Author Topic: Spells casting time, and some other Wizard-related bits.  (Read 1689 times)

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Mateusz P-G

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Spells casting time, and some other Wizard-related bits.
« on: July 21, 2012, 03:28:14 PM »
I can't stress this enough - the cast time for spells is awfully
long and causes enemies to have 2 and sometimes even 3
turns after the player uses a spell. This isn't as lethal as it
used to be in the very last version, as its easier to stack up
hitpoints now, but still it doesn't feel right at all. What fun it
is to play a Wizard if you need to spec him for a TANK?
Besides, this completely ruins the Cyclone spell...

Spellbook of Flames is hopeless. I guess it should hit multiple
enemies in a line, but it mostly doesn't, only works very rarely,
making it completely unreliable and feeling like regular Fire
spell only twice as expensive.

Charm needs to have its chance to work adjusted with some
kind of hard cap, or better yet, a hard cap and a timer for
affected creatures. Maybe mana cost per turn? Otherwise its
just such a cheat!

Same goes for Magical Atlas. Free Clairvoyance for nothing.
No cost, no charges, absolutely gamebreaking once you get it.

Skeletons summoned via Lich's book have their stats a lot
stronger than the regular ones, I loved it, but I guess having
stats around 25-29 across the board while normal Skeleton
has stats around 7-10, is a bit too much.
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Dweller admin

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Re: Spells casting time, and some other Wizard-related bits.
« Reply #1 on: July 30, 2012, 12:49:35 AM »
Base time for spellcasting will be lowered from 250 to 150. If needed it will be lowered even more.

Clairvoyance will be removed from the Dungeon Atlas. The mapping distance will be reduces. As before, the Atlas also has a minor negative effect of waking nearby monsters.