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   Forums-->Ideas and suggestions-->

"Mass" Spells and Spell Restrictions



Author"Mass" Spells and Spell Restrictions
1. Remove the 4x4 area and make it every unit under control. Reason? Because spells are cast only when it is the turn of the hero to move.
Thus, an initiative 10 spell which purports to be a mass spell may only buff the shooters(and hopefully not also the enemy units if they get in the area) for certain play styles.

2. Limiting a faction to only two schools of magic is severely restricting the tactical options of a player. For example in my case, i should have access also to destructive magic which is beneficial with a certain alt upgrade or to dark magic which makes more sense with the current 4x4 area since my units have high ini.
Thus as a proposal, all factions should have access to all kinds of magic. The talent cost however would reflect the difficulty in learning the magic.
all factions should have access to all kinds of magic

Wont this make it unbalanced for wizards?
That still comes with a talent cost.

I'm not familiar with other skills but is there sorcery or swift mind in this game? Also, jhora's not here.
all factions should have access to all kinds of magic

nope. don't like that. and elf can't use magic arrow, it would be too powerful. barbs can't learn magic and so on
Hmmm. The current barbs should have magic or if not, i guess it is already reflected in their unit skills. The coming steppe barbs have warcries presumably instead of spells. Again, it will be balanced by the cost of the talent.
All factions, not only elves, with magic arrow can be powerful at a certain stage.
Realy! It would make the game more individual. Why not giving the chance to raise 2 Schools of magic of your choice in each faction...
Mages would be still boosted, because they can choose three schools!!!

That would bear an enormous number of tactical options and would make factions more unique.
It was no problem to (still) specialize certain factions on special magic (like DE on Chaos, Necros on Nature) by Talent-point consumance, choosable abilities (Dark knight-human) or even forbidden shools (Holy magic for Necros)...

@misself:
If an elf wastes his casting-time to an magic arrow instead of increasing his ini, attack, defence,... what ever... it is his very own foult...
Barbarians are highly resistant to Magic and if you fight against them, you will recognice that the points you invested in Magic are wasted... (the other way to win... like taking defense and not (as usal) offense...)
on the other hand they do use their own magic (stunning blow)... but why not giving the chance to choose: "Stunning blow" or "Enfeeble"

But it would be very helpfull to ad the missing spells and skills to the nature-magic branch... exspecialy the "fire-trap" spell...
or: invent new! like: Summon "Rat 2008" or "Cow 2009"
Because at the moment, this is the most useless branch of magic (except the one spell for necros) until level 11, when it becomes the strongest branch against any not-chaos-magic-user... :(
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