Spell Specialization
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- Meridius
- Archmage
First off, I'd like to say that, IMO, the spell specialization benefits of: War Chant of Light, Aria of Light, and Warp are perfect as-is. That being said, I think the others need some work.
Catcher:
The main issue here is that, even at level IV, catchers still attract crappy spirits and use a LOT of mana to do it. Re-structuring the quality of spirits caught at each specialization level seems like the easiest and most effective way to solve this issue.
This is my proposed level breakdown:
I: 50-700hp
II: 580-1140hp
III: 1020-1550hp
IV: 1350-1930hp
Provided you use a specialization point on Ward I at level 10 (which the game should just make you do), you can't possibly attain Catcher IV until level 12. With that said, there should be no issue with the catcher attracting spirits within range of your level using the HP criteria set forth above. I mean, when you go spirit hunting alone between levels 12-15, you certainly aren't attracting lowly Korrigans, so why should your catcher? Also, the catcher should be able to lure another spirit once it releases the previous one, so long as it (the catcher) is not destroyed.
Ward:
My understanding here is that each increased level of specialization affects how many HP the Ward starts out with when it is first summoned and has no effect on the max HP.
Lame.
My thought here is that each increased level should make the Ward's attack stronger.
Beacon:
Again, my understanding here is that each increased level of specialization affects how many HP the Beacon starts out with when it is first summoned and has no effect on the max HP.
Again, lame.
IMO, each increased level should have Beacons start with more HP, and allow for a substantially higher max HP, so they're more durable in emergency situations.
Dominator:
Once again, my understanding here is that each increased level of specialization affects how many HP the Dominator starts out with when it is first summoned and has no effect on the max HP. Seems like a pattern of lame upgrades...
How about making it so each level increases the amount of power Dominators supply? This would allow one with a higher specialization level more Beacons, Catchers and Wards to be summoned on one power network.
Spell Specialization Points:
With all these new ways to burn points, it would seem necessary to allow for at least two more. After all, there are 14 level increases and only 12 points. Take into consideration that an effective Mage should have War Chant IV, Warp IV, and most likely Aria IV. That would then leave 3 extra points, assuming you used two on Ward I and Catcher I (which, IMO, should just happen automatically). This would allow you to max out one extra spell (or three level II spells). Distribution could be one per level, or keep it the same and add the two at level 15.
Thoughts?
Catcher:
The main issue here is that, even at level IV, catchers still attract crappy spirits and use a LOT of mana to do it. Re-structuring the quality of spirits caught at each specialization level seems like the easiest and most effective way to solve this issue.
This is my proposed level breakdown:
I: 50-700hp
II: 580-1140hp
III: 1020-1550hp
IV: 1350-1930hp
Provided you use a specialization point on Ward I at level 10 (which the game should just make you do), you can't possibly attain Catcher IV until level 12. With that said, there should be no issue with the catcher attracting spirits within range of your level using the HP criteria set forth above. I mean, when you go spirit hunting alone between levels 12-15, you certainly aren't attracting lowly Korrigans, so why should your catcher? Also, the catcher should be able to lure another spirit once it releases the previous one, so long as it (the catcher) is not destroyed.
Ward:
My understanding here is that each increased level of specialization affects how many HP the Ward starts out with when it is first summoned and has no effect on the max HP.
Lame.
My thought here is that each increased level should make the Ward's attack stronger.
Beacon:
Again, my understanding here is that each increased level of specialization affects how many HP the Beacon starts out with when it is first summoned and has no effect on the max HP.
Again, lame.
IMO, each increased level should have Beacons start with more HP, and allow for a substantially higher max HP, so they're more durable in emergency situations.
Dominator:
Once again, my understanding here is that each increased level of specialization affects how many HP the Dominator starts out with when it is first summoned and has no effect on the max HP. Seems like a pattern of lame upgrades...
How about making it so each level increases the amount of power Dominators supply? This would allow one with a higher specialization level more Beacons, Catchers and Wards to be summoned on one power network.
Spell Specialization Points:
With all these new ways to burn points, it would seem necessary to allow for at least two more. After all, there are 14 level increases and only 12 points. Take into consideration that an effective Mage should have War Chant IV, Warp IV, and most likely Aria IV. That would then leave 3 extra points, assuming you used two on Ward I and Catcher I (which, IMO, should just happen automatically). This would allow you to max out one extra spell (or three level II spells). Distribution could be one per level, or keep it the same and add the two at level 15.
Thoughts?
Edited by Meridius (Dec. 7, 2011 20:46:48)
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- Tansur
- Awakened
Great topic and great ideas. I was just coming on to write almost this exact post.
Regarding Catcher: As I said in the other thread I think it would be better for there to be a larger gap between lvl 2 and lvl 3 catcher. If say lvl 1 was 50-500, lvl 2 was 370-720, and then 3&4 same as what you've mentioned above. I feel this would help define a dedicated catcher from a non-dedicated catcher, as putting 3-4 points in would greatly hinder your ability to max out current "must have" spells.
Regarding Wards: This is exactly what I was going to suggest. The greater the level the harder the ward hits. Alternatively, I could see a faster casting time per level going a long way to helping define a dedicated warder. This would make it very difficult to dodge a dedicated warders ward, as it might cast fast enough to hit you before or just as you finish casting.
Regarding Beacons: I think you have this spot on.
Regarding Dominators: I think this is a very interesting idea and I like it very much. An alternative would be that higher levels of dominators power up faster, thus being able to harvest them sooner. Ex: lvl 2 = 5 min faster, lvl 3 = 10 min faster, lvl 4 = 15 min faster.
The only thing I disagree with is your assessment that these changes would require more skill points. I feel that would ruin the point of fixing these spells. Fixing the spells would be to increase diversity, but giving more spell points would just decrease diversity as people would continue to max out the "must haves" and add on new candies. If you want ward lvl 4 you should sacrifice somewhere else. As it stands most mages are lvl 4 War Chant, lvl 4 aria, lvl 4 warp, lvl 1 ward, with 2 skill points stuck in who cares where (probably beacon). How ridiculous! A game about mages and every mage is exactly the same!
Improving these spells would increase the flavour and diversity and play styles of the game. Give me warders who specialize in countering others spells, and catchers who specialize in catching spirits, and dominators who specialize in harvesting energy. Give me pvpers who don't directly attack anyone, but strategically place wards and catchers! Give me mages who don't pvp at all, but enjoy building strong bases with strong defenses, or lending their defenses to others. Give me this on top of the warrior mages that we currently have so that each has an interesting role to suite the mage they are inside.
That's what I would like to see.
Regarding Catcher: As I said in the other thread I think it would be better for there to be a larger gap between lvl 2 and lvl 3 catcher. If say lvl 1 was 50-500, lvl 2 was 370-720, and then 3&4 same as what you've mentioned above. I feel this would help define a dedicated catcher from a non-dedicated catcher, as putting 3-4 points in would greatly hinder your ability to max out current "must have" spells.
Regarding Wards: This is exactly what I was going to suggest. The greater the level the harder the ward hits. Alternatively, I could see a faster casting time per level going a long way to helping define a dedicated warder. This would make it very difficult to dodge a dedicated warders ward, as it might cast fast enough to hit you before or just as you finish casting.
Regarding Beacons: I think you have this spot on.
Regarding Dominators: I think this is a very interesting idea and I like it very much. An alternative would be that higher levels of dominators power up faster, thus being able to harvest them sooner. Ex: lvl 2 = 5 min faster, lvl 3 = 10 min faster, lvl 4 = 15 min faster.
The only thing I disagree with is your assessment that these changes would require more skill points. I feel that would ruin the point of fixing these spells. Fixing the spells would be to increase diversity, but giving more spell points would just decrease diversity as people would continue to max out the "must haves" and add on new candies. If you want ward lvl 4 you should sacrifice somewhere else. As it stands most mages are lvl 4 War Chant, lvl 4 aria, lvl 4 warp, lvl 1 ward, with 2 skill points stuck in who cares where (probably beacon). How ridiculous! A game about mages and every mage is exactly the same!
Improving these spells would increase the flavour and diversity and play styles of the game. Give me warders who specialize in countering others spells, and catchers who specialize in catching spirits, and dominators who specialize in harvesting energy. Give me pvpers who don't directly attack anyone, but strategically place wards and catchers! Give me mages who don't pvp at all, but enjoy building strong bases with strong defenses, or lending their defenses to others. Give me this on top of the warrior mages that we currently have so that each has an interesting role to suite the mage they are inside.
That's what I would like to see.
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- Meridius
- Archmage
For the Catchers, I set the levels based on spirits one would attract at lvl 15. That is all. Level I is 1-2 hit spirits, II is 2-3 hit, III is 3-4 hit, and IV is 4-5 hit. We wouldn't want them to be so weak that no one would use them...
For Wards, I like the idea of faster casting, but I think it would be hard to do, especially with game lag where it is.
For Doms, I disagree with giving anyone an advantage to gaining energy quicker. It could open the door for abuse. The extra power could come in handy, though.
The reason for the two extra points is to give a Mage the ability to max a fourth spell. You NEED lvl IV War Chant, Warp, and for the most part, Aria. Then mages could, rather than throw that extra point wherever, like you mentioned, max out something useful or be all around decent. Currently, Beacon, Dom, and Ward upgrades are useless, so not having the points isn't a big deal. With 14 points, instead of the current 12, you still have plenty of diversity.
For Wards, I like the idea of faster casting, but I think it would be hard to do, especially with game lag where it is.
For Doms, I disagree with giving anyone an advantage to gaining energy quicker. It could open the door for abuse. The extra power could come in handy, though.
The reason for the two extra points is to give a Mage the ability to max a fourth spell. You NEED lvl IV War Chant, Warp, and for the most part, Aria. Then mages could, rather than throw that extra point wherever, like you mentioned, max out something useful or be all around decent. Currently, Beacon, Dom, and Ward upgrades are useless, so not having the points isn't a big deal. With 14 points, instead of the current 12, you still have plenty of diversity.
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- Anvar
- Archmage
These are great ideas. Also, there is speculation of other spells on the horizon, along with a level cap increase (hinted at for next update), so the SP issue should be taken care of with that.
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- Depth
- Scholar
There is a definite level increase with next update. I have no idea about the spells though. - @Anvar
Also, I love your ideas Meridius!
+10000000000000000000000000000000 ^_^
Also, I love your ideas Meridius!
+10000000000000000000000000000000 ^_^
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- Sempre
- Enlightened
I recently respecialized my spells to take catcher all the way to level four. I discovered, to my dismay, that the spirits still sucked.
I had hoped to start using catchers in battle, to cast one at a beacon and start spamming it with pots. But when it generates weak-sauce spirits, it isn't useful even as a distraction. It's just a waste.
So sad. Well, i haven't really played in two weeks now due to other distractions anyhow.
I had hoped to start using catchers in battle, to cast one at a beacon and start spamming it with pots. But when it generates weak-sauce spirits, it isn't useful even as a distraction. It's just a waste.
So sad. Well, i haven't really played in two weeks now due to other distractions anyhow.
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- Meridius
- Archmage
Wow!! That's great news regarding the update! And Sempre, we all feel your pain. That's kinda where I was going with this. There needs to be a valuable incentive to specialize certain spells. Otherwise, there's no point.