Other consideration: spells all regain one charge after battle, regardless if they were cast or not. This makes players still want to conserve their charges, but doesn't completely punish somebody who uses spellcasters to grind a realm. I think spellcasting ability is always very tough to balance because some creatures REALLY need to be casting spells but it's either you have the mana (or charges) and everything is fine, or you don't and you're useless.Ĭonsideration: what if spell charges simply affected its effectiveness, down to a base value of, say, 25%? Your first few casts are fully-powered, and each cast thereafter it diminishes until eventually you can still cast it each turn but it kinda sucks. All of the sudden a creature will feel useless. I agree with you that I am concerned with the frustrations this will cause, just like mana, except over a longer period: half a realm instead of two or three turns in battle. Perhaps a spell gem: restore 1 charge to each of this creature's other spell gems (or even your whole team?). You really think every single damaging spell isn't going to have this slotted in ASAP? You have Defense Penetration as a spell gem bonus. Three questions, or possibly things to think about:ĭo auto-trigger spells have charges, stuff like Chastise or Rend? By the same token, do monsters that automatically cast spells have charges on those spells?Įffects like Goretongue Gargoyle or Imp Shaman, that give out temporary spell gems that cost 0 mana - still a thing? What about the temporary ones granted by Generous spell gems? Does Magnetic interact with temporary spell gems granted by these effects or by Generous? It needs backups if it's going to hit Cast every turn (which also improves the value of additional spell slots, since that's more ammo you can take). By the same token, an "offensive caster" monster at par levels can't just have one good spell gem. Limits on total spellcasting also means that you can't just grind through true endgame with some ridiculous defense setup and (Mind Tricks / Mind Explosion / Anger / etc.), you need actual offense. (I mean, Parasites is still a thing, but at least that needs to be actually cast, and healing needs a functioning counter.) It's all Costs Health, and since Blight got toned down (the old Swampwalker was a death sentence if you had auto-healing effects) there's no reason to not just make all Spell Gems Cost Health and just party in the health fountain all day. The problem remaining is that people did that because you got the spells for free.Ĭomes Siralim 3, still nobody's paying Mana for spells. 2's endgame was pretty much Additional Triggers: One Million Spells at Start of Battle, and that was, reasonably, fixed. Good stuff! I admit, it's been a trip watching spell gems get balanced.
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