[Balance] Dirge of Ceresa is pretty crappy now
[Edit] The current suggestion on the table, endorsed by Derek, is to remove the casting time from Dirge of Ceresa. Having it kick in immediately would go a long way to making it more damaging and more fun.
Right now Dirge of Ceresa kinda sucks. There are two very close analogies to Dirge (Horrific Wail and Contagion), and quite frankly Dirge comes in last of the three. It does do (one point) more damage than Contagion, but less than Wail. However its mana cost is so high as to be prohibitive in the early / mid game, and in the late game the damage is completely overshadowed by Horrific Wail.
My first suggestion would be to remove the randomness in Dirge. Make it do a flat X per round, instead of a variable amount between 1-X. This would be a big boost in damage, and reflect the uniqueness of the spell and it's extremely high cost when compared to the others.
My second suggestion would be to raise the shard bonus on Dirge back to +2 per shard. Even this damage boost barely makes Dirge better than Wail in terms of damage, and that assumes you are converting basically every shard you own to death shards. I think more than +2 per shard might be necessary, especially given the damage is easily resisted and not frontloaded.
A third suggestion would be to have Dirge do (Caster Level) + (1 per shard). This is advantageous in that damage ramps up some even if you don't convert every last shard to death. This has two prongs to it, one is that Death is sort of the theme of the Resoln faction, but also that if the only spells you can cast which are worth a damn are death (because you have no water, fire, etc shards) then it gets boring to play that faction.
My fourth balancing suggestion would be to flop the mana costs of Dirge and Wail. This makes Dirge more efficient, but lacks the WOW!!! factor of a faction-only sovereign-only spell. It would help bring them into balance cost wise, but if you had both available to you the only reason you'd ever cast Dirge is because you didn't have enough mana for Wail.
I've been back and forth with this one all through beta. Too strong, too weak. Too strong, too weak. Right now it's way weak, incredibly so compared to its nearest competitors. Just for amusement I went and found one of my old posts about this topic, here it is for a comparison in the past, with some comments by Derek: https://forums.elementalgame.com/417476
Additional Notes:
- Dirge and Wail both take two turns to cast. Contagion only takes one. +1 for Contagion.
- Dirge and Contagion both do poison damage, which is very commonly resisted. Horrific Wail does untyped damage. +1 for Wail.
- All three can be resisted, so this one is a tie.
- Damage dealing method: Wail wins this one hands down, +1 for Wail.
- Dirge and Contagion both do damage immediately on cast, and then some random amount between 1 and max damage over time after that, with the damage occurring after the target has acted.
- Horrific Wail does its full damage immediately upon cast with no follow-up DoT. This is important because a dead opponent doesn't get to do anything. I have frequently fought battles where my Hero cast Wail and instantly killed everyone on the other side, often before they were able to do anything due to trying to max out my Hero's initiative.
- Early game all three spells perform adequately, but Dirge is extremely expensive to cast in comparison to the other two. Call this one a -1 for Dirge.
- Later in the game Horrific Wail totally dominates. It does considerably more damage, all of that damage is frontloaded, and it has the best damage per mana ratio of the three. +1 for Wail.