[.86] Feedback- Make each path of champion have unique skills = path of the mage only able to cast

Spells gained through research can be cast by any type of champion. This just doesn't seem right. My defender champion with lots of strength and constitution but low intelligence should not be able to cast at all. Instead, it would be a lot more satisfying if each path had distinctive skills. I know you are in the process of fleshing this out. It will be really great when the defender has massive zone of control and damage soak, the warrior can attack multiple enemies (maybe even specialize in a weapon damage type?), and the assassin can sneak around for a critical attackn on that archer unit.

7,427 views 10 replies
Reply #1 Top

Mages should definitely get more powerful spells than non-mages. I know in my current game, my summoner sovereign actually got the "Summoner I" trait which adds 1 to summon level. I'm hoping it required path of the mage to get.

Reply #2 Top

I don't know...champions have a small base set of spells they can cast from the get go, then it's really up to you whether you want them to access more spells.  I think this mechanic is ok.

Reply #3 Top

Summoner I-III should add new spells. 

 

There should be a few trait lines like this to further increase variety. Make them rare. 

Reply #4 Top

Some spells should have intelligence requirements to cast...

Reply #5 Top

Please. No "requirement". I just hate to not be able to put that "magical" hat because I'm not a level high enough. Instead use the stats of the units : intelligence shouldn't be only for magical resistance and magical focus but also to empower spells. So a low int hero could cast a spell but with reduced effect.

Reply #6 Top

Quoting vieuxchat, reply 5
Please. No "requirement". I just hate to not be able to put that "magical" hat because I'm not a level high enough. Instead use the stats of the units : intelligence shouldn't be only for magical resistance and magical focus but also to empower spells. So a low int hero could cast a spell but with reduced effect.
End of vieuxchat's quote

This. Int Needs to be involved in Spell Dmg Resistance or Dmg. Current system where even units with "Immune to magic" can be killed easily with any Dmg spells is odd and game damaging. So is spell dmg being totally dependant on evoker.

Reply #7 Top

im not sure id like spells to scale with int tbh

 

they system is decent as of now, the mages do increase their power as they grow also there are enough magic items available to pimp them (maybe lacking a few armors with something spell related )

Reply #8 Top

Good point, we need the ability to buy apprentice robes early game and some more loot robes. Only ones ive ever found are apprentice, mage and arch mage from treasure chests.

Quoting seanw3, reply 3
Summoner I-III should add new spells.
End of seanw3's quote

Hmmmmm, interesting. Maybe a lv3 spell anyway as a reward.

Do same thing to evoker, reduce to like 20% and grant a reward spell at lv3. A spell that draws power from all shards.

 

Lot of talk about mages but no one is even mentioning the other classes.

Still no love for them, only mage and warrior playable.

 

Reply #9 Top

Each of the "Path of.." traits needs to be more powerful to make there selection greatly influence that hero's playstyle. 

I think good starting point is to take the +1 stat per level trait and make it the Path of...  Path of the Mage gets you +1 Int per level, both retroactive so you get +4 int upon selection, and on into the future so you get an extra int every time you level up and tied to higher level mage traits (like now) as well as some special abilities.  Do the same for every Path, make sure each path plays to its given stat, and make sure each path has higher level abilities that play off of that stat and you have a good basic class system.   

As for the mage specifically, have certain spells that are only picked up via traits (outside of the standard ones) just like the other classes have combat abilities picked up via traits.  

Reply #10 Top

Quoting Kantok, reply 9
Each of the "Path of.." traits needs to be more powerful to make there selection greatly influence that hero's playstyle. 

I think good starting point is to take the +1 stat per level trait and make it the Path of...  Path of the Mage gets you +1 Int per level, both retroactive so you get +4 int upon selection, and on into the future so you get an extra int every time you level up and tied to higher level mage traits (like now) as well as some special abilities.  Do the same for every Path, make sure each path plays to its given stat, and make sure each path has higher level abilities that play off of that stat and you have a good basic class system.   

As for the mage specifically, have certain spells that are only picked up via traits (outside of the standard ones) just like the other classes have combat abilities picked up via traits.  
End of Kantok's quote

 

Yes. This is perfect. Each path (class) gets +1 class stat per level. Makes perfect sense and will then enable each class to be truly good at what it's supposed to be good at. Along with this, unique skills for each and we suddenly have a fun and interesting hero system! It's so close devs!