[.914]{suggestion} Replace/remove Heal spell

Hello. The heal spell IMHO is too easily exploited in the hands of a human playeer while the AI will never use it to its full extend. I would propose changing it. Healing needs to be less easy to spam and have some random elements so its not so much better a spell for the human than the computer players. I'd also like to make it so hero units with healing spells are free to do other things during the battle other than heal every turn. I would also suggest creating a healing-type spell for each elemental type as saving a unit from dying has so many compound benefits. Here are some alternate suggestions

(Life)summon:life nymph

2 turns to cast

low hp well endowed female glowbunny that runs around casting healing touch on units nearby. Can heal enemy units. Can be killed.

(Life)summon: holy bush

2 turns to cast

place a low hp shrub that causes units adjacent to regenerate Hp.

(Fire) Updraft

Stokes the inner fire of a friendly unit, healing it but causing burn damage to nearby units, foreign and domestic. May only be cast on a unti under 33% of health.

(Air) Breath of Life

Prevents death and heals unit to 34% of health should the target drop below 1 hp during that turn. May only be cast on wounded units.

(Air) Favorable breeze

2 turns to cast

Causes a thin line of wind to cut its way through the battlefield for the duration of combat. Any friendly units standing in the breezed tiles receive increased regen and protection from projectiles. 

 

3,073 views 7 replies
Reply #1 Top


I only need to heal as I need to, so heal is not that overpower, many time enemies do more damage than heal itself, proved a 8 heathpoint, and it's very rare for me to get life shair.

Reply #2 Top

I would like to see a broader variety of heal spells that work in different ways, but the base Heal spell as it is is hardly overpowered. It is the Human player's ability to rotate out their front line to heal wounded units that is Overpowered.

 

Considering that each casting is only about 8-12 life, its only a big deal in the early game. After that, it pretty much doesn't matter.

Reply #3 Top


rotate out fornt line? I recalled, enemies stll chase and attack a smaller number of troop, so that won't work, though you could slow down soldier drying with healing, but there is trade off,

Reply #4 Top

I feel it is over-powered if you have a hand-full of life shards.

It wouldn't be such a problem if the AI could evaluate whether to target the spell-caster with heal ability over ranged units.

I also started a separate thread with the idea of decrementing the shard count to progressively weaken the power of these sort of spells.

Reply #5 Top

If you have a hand-ful of life shards, you deserve an OP heal spell.  At least there isn't a goodie version of corruption out there.

 

It's like Ceresa+ death shards being an near-instant nuke.

Reply #6 Top

Like mentioned, early its nice.  No reason the AI couldn't be tweaked to see the value in keeping its units.  I will point out that Empires are dark magic and don't have it, but they could/should drain life instead. 

I'd like to see another heal spell of some type since dark magic just seems OP in comparison to me.  Drain Life > Heal.  The dark caster did damage and healed a unit all in one spell/turn.  This may need to get place higher up the dark scale than issuing it so fast compared to what other colors get at the same level.  

 

 

Reply #7 Top

Drain Life only heals the caster... Heal heals other units... In fact, later down the life path, you get Wellspring, which heals EVERYONE, for way more than Heal in fact. I can't believe we're discussing heal when wellspring is in the same game.