Quote:I think you misunderstood my point. I was saying that baking Resist Elements into summons is specifically a Sorcery nerf, as Sorcery obviously depends far more on magical attacks than other schools. This would be fine if it were your intention to nerf Sorcery, but my understanding is that you want to make Fire Giants more desirable to Sorcery wizards.
Oopps, I manage to forget Sorcery in that list, I intended to list all 5 realms, my mistake.
Sorcery can deal with Fire Giants using Confusion and Vertigo fairly easily. AEther Sparks can also reduce their 3 ammo to 1. I'm also not quite sure what unit in Sorcery depends on magic ranged attacks in the early tiers? Nagas don't. Water Elementals somewhat do but it's a single figure with high hit chance, resist element doesn't do much against it. Magicians are a dead unit against a fire giant either way thanks to the Fireball spell.
I guess if you Focus Magic a durable bow unit like Rangers or some heroes, that would be weak against Fire Giant and isn't already but that's all I can think of.
Anyway, yes, I don't want to nerf Sorcery, I do want to make Chaos and Sorcery play better together in the early game, and I don't mind a small buff to Chaos early game as a side effect, as long as it's not too large.
Fire Giants, while a solid universal purpose summon, are still the weakest of the three uncommons, gargoyles offer much higher survivability to enable spellcasting while chimeras have way higher raw power. I don't remember ever feeling that I need Fire Giants instead when playing. They are okay, but the other two offer so much more. I guess the Giants are the most cost effective though, as long as the enemy can't target their resistance to instantly kill them.
That said, buffing Fire Giants is not the goal, the goal is to create synergy between any Chaos and Sorcery spell(s). If Water Elementals and Giants can be made less similar as a side effect that's a nice extra benefit but it's also not the main purpose.
Quote:This will allow Fire Giants to cast very cheap spells across any realms the wizard knows,
Unfortunately not. Fantastic Creatures can only cast spells within their own realm. Only normal units can cast from the player's spellbook (magicians and heroes).
However...if we give the Giant 15 casting skill then it's functionally similar for Chaos (still casts Fireball) but with Focus Magic they gain access to Warp Lightning.
This would however enable the Giant to cast Animate Ammo which is probably even stronger than Resist Elements, just against bows, not magical ranged. It would also enable Shatter and Warp Creature and Breakthrough and Fire Elemental so overall I think it's a way too large buff.