[.804][Feedback]Brutally Honest Feedback: Magic and beta 2b
Love the game so far, Brad. However, there are some VERY serious issues with the magic system that need at the very least looked at again, if not changed/removed. So anyone who has some brutal if honest opinions/observations feel free to add them.
Major Issues:
- Current Essence = max mana. This is terrible. Needs fixed post haste. The reasoning why this is so terrible is simple to follow
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- Essence is only gained 1 point at a time, and to the exclusion of all other stats.
- Essence is lost/expended for major spells.
- When your sovereign casts essence spells you effectively lose LEVELS and the ability to cast high end spells.
- When your sovereign is defeated you effectively lose LEVELS and the ability to cast high end spells.
- If a Caster sovereign is defeated even 1 time, they may as well pull the plug on that game because of the lost opportunity cost.
- The economic/warfare sovereign is both protected from this, and encouraged to 'gank' a casting sovereign at ALL COST. I.E. even if the odds are hopeless it becomes favorable to attempt to throw units away to kill the enemy sovereign. If you are able to kill him/her even 2 times you have effectively locked him/her almost completely out of high end magic.
- Recommendations: Divide Essence into Current and MAX. Let MAX determine Mana. Profit.
- Stacking Enchantments. Ugh... really?
- By repeatedly casting the same Brilliant over and over on my capital city I was able to generate ludicrous amounts of research.
- Noticed 'Enchantment Slots' mentioned. Hopefully this fixes it.
- Maybe that is just a bug? Please say yes.
- I had a level 2 city with 200 research, just for shits and giggles... yikes.
- Recommendations: 'Slots' and/or making the enchantment based off of pop + buildings + number of city enchant slots allocated to enchantment would help even this out.
- Summoning upkeep. Costs .2 gildars a turn...
- Um... Some types of dragon may eat gold. But your average Troll/goblin/familiar will not.
- Recommendations: Have Intel or wisdom determine your summon cap. Wisdom hardly does jack otherwise anyway. (Monastic buildup negates any real need for Wis unless you are going 0 civtech)
- Sovereign specific spells. A good balance will be needed.
- As a sovereign you shouldn't have to personally oversee EVERY enchantment.
- Obviously the most powerful spells will need to be restricted to the most dangerous/most valuable unit
- Can't just have Joejack the Conjurer brewing up volcanoes.
- But Joejack should have the ability to summon 2-3 imps and cast a minor planar banishment.
Middling Issues:
- Spell organization. Yikes
- As you have noted, currently 'pluck your eyes out horrible'.
- As you get more spells this becomes more important.
- A matrix would be superb.
- Recommendations: Having the spells arranged in a Book:Function matrix would be both quick and expandable. So across the top you would have something like Favorite, Fire, Air, Water, Earth, Summoning, Ruin. Upon selecting any of those top tabs, the side tabs would appear and have categorical fields based on the primary selector. I.E. Selecting Air, would bring up sidetabs like Direct, Area, Combat persistent, Combat buff, Enchantment, World and such. Favorite Tab would allow you to make a custom quick list for rapid spanking action.
- Spell quantity. Need more.
- Not a huge issue, but I would like to see no less than 200 spells at launch
- Spell cost. Too many spells need shards.
- Fireball should not require a shard.
- Godly storm of Fireballs of death should take 2 or 3.
- Spell Learning sequence. There sort of needs to be one.
- This would also help cleanup the research enormously.
- Research Fireburst > Fireball > Explosion > Flaming Pink pony poo
- Would also be a good secondary check on early game Ragnarok'ing.
And that as they say is that. Despite the cruelty I have high hopes for this game.
Join me next time for Brutally Honest Tactical Combat Analysis and Champion Performance :}.