[0.98] Spell Balance

I think the spells are currently very unbalanced, because too many multipliers increase the damage:

Warlock + 50 %, Path of the Mage + 50 %, Evoker + 75 % (25 / 25 / 25), Staff of Souls + 25 %, Ring of Mastery + 25 %, ...

The base damage should be INCREASED and the multipliers should be REDUCED:

Warlock + 25 %, Path of the Mage + 25 %, Evoker + 50 % (15 / 15 / 20), Staff of Souls + 15 %, Ring of Mastery + 15 %, ...

This video (medium map, expert difficulty, dense shards) demonstrates how unbalanced the spells are: https://rapidshare.com/files/2445515040/Spell_Balance.wmv

12,618 views 35 replies
Reply #1 Top

I 100% agree.

Reply #2 Top

And here I was hoping for asking about balance between the various flavors. 

The shard scaling also.  If you wanted to just have a couple types or one.  You are most likely not going to get type that you want.

Reply #3 Top

Hah saving this video for laughs in a couple years.  It's hilarious how the AI just runs around freaking out at the end. :dur:

Reply #4 Top

Agreed, spell scaling is going into stupid ends (Not watching the vid, just tried myself).

Sincerely
~ Kongdej

 

Reply #5 Top

I am trying to think of a better way to progress spell damage. It is too complicated to get the AI to choose from things like Fire Evoker, Water Evoker, etc. It never knows which spells it has and will have, so it makes bad calls. It would be nice to simply increase the damage of spells with incremental numbers like we do with physical attacks, but we currently don't have the modability for that. Anyone got some good ways to progress spells from a trait?

Reply #6 Top

Is there a way to perhaps increase shard power via traits?  Like, take this trait and gain +1 shard power in all shards.  You'd have to make a kingdom and empire version of it, but that was going to be how I redesigned some of the magical professions, assuming this functionality is possible.

Reply #7 Top

Sean, I think it might help reducing the amount of % gain and meaby use another variable, you could either use a lower percentage, or you could use raw shard power. Or make spell mastery more important on damage spells, and the hunt for spell mastery more important too.

Sincerely
~ Kongdej

Reply #8 Top

Quoting seanw3, reply 6
I am trying to think of a better way to progress spell damage. It is too complicated to get the AI to choose from things like Fire Evoker, Water Evoker, etc. It never knows which spells it has and will have, so it makes bad calls. It would be nice to simply increase the damage of spells with incremental numbers like we do with physical attacks, but we currently don't have the modability for that. Anyone got some good ways to progress spells from a trait?
End of seanw3's quote

Huh? Nobody suggested a complicated system like this, but you are right that such a system would hurt the AI.

 

Quoting Emperorjarin, reply 7
Is there a way to perhaps increase shard power via traits?  Like, take this trait and gain +1 shard power in all shards.  You'd have to make a kingdom and empire version of it, but that was going to be how I redesigned some of the magical professions, assuming this functionality is possible.
End of Emperorjarin's quote

Yep the randomness of the shards and the shard scaling make the spell balancing more difficult, because the player does not know which shards he will get on the map and he must create his Sovereign before the game starts.

Changing the Path of the Mage to + 1 shard power in all shards is possible and in my opinion exactly what the trait should do, but i guess that the effect of multiple mages would stack and that would cause more balance problems.

Another option would be to reduce the impact of the shards. Most shards increase the base effect currently by 50 % and i would reduce it to 33 %, but the base effect should be increased first to make all spells useful without shards.

Heal (currently):

8 HP + 4 HP per life shard

Heal (changed):

10 HP + 3 HP per life shard

Reply #9 Top

Fire power and reduced percentages could work. If Fire power only add +2 damage or so to a spell and shrines can increase their firepower with upgrades, that would be a better scale. I may even be able to swing hero level bonuses to only affect their spells.  I will test it and get back to you guys.

Reply #10 Top

Quoting Wizard1200, reply 9
Changing the Path of the Mage to + 1 shard power in all shards is possible and in my opinion exactly what the trait should do, but i guess that the effect of multiple mages would stack and that would cause more balance problems.
End of Wizard1200's quote

It should be a sovereign profession that increases shard power, and unlocks traits that give more shard power.  I'm thinking of calling it Archmage.  As you note, letting all mages contribute such a notable bonus would probably be overpowered, unless it only applied to their own spells.

 

Reply #11 Top

Getting it to apply to only the hero is tricky, but there is precedent. Summer is a player bonus to summons spawn rating, but there is a unit stat that increases it for just that unit's summons. I am putting that on my list of things to test. 

 

Quoting Wizard1200, reply 9
Huh? Nobody suggested a complicated system like this, but you are right that such a system would hurt the AI.
End of Wizard1200's quote

We talked about it way back in Beta 2 when we thought the AI would be able to. I tested it out to no avail.

Reply #12 Top

Quoting seanw3, reply 12
We talked about it way back in Beta 2 when we thought the AI would be able to. I tested it out to no avail.
End of seanw3's quote

Oh ok, i have sometimes the memory of a goldfish :)

Another option would be giving every faction a building (Tower of the Sovereign, minimum city level: 1) that can be build once per faction and grants + 1 shard power in all shards.

Reply #13 Top

The Tower of the Sovereign could have another effect: + (city level) mana per turn if the Sovereign is in the city.

Reply #14 Top

Go big or go home guys.  Remember Derek's motto.  Spells are overpowered just like everything else is overpowered.  Having said that, here's why spell damage isn't as overpowered as you think it is.

shards:  totally random.  how big of a map are you playing on?  what resource setting are you using?  how lucky were you to find more fire shards than earth shards?

evoker trait:  totally random.  how many quests and monsters and experience dealing objects in your world setting to help your heroes level up so quickly?  how lucky were you to get the evoker trait instead of spell resistance I and strength as a choice?

fire mage:  you picked "fire" mage because you totally wanted to see some serious damage so get on with it.  burn baby burn!

And finally, rumor has it that Brad is chuckling in his office which means he will soon teach the AI how to use spells.  Then when you cast 100 point fireballs (if they're not counterspelled), they will be returned as 120 point blizzards.  Now what?

Reply #15 Top

Quoting Trojasmic, reply 15
Go big or go home guys.  Remember Derek's motto.  Spells are overpowered just like everything else is overpowered.  Having said that, here's why spell damage isn't as overpowered as you think it is.

shards:  totally random.  how big of a map are you playing on?  what resource setting are you using?  how lucky were you to find more fire shards than earth shards?

evoker trait:  totally random.  how many quests and monsters and experience dealing objects in your world setting to help your heroes level up so quickly?  how lucky were you to get the evoker trait instead of spell resistance I and strength as a choice?

fire mage:  you picked "fire" mage because you totally wanted to see some serious damage so get on with it.  burn baby burn!

And finally, rumor has it that Brad is chuckling in his office which means he will soon teach the AI how to use spells.  Then when you cast 100 point fireballs (if they're not counterspelled), they will be returned as 120 point blizzards.  Now what?
End of Trojasmic's quote

One big and shiny NO :)

Only spells are overpowered, because no melee or ranged attack of a single unit can inflict such a high damage against multiple units.

To balance spells with randomness is a bad game design, because it hurts the player and the AI.

If the AI starts to use spells as good as the player the tactical combat will be determined by who casts first, because a counterspell can be countered with Spell Resistance I and II.

Reply #16 Top

Thanks for playing devil's advocate Trojasmic. Here is my rebuttal.

 

Quoting Trojasmic, reply 15
shards:  totally random.  how big of a map are you playing on?  what resource setting are you using?  how lucky were you to find more fire shards than earth shards?
End of Trojasmic's quote

Irrelevant. One fire shard makes fire spells do too much damage. Getting two is a game ender. The problem is that evoker is balanced with no fire power. Getting just one is an imbalance. Getting more means killing most things in one hit, which leads to super fast leveling, which breaks the rest of the game. It happens on all settings to some degree.

 

Quoting Trojasmic, reply 15
evoker trait:  totally random.  how many quests and monsters and experience dealing objects in your world setting to help your heroes level up so quickly?  how lucky were you to get the evoker trait instead of spell resistance I and strength as a choice?
End of Trojasmic's quote

Irrelevant. Heores on the lowest possible settings still level to the evoker trait very quickly. The only difference is getting it on turn 50 or turn 150. Either way the problem is there. Evoker is far more powerful than the other choices. Strength is essentially +2 initiative. Evoker is a massive damage boost to spells. Doesn't compare.

 

Quoting Trojasmic, reply 15
fire mage:  you picked "fire" mage because you totally wanted to see some serious damage so get on with it.  burn baby burn!
End of Trojasmic's quote

No, I picked fire mage because it is the most ridiculously unbalanced thing ever. I wanted to play a thief, but there was no option. Balance, baby, balance.

 

Wizard1200 beat me to the AI thing. He is right that it will just be two entities using an unbalanced system to wreck years worth of units and injure heroes. And the winner will be decided by initiative and fireshards. No thanks. Going back to my mod. 

Reply #17 Top
Quoting Emperorjarin, reply 11

It should be a sovereign profession that increases shard power, and unlocks traits that give more shard power.  I'm thinking of calling it Archmage.  As you note, letting all mages contribute such a notable bonus would probably be overpowered, unless it only applied to their own spells.

 

End of Emperorjarin's quote

Maybe it could replace the +1 mana per season trait, which is horribly underpowered atm compared to what other traits can do.

 

Reply #18 Top


I think the spells are currently very unbalanced, because too many multipliers increase the damage:

Warlock + 50 %, Path of the Mage + 50 %, Evoker + 75 % (25 / 25 / 25), Staff of Souls + 25 %, Ring of Mastery + 25 %, ...

The base damage should be INCREASED and the multipliers should be REDUCED:

Warlock + 25 %, Path of the Mage + 25 %, Evoker + 50 % (15 / 15 / 20), Staff of Souls + 15 %, Ring of Mastery + 15 %, ...

This video (medium map, expert difficulty, dense shards) demonstrates how unbalanced the spells are: https://rapidshare.com/files/2445515040/Spell_Balance.wmv

End of quote

 

well game need balance in every aspect this is just one of the many

like i said elsewhere i modded to have warlock 10%, evoker 10/15/20, and more end game itesm with a bit less of damage bonus

also a lot less mana discount in combat, mantle 10% etc

this is the way to go

 

Reply #19 Top

Quoting seanw3, reply 6
I am trying to think of a better way to progress spell damage. It is too complicated to get the AI to choose from things like Fire Evoker, Water Evoker, etc. It never knows which spells it has and will have, so it makes bad calls. It would be nice to simply increase the damage of spells with incremental numbers like we do with physical attacks, but we currently don't have the modability for that. Anyone got some good ways to progress spells from a trait?
End of seanw3's quote

 

i dont see the problem with actual evoker and stuff tbh, what are you refering to?

btw ofc it would be better to add more focused and interesting traits but first stardock should balance existing things imo

Reply #20 Top

Quoting seanw3, reply 17
Thanks for playing devil's advocate Trojasmic. Here is my rebuttal.

 


Quoting Trojasmic, reply 15shards:  totally random.  how big of a map are you playing on?  what resource setting are you using?  how lucky were you to find more fire shards than earth shards?

Irrelevant. One fire shard makes fire spells do too much damage. Getting two is a game ender. The problem is that evoker is balanced with no fire power. Getting just one is an imbalance. Getting more means killing most things in one hit, which leads to super fast leveling, which breaks the rest of the game. It happens on all settings to some degree.

 


Quoting Trojasmic, reply 15evoker trait:  totally random.  how many quests and monsters and experience dealing objects in your world setting to help your heroes level up so quickly?  how lucky were you to get the evoker trait instead of spell resistance I and strength as a choice?

Irrelevant. Heores on the lowest possible settings still level to the evoker trait very quickly. The only difference is getting it on turn 50 or turn 150. Either way the problem is there. Evoker is far more powerful than the other choices. Strength is essentially +2 initiative. Evoker is a massive damage boost to spells. Doesn't compare.

 


Quoting Trojasmic, reply 15fire mage:  you picked "fire" mage because you totally wanted to see some serious damage so get on with it.  burn baby burn!

No, I picked fire mage because it is the most ridiculously unbalanced thing ever. I wanted to play a thief, but there was no option. Balance, baby, balance.

 

Wizard1200 beat me to the AI thing. He is right that it will just be two entities using an unbalanced system to wreck years worth of units and injure heroes. And the winner will be decided by initiative and fireshards. No thanks. Going back to my mod. 
End of seanw3's quote

I'll keep the devil's advocate thing going since you like it.  ;-)

What do you do when you bring your evoker fire mage to a tactical battle against my impulsive horse riding hero with charge and maul weapon?  You can't cast a fireball when you're dead.  Should we start a new thread about how impulsive horse riding heroes with charge and maul weapons are overpowered?  Or should we go back and review Derek's motto?

Reply #21 Top

Quoting Trojasmic, reply 21

What do you do when you bring your evoker fire mage to a tactical battle against my impulsive horse riding hero with charge and maul weapon?  You can't cast a fireball when you're dead.  Should we start a new thread about how impulsive horse riding heroes with charge and maul weapons are overpowered?  Or should we go back and review Derek's motto?
End of Trojasmic's quote

 

ofc there are many things unbalanced in the actual game, pointing other things op doesnt solve the first problem

 

and no, having so many unbalanced things does not sum to zero

 

because its not aut aut

its not like you play a mage or a horse riding warrior

2 op things just make all the other options bad and useless reducing the strategy

Reply #22 Top

Quoting Trojasmic, reply 21
Should we start a new thread about how impulsive horse riding heroes with charge and maul weapons are overpowered?
End of Trojasmic's quote

Now that you mention it, yes. That is the whole point of a beta and I seem to recall one such thread. Also, I have done some great work to balance Assassins so that you can't do exactly what you are referring to. Assassins use progressive poison damage and special attacks, instead of becoming horse charging crit machines. The crit multipliers are also insanely OP. Even on a crit, you shouldn't be doing upwards of 150 damage. And that is not even at a very high level. Add to that the charge and impulsive problem and we really have a mess.

It's fine to have things balance at a high amplitude, but then sometimes those OP options obscure the subtleties of the system. In my mod I have somewhere close to 6 strategies for leveling an assassin, while the vanilla can only manage the one. This is because I took a step back, nerfed the OP stuff and accentuated the potential of the path. Assassins can rush a mage, but they can't kill them before the mage has a chance to run or disable the assassin. 

Reply #23 Top


In Master of Magic, the "nodes" had a area of effect that help the effectiveness of the spells.  Instead of being global.  If you were using a spell the same type as the node then it increased the effect.  Likewise, if you were using a different spell, it may not even work.

 

For a global effect you had to cast a global enchantment.

Reply #24 Top

Go back and read Derek's forum post on this.  "Overpowered" is a term that Stardock (i.e. Derek) actually likes to hear forum users use.  Kraxis gets to start with 1000 gildar and recruit all heroes.  What?  That's overpowered!  Procipinee can create outposts with spells and wears a crown that gives her enchantments with no maintenance cost.  What?  That's overpowered!  Tarth can move through forests and swamps and are invisible to monsters.  What?  That's overpowered!  The Dirge of Ceresa?  Overpowered!  And somebody just might get lucky enough to be a Warlock + 50 %, Path of the Mage + 50 %, Evoker + 75 % (25 / 25 / 25), Staff of Souls + 25 %, Ring of Mastery + 25 %.  What?  You get the idea... 

Of course, I'm just playing devil's advocate.  I don't really believe any of this shiz.  I say nerf the fire magic a little bit more.  Fire magic has already been nerfed a little bit.  It used to be the only thing I would take, but now I'm liking Air magic for haste, tutelage, and tornado.  And Earth magic for enchanted hammers, stoneskin, and tremor.  And Death magic for blind.  And Life magic for shrink.  And Water magic for blizzard and tidal wave.

 

Reply #25 Top

Quoting Trojasmic, reply 25
Go back and read Derek's forum post on this.  "Overpowered" is a term that Stardock (i.e. Derek) actually likes to hear forum users use.  Kraxis gets to start with 1000 gildar and recruit all heroes.  What?  That's overpowered!
End of Trojasmic's quote

thats not?

lvl 9 cost more than 1k alone...

you cant really recruit much apart from crap with 1k

 

Tarth can move through forests and swamps and are invisible to monsters.  What?  That's overpowered! 

End of quote

 

thats (supposed to be) balanced

this IS a situation of aut aut

every faction has a unique thing supposed to be good or even op

but its NOT unbalanced because EVERY faction has one

unbalanced is when there is ONE weapon out of N that is over the top making ALL the other useless

 

what you claim is not op nor unbalanced