2 Mar 2008 08:36
Re: Spell rebalancing notes/thoughts
> I gave that class a couple spells: > firebullet - like magic bullet, this fires a bullet that does damage. It > does not explode into a fireball. Costs 1 sp to cast I think this is a good move. It is rough that the low level cold/fire/mana spells destroy loot when the new player needs it most. > firebolt - basically same as old ones, just lower damage. Costs 2 sp to > cast. > > I figure that for low level spells, when character won't have many mana, > they should start at the low end of the sp cost. I also reduced the > casting time - before, both had a fairly high time, which basically meant > that at best, you could only cast the spell every other or every third > tick. Now you can pretty much cast the spell ever ticket > > But even with that, I found that I was waiting for mana to regen a lot. > I suppose this isn't really any worse than fighters waiting for hp to > regen. Since by the very nature, these are range spells, the wizard should > ideally kill the creatures before they get next to him, and if they get > close, fall back, cast again, and so on. Except perhaps that the savvy fighter finds ways to avoid hp going down, and the caster cannot avoid spending mana or grace, so be careful of that comparison, I think. > But there are also a couple key points here - one actually needs the > space available to fall back. In the newbie tower, once I started making > progress, I could basic remain beyond the monsters detect range and hit > them with spells (and once the kobolds are dead, gives an outer circle to(Continue reading)
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