

Alchemy:  Costs too much mana.  I might use this spell if it were 50 mana = 100g

Bless City:  Costs too much mana.  I might use this spell if it were 100 mana cost.

Blind:  Effect not good enough.  This should be changed back to -50% accuracy.

Blood Rage:  Underpowered for being a Level 5 spell.  Give it a lower cost, better effect, or move it down to a different level.

Celerity:  Nobody is going to pay that mana cost for +1 initiative.

Curgen's Volcano:  Nobody is going to pay that mana cost except one time just to see what the volcano looks like. 

Curse City:  Nobody is going to pay that mana cost.

Destiny's Insight:  Drop this mana cost to 100.

Dirge of Ceresa:  Mana cost should be 48 not 64.  

Dispel Enchantment:  Mana cost should be 50 not 100.

Graveseal:  Mana cost should be 24 not 40.

Mantle of Fire:  Should be 6 dmg + 1 per Fire shard

Nature's Call:  Mana cost should be 12 not 30 or summon all three choices.

Pandemonium:  Should take 0 turns to cast.

Tidal Wave:  Need to know what the actual damage will be... not just some random number.  Please update the description to say 8 dmg/+1 water shard or whatever it is.

 

 

Reply #20 Top

I'm not at my computer, but I'm pretty sure I agree with Trojasmic.  Especially with blind.  What a turd spell that is now, it's only useful to cast on things you don't need help killing.

Reply #21 Top

I have almost never casted Nature's Cloak ... however, with cooldown times zeroed for Shrills, I should probably learn to use it again.  Its insane fighting a moderate to large group of Shrills now.

Reply #22 Top

I hated to fight shrills before this change.

Reply #23 Top

Seems like Blind should also cause a penalty to Dodge. -25% is not severe enough of a penalty right now.

Stoneskin's bonus doesn't scale well and really doesn't help that much in early game, either. Having a slightly higher base value and bonus per Earth shard seems better.

Reply #24 Top

Quoting Trojasmic, reply 6
It's funny that 2 people have already brought up Blind. Yeah I would like to thank all the stupid people that called for its nerf. It's useless now.
End of Trojasmic's quote

As a 'stupid' person, what I was asking for was for a duration to be applied to the spell so that a unit isn't incompacitated for the entire battle.

Instead they reduced it's effectiveness.