Author Topic: Spell balance  (Read 3384 times)

Offline KDR_11k

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Spell balance
« on: October 02, 2011, 06:03:01 am »
I think we can all agree that the current balancing of the spells is kinda wonky. But while everybody knows that Ball Lightning is overpowered in the damage-per-mana department, what other spells need changing?

Fireball: It's cheap but after you get to civ level 2-3 you're no longer THAT limited in the mana department and the FB is too weak to warrant using when it takes a load of attacks to kill one enemy.
Forest Rage: Seems like a crappy copy of the fireball without even the AOE or knockback. Other spells make it look even worse.
Tidal Wave: Its damage-per-mana stat is really too low to be viable.
Launch Rock: It's a "tier 1" spell, i.e. doesn't require a spellbook to unlock but performs pretty damn well for that. It has a really good damage to mana ratio and penetrates enemies, can even cheese some bosses that get stuck behind small ledges by being thrown over those ledges. The downside is the limited range which can't keep up with the more direct attack spells.

Offline BobTheJanitor

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Re: Spell balance
« Reply #1 on: October 02, 2011, 03:14:46 pm »
Tidal Wave passes through multiple enemies, which makes it a little more viable. It's sort of a baby version of Creeping Death. That said, compared to other spells that can penetrate multiple enemies, it kind of comes off on the short end. More speed perhaps would make it a little more interesting. Forest Rage I just can't figure out at all. It seems like it's designed to be a fast single target spell, kind of a machine gun, but it's limited by the global cooldown to the point that I can't find a use for it.

My go to set has been Ball Lightning and Energy Pulse so far. Energy Pulse is great for chopping through a line of enemies and/or trees. I'd almost rather see its tree-killing resource gathering function decoupled and put into another spell instead. Something that does high damage specifically to background entities but doesn't even touch monsters. Then you can drop the mana cost significantly and have something handy for when you need to go deforest a whole area.

What really leaves me at a loss is the light producing spells (and the lamps for that matter). Emit Light makes them all effectively pointless. And even with that, no area is so dark that you desperately need light spells to begin with. Some of them are pretty murky, but nothing is just pitch black.