Some water spells should not require water in the vicinity

You don't need a fire burning 4 tiles away to cast fireball or firestorm, so you shouldn't need to be near water to cast tidal wave.

It's magic... Just like fire spells, the water in tidal wave should be able to materialize out of thin air.

6,352 views 13 replies
Reply #1 Top

Tidal wave is insanely powerful and cheap. (40 mana last I checked) Firestorm costs a hefty 200 mana to cast, there is your main difference. Tidal waves 4 water tile requirement makes it interesting strategic wise, and counterable. (even if AI is bad at using it now)

You want a spell that is essentially "water firestorm", and that is boring design. And you still have Vetrar's Howl that is similar enough to the "water firestorm" you want. I fail to see any problem here.

Reply #2 Top

Quoting sjaminei, reply 1
Tidal wave is insanely powerful and cheap. (40 mana last I checked) Firestorm costs a hefty 200 mana to cast, there is your main difference. Tidal waves 4 water tile requirement makes it interesting strategic wise, and counterable. (even if AI is bad at using it now)

You want a spell that is essentially "water firestorm", and that is boring design. And you still have Vetrar's Howl that is similar enough to the "water firestorm" you want. I fail to see any problem here.
End of sjaminei's quote

The fact that there is rarely an opportunity to use it, makes it fairly usless. Might as well fill up the "slot" with a different spell.

Mana cost can be adjusted...

 

Reply #3 Top

I kinda thought the other way on this topic. I love how some spells are further restricted in being able to cast and wish there were more spells like that.

 

 

Reply #4 Top

Quoting GFireflyE, reply 3
I kinda thought the other way on this topic. I love how some spells are further restricted in being able to cast and wish there were more spells like that.

 
End of GFireflyE's quote

If all spells required very specific conditions to be cast, that would defintely "level the playing field"

I think a player needs to weigh mana cost vs. effect/impact rather than conditions and/or requirements.

Of course, with some spells, that approach could make them useless from another perspective (e.g. who wants to expend 2,000 mana for the volcano spell?)

Reply #5 Top

Also while I'm thinking about it, Tidal wave is just about the only spell that I'm aware of, that can cause colateral damage to allied units.

Even fireball doesn't have that negative effect....

Reply #6 Top

I actually like the Tidal wave spell, I wish instead of boosting the spell to be similar to fire spells, I think each magical school should be more focused on each subject.

What is water? slowing + damage + random stuff.
What is fire? damage + more damage?

At least this one water spell have a prerequisite that is fairly "odd", so its not just plain better than the fire spells, I do think mana cost should be balanced against damage on a more general notice, then meaby fire does it better.
I still wish for some more spells, it would still be fun even if they were all as odd and difficult to use as Tidal Wave.
I might have a different point of view on these spells, but I prefer to have some useful spells, and some spells that come in handy at "just the right time".

Sincerely
~ Kongdej

Reply #7 Top

Quoting Borg999, reply 5


Of course, with some spells, that approach could make them useless from another perspective (e.g. who wants to expend 2,000 mana for the volcano spell?)
End of Borg999's quote

Yet, another thought. Instead of having to expend 2,0000 for Kurt's volcano, why not require that it be cast within 4 tiles of a hill or mountain?..and reduce the mana cost back to 500?

 

Reply #8 Top

Quoting Borg999, reply 8

Quoting Borg999, reply 5

Of course, with some spells, that approach could make them useless from another perspective (e.g. who wants to expend 2,000 mana for the volcano spell?)


Yet, another thought. Instead of having to expend 2,0000 for Kurt's volcano, why not require that it be cast within 4 tiles of a hill or mountain?..and reduce the mana cost back to 500?
End of Borg999's quote

I'm all in for that, makes it interesting, and cast-able again (I am one of those odd people who use his mana ;))

Sincerely
~ Kongdej

Reply #9 Top

Quoting Borg999, reply 2

Quoting sjaminei, reply 1Tidal wave is insanely powerful and cheap. (40 mana last I checked) Firestorm costs a hefty 200 mana to cast, there is your main difference. Tidal waves 4 water tile requirement makes it interesting strategic wise, and counterable. (even if AI is bad at using it now)

You want a spell that is essentially "water firestorm", and that is boring design. And you still have Vetrar's Howl that is similar enough to the "water firestorm" you want. I fail to see any problem here.


The fact that there is rarely an opportunity to use it, makes it fairly usless. Might as well fill up the "slot" with a different spell.

Mana cost can be adjusted...

 
End of Borg999's quote

I've used it tons. It depends on the map obviously, but not my fault your map is bad for it ;)

Aand again in case you didn't read properly; Vetrar's howl. That's the water spell you are asking for. Can be cast anywhere on the map for awesome water damage. Why do you need two water spells doing the same thing again?

 

Reply #10 Top

Quoting Borg999, reply 6
Also while I'm thinking about it, Tidal wave is just about the only spell that I'm aware of, that can cause colateral damage to allied units.

Even fireball doesn't have that negative effect....
End of Borg999's quote

??

Sure it does.

<AllowFriendlyFireInRadius>1</AllowFriendlyFireInRadius>

Reply #11 Top

Quoting Borg999, reply 6
Also while I'm thinking about it, Tidal wave is just about the only spell that I'm aware of, that can cause colateral damage to allied units.

End of Borg999's quote
but I have used starfall which is another stratigic spell that has a radius and can also kill your armies that are in the effect radius(admittedly a 200 mana spell) that can be cast at any visible enemy army/town, even in enemy territory(and does NOT harm towns/outposts OR resources, just armies)

harpo

 

Reply #12 Top

Tidal Wave works everywhere near water!! (even in enemy land) That alone is good enough for me to warrant the 4 tile requirement. Tidal Wave used on the offensive is awesome!

(and I get no collateral either from strategic spells except firestorm)

Reply #13 Top

tidal wave is amazing. but the map generation can make it hard to use. Given that there's no boats or naval warfare in the game, there's generally no continents either, the whole map is one big island with just a thin ring of water around it.