View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007274 | Valley 1 | Gameplay Idea | Apr 27, 2012 10:20 am | Dec 2, 2012 12:11 pm | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.001 | ||||
Summary | 0007274: Reduce spell ranges | ||||
Description | Most skills seem to go out too far. This allows what the Angry Forum Poster complained about, namely cheesing the enemies. I think most abilities should have much shorter range, causing you to engage the enemies. Long range should cost you heavily in either cooldown or projectile strength. Mana costs are immaterial now that you can just upgrade your mana pool size and that's all that really matters. The worst example is actually the purple death blob (why can't I think of its name?) that, if you have enough mana for, does enough damage to kill just about anything AND pierces AND keeps going forever AND very few monsters have resistance to. It should have a HUGE cooldown to keep doing this. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Can you please say more about what is so bad at Creeping Death (the purple death blob)? It has longer cooldown than most spells like you want long range spells, it is very slow and takes a lot of mana. But what exactly do you want from it? If it didn't peirce and it didn't last long, then it would be like Touch of Death (the Miasma touch spell), but with longer range. Right now it can easily be used as a defensive spell by casting it in the direction melee monsters are coming from to reduce their HP before they hit you or as an offensive spell if you use enchants that give you projectile speed, probably sacrificing cooldown reduction effects in the process. What other long range spells are there? (I'm using projectile speed enchants so most spells are long range for me and I don't remember any other long range spell other than Creeping Death, so it would help if you answered) |
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Like I said, taking a lot of mana doesn't really matter in the game at the moment, since it's just an impediment until you expand you mana enough with upgrade stones. While there is a cooldown, I don't feel it's significant enough given the power of the spell. It could perhaps be medium range, or it could expire after doing a certain amount of damage. The way it's set up, it's pretty easy to just fire one or two through a crowd of enemies and have them all die. Maybe it should be narrower so it doesn't hit as many things as easily. It just feels OP to me. But I would say that perhaps all long range spells are too long range (another mantis issue). If a spell is long range, it should 'pay' for that by being weaker in general, or some other cost. In general I think also it might be best to boost melee spells to encourage them because they're higher risk. Most enemies will cause damage when touched in addition to their projectiles, so to go up close is really dangerous. |
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I think some definition of long range is required. Creeping death has a LONG range, no one is going to deny that, but most other ranged spells have at 1280x800 a range of about a screen, this feels long, switch to 1920x1080 and suddenly it is about right. My main point for lowering range would be that currently ranged enemies have a much longer range than player already (aside from a couple of odd exceptions), I don't think lowering the player range would really change much. |
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The main problem I see coming from a reduction in travel time for spells is ruining the function of sliding spells. There have been several situations that the only reason I managed to survive was from a few skill shots around corners. I suppose it is a matter of opinion on whether or not this is "cheesing the enemies" or not, but on a higher difficulty being smarter than the enemy is about the only advantage I have. As for using Creeping Death as a primary offensive I personally think most other piercing spells are a better option(in most cases). The high mana cost and slow travel speed necessitates the use of mana reduction and projectile speed enchants. While if I were to use Energy Slice for example I am capable of loading up a faster fire rate and a solid increase to damage and not feel hindered. Also, faster fire rate and damage buffs work together much better with most other spells than a far less needed projectile speed and cost reduction. If you're using Creeping Death as your primary you've made a choice to use a powerful spell at the cost of not buffing your secondary like you could with a different loadout. |
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I can only speak for myself but i find the current game is offering an almost perfect balance between challenge and casual. I dont see the need to make it easier or more difficult, even as it stands it tends to alienate and confuse the more casual players that dont invest enough time in reading the wealth of info that the devs took the effort to put in the game. Altering some spells to make the game harder could easily break the game by making certain situations unplayable. Last but not least i play for fun not for punishment. |
Date Modified | Username | Field | Change |
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Apr 27, 2012 10:20 am | Bluddy | New Issue | |
Apr 27, 2012 10:46 am | tigersfan | Internal Weight | => Feature Suggestion |
Apr 27, 2012 10:46 am | tigersfan | Status | new => considering |
Apr 27, 2012 12:16 pm | Purlox | Note Added: 0022840 | |
Apr 27, 2012 12:28 pm | Bluddy | Note Added: 0022842 | |
Apr 27, 2012 1:29 pm | Terraziel | Note Added: 0022856 | |
Apr 27, 2012 4:49 pm | Omosh | Note Added: 0022865 | |
Apr 27, 2012 5:21 pm | Omosh | Note Edited: 0022865 | |
Dec 2, 2012 12:11 pm | kaboro | Note Added: 0029089 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |