Let's compile a list of spells that underperform and therefore are never picked in the Multiplayer battles.
- list a spell.
- give arguments why it underperforms.
- give suggestions on how to improve its' current situation.
I'll start:
Lore of High Magic
1. Arcane unfrogingIssues:
- Too short of a range. Most of the spells and some of the abilities you'd want to prevent have bigger cast range or can be activated prior coming within the 100m range.
- Overpriced for what it does. While the damage is supposedly +69% more than a Spirit Leech and the cooldown malus is theoretically worth something in practice what makes Spirit Leech good is the potential to spam it and delete models on tattered cavalry for cheap as for the cooldown malus - see the above.
Solution: Focus the spell around the Cooldown part and therefore utility rather than damage.
- Increase range to 250m. Still balanced in a way that spells with 300m range can be cast before Arcane Unforging has a chance to put them on cooldown.
- Reduce the WoM price to around 11/14 points. Not spammable but not too prohibitive if you would want to use it in conjuction with most other spells.
- Reduce duration of the damage part to Spirit Leech level (13 seconds) to justify the above.
Comments
This spell should only affect artifacts like its TT counterpart, it's that simple. There's no reason to make it better because the problem of most magic in this game is simply the fact that as there's zero counterplay to magic and magic is completely safe to use, you can just cherry-pick spells that offer the most bang for your buck. That's where you need to start the balancing efforts.
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2 · Disagree 2Agreedoombolt - costs too much WoM for what it does
bladewind - costs too much WoM for what it does
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3 · 1Disagree 3AgreeApotheosis’ overcast is pretty much useless since the extended range is never worth it.
Hand of glory is almost always wasted since you’ll rarely be able to use both of its effects with a single cast.
I’d like it if both worked like how the storm vermin summon spell did where there’s no conventional overcast but instead a different effect for the same cost.
For apotheosis one version could be the heal and the other could have some other effect such as vigor replenishment.
For hand of glory one version can have the reload skill buff with accuracy or missile strength as well and the other could have the melee attack buff with weapon strength as well.
Otherwise soul quench is just fine and so is tempest. Fiery invocation is ass but that’s fine I’ve no problem with it being a campaign spell. Arcane unforging could use a cost reduction though as of now it’s just not worth it. Doesn’t even have a niche ever since waagh was reworked.
I’d also be happy if they reverted the most recent damage nerf to burning head but increased the cast time by a second. That way there’s actual counterplay to it in the form of dodging while still being punishing if they’re caught unawares.
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0 · 2Disagree Agree- Report
0 · 2Disagree AgreeSpells to buff
Light of battle - should rally fleeing troops immediately and add 2s duration, 4s OC.Comet of Casandora - Cast time way too long, should be reduced by a minumum of 5s
Fiery Convication - Cast time too long should be reduced greatly
Power of Darkness - Reduce WOM cost to 1 or 0, up the friendly dmg to 1000 from 500.
Doombolts - Almost there just reduce WOM by 1 and 2 for OC.
Spells to Nerf
13th Spell - reduce range from 200m (wtf is that) to 100m so it cannot be used to nuke arty.Soulsteeler ON Morathi - remove reduced WOM cost reduction on item
Burning head - +1s cast time
Traitor Kin - Either +WOM or Reduce dmg, its pretty much q soulsteeler without the heal currently for 7 less WOM...
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8 · Disagree 8AgreeI don't agree with the OP's suggestion though. They basically just said the spell should pretty much cost the same as overcasted spirit leech with practically the same range and damage,. but also add an cooldown effect and remove the risk of miscast? How does that make sense?
I have seen the Lady, my brothers. She came to me from the waters and told me of the trials to come. This is why I call you here, so that Her summons may be answered. I call Errantry, a crusade to strike at the heart of the new darkness"
-- The Lionhearted
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0 · Disagree AgreePiercing bolts of Burning and Searing Doom - same situation as Comet. They take way too long to deal damage.
Scorch - it's too narrow/doesn't do enough damage.
Most weapon damage, armour, or leadership augment/hex spells - they just don't have enough impact when compared to other types of spells, either because of the effect being too weak, or the duration being too short. Flaming Sword of Rhuin, Mindrazor, Soulblight, Wyssan's Wildform, Bless with Filth, Aspect of the Dread Knight, Withering, Flesh to Stone, Armour of Darkness, etc...
Plague of Rust is almost okay because it has a 44s duration.
IMO, just do something like +25-50% duration to all of these spells.
Veil of Shadows (Lore of Stealth) - why does a spell that deals 0 damage and doesn't apply any buffs/debuffs 12 WoM? This should be something like 3 WoM. This is easily the worst spell in the entire game as is, and even at 4-5 WoM, it might still be bad.
Vortexes with random movement - pretty much all of them are bad in MP, but OP in campaign. I'm not sure how to resolve that other than making them weaker, but more controlled.
Hand of Glory - maybe reduce the WoM cost by 1 or raise the duration by 25% or so?
Spiteful shot - this spell is worthless. I don't know how you can make it useful without changing it in some way. Accuracy just isn't really a valuable stat. "Hitting" 100% doesn't actually mean you hit 100%, as units can move to dodge even unintentionally, and accuracy is generally high enough already that it's not adding much practical value. Maybe it could also give reload speed, or last twice as long or something... 36s just isn't enough time for the accuracy buff to have a noticeable impact.
Chillwind - +1-2 damage?
'Eadbutt and Bray Scream - increase the damage a bit. Due to the short arc, they don't last as long as other wind spells, and can't hit as many entities, so it's hard to do much damage with them.
On the nerfs:
For Burning head, I think I'd rather see them just hit the damage again, and make it less polarized. 1-2 AP, but much less normal damage. Currently, it's OP vs light infantry, but extremely weak vs anything with heavy armour.
For Soul Stealer: Also make it work like final transmutation, so it drops off of units that leave the effect area.
Traitor Kin could probably do with +2 to the WoM cost, though it doesn't significantly damage single entities like soulstealer does.
Dreaded 13th spell costs 20 WoM. Reducing the range to 150 is probably fine.
As far as Arcane Unforging - Why not just -2 WoM cost, or +4s duration (+2 ticks of damage)? It's not THAT far from being reasonably good. Compared to Spirit Leech, it actually isn't that far off on damage for the cost, as it does 5 more ticks (12 vs 7) of the same damage.
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1 · 1Disagree 1Agree-1 WoM normal - 2 WoM OC
You never see it, armour has got less and less useful as more AP has been introduced, if it was cheaper to cast it would see greater use.
One of those spells that actually could be useful but is too expensive to be worthwhile
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0 · 1Disagree AgreeIts duration is longer (40s) than comparable spells like Devolve (20s) and Enfeeble foe(17s) but its impact is arguably less and it costs more WoM.
My solution would be to lower the WoM cost from 8 to 6 as well as lowering its duration from 40s to 30s.
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1 · Disagree 1AgreeOver all spells are in a much better spot now compared to a few patches back.
My list would be:
Fiery convocation: -3 sec cast time
Vargheist revenge: -2 sec cast time
Comet of casodora: -2 sec cast time
Piercing bolts of burning: -2 sec cast time
Burning head: +1 cast time
Banishment: -2/-2 wom
Bladewind: -1/-1 wom
Chain lightning: -1 wom
Command the unliving: -1/-1 wom
Cracks call: -2/-2 wom
Doom bolt: -1/-2 wom
Dreaded 13: -50m range
Fireball: +1/+1 wom
Phas protection: +4 seconds
Power of darkness: no wom cost, increase damage
Sandstorm: -1/-1 wom
Soulblight: +4 seconds
Traitorkin: +1/+4 wom
Hand of glory: Change OC effect (as adding more reload often is capped by animations anyways I'd assume) to +25% WS, both melee and ranged, and increase wom for OC. Alternative effect could be accuracy +30, might be interesting?
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0 · 1Disagree AgreeI disagree here, i think dreaded 13th is a 28 WOM spell and its crazy udnercosted.
I think it shoudl go down to 100m, +6 WOM and +45s duration on the summon.
The explosion its bit stronger than level 2 itza, so than you pretty much get a summon for what 5 WOM? which is a Stormvermin... Nah this spell is busted and has been always.
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2 · Disagree 2Agree- Report
5 · Disagree 5Agree- Report
1 · Disagree 1Agree- Report
0 · Disagree AgreeI actually find the comet missing pretty well executed right now, those minor misses can make it tricky to play with. But it's just way too slow so no one is ever even in the ballpark by the time it lands.
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0 · Disagree Agree- Report
3 · Disagree 3Agreeanyway
Rune of Negation - it needs longer range up to 200m to be able to save units more reliably
Rune of Oath and Steel - is just plain useless as armor only buff, either it should also give some md along with less armor or it should also replentish decent ammount of vigour
Global cooldown for runes should be lower (for example tie it to number of runes taken, for example 3 runes - minus 20 percent, 4 runes - minus 40 percent and so on), right now taking more than 2 o or maaaaayby 3 of them is just not worth it
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0 · Disagree AgreeHeavens could use some rethinking in general, it is the lore of fate and divination but has 4 AoE damage spells, super aggressive but very redundant
Shorter cast time for casandora is certainly the easiest way, but it would overlap a bit with uranon or chain lightning. An alternative would be to increase the radius, to have a scarier nuke. Harder to implement but funnier, follow the TT and have a random duration before it hits, with the radius growing. Would work as area denial playing with nerves.
Uranon could follow a target like doombolt, be a bit better vs SEMs. I know it is supposed to be an anti-artillery spell but any magic missile does the job better.
Windblast could also serve as crowd control with speed debuff, but it is hard to change one of the few working spells of the lore.
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2 · Disagree 2Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
1 · Disagree 1Agree