As there were no responses to "5", I assume the current costs and effect is good as is and remove this from my list.
"6" was already implemented in the previous update.
3. I agree Mystic Surge is probably good enough as is.
2. The suggested solution was implemented several updates ago.
4. Drain Power.
I'll change this to give the player MP instead of SP. Skill is great but it's simply an investment into the future (you spend your skill to cast Drain Power) and there is a positive feedback issue (more skill allows you to cast more Drain Power which gives you even more skill.) so it's either OP if you have the opportunity to spam it or useless because you're too busy fighting things to invest into winning the game 150 turns later.
MP is way more versatile.
However draining percentage MP is pretty much broken as it throws the core game mechanic of "economy matters" out the window. Cast it enough times that add up to 50% and you now have as much MP as your opponent and in the late game that's easy to do, it's trivial to use it 2-3 times each turn. What's worse, the AI will aim to refill their missing mana reserves so this indirectly drains their research and SP production as well.
The spell costs 100, but including the opportunity cost of used up casting skill it's more like a cost of 500.
If it takes away 500 from the enemy and gives 500 to you then it's a total of 1000 advantage, basically a +500 net gain on each use and it's reusable. That's slightly better than Raise Volcano but it's also an instant transfer instead of it happening over time so I guess it's good enough?
...this might be too efficient at reducing a wizard to zero mana though.
Being able to cast this twice and having a power income around 800 is realistic. Which basically equals the capability of taking away all the MP the enemy can produce in a turn.
But if it drains much less then it's not worth using up 100 casting skill for.
idk, it's broken either way no matter what.
Maybe we should discard the current effect entirely and let it drain SP from the enemy instead? Then Death loses their theme of draining mana though.
For now I'll leave it unchanged, I'm out of ideas.
"6" was already implemented in the previous update.
3. I agree Mystic Surge is probably good enough as is.
2. The suggested solution was implemented several updates ago.
4. Drain Power.
I'll change this to give the player MP instead of SP. Skill is great but it's simply an investment into the future (you spend your skill to cast Drain Power) and there is a positive feedback issue (more skill allows you to cast more Drain Power which gives you even more skill.) so it's either OP if you have the opportunity to spam it or useless because you're too busy fighting things to invest into winning the game 150 turns later.
MP is way more versatile.
However draining percentage MP is pretty much broken as it throws the core game mechanic of "economy matters" out the window. Cast it enough times that add up to 50% and you now have as much MP as your opponent and in the late game that's easy to do, it's trivial to use it 2-3 times each turn. What's worse, the AI will aim to refill their missing mana reserves so this indirectly drains their research and SP production as well.
The spell costs 100, but including the opportunity cost of used up casting skill it's more like a cost of 500.
If it takes away 500 from the enemy and gives 500 to you then it's a total of 1000 advantage, basically a +500 net gain on each use and it's reusable. That's slightly better than Raise Volcano but it's also an instant transfer instead of it happening over time so I guess it's good enough?
...this might be too efficient at reducing a wizard to zero mana though.
Being able to cast this twice and having a power income around 800 is realistic. Which basically equals the capability of taking away all the MP the enemy can produce in a turn.
But if it drains much less then it's not worth using up 100 casting skill for.
idk, it's broken either way no matter what.
Maybe we should discard the current effect entirely and let it drain SP from the enemy instead? Then Death loses their theme of draining mana though.
For now I'll leave it unchanged, I'm out of ideas.