We're often celebrating the power of spells and sharing exciting spell combos. Whenever debating the power of spells, we tend to concentrate on whether they are 'too powerful' and we're all guilty of this despite this recent post from Seravy:
Maybe we should look at things in a different perspective.
* Are there spells that are statistically unimpressive?
* Are there spells that are thematically or simply feel unimpressive and/or redundant? (I think there's quite a bit here, with similar 'weaker' spells simply because a realm doesn't specialize in that type)
By unimpressive, I don't mean 'skeletons can barely handle swordsmen, so unimpressive, might as well leave them as garrison' (that is an impressive role!).
Life:
*Bless (B) - not technically unimpressive, but could expand and include poison - no early non-death spells protect against this? Helps make spell less 'counter to specific realm'
*Exorcise (C ) - Unimpressive resist-or-die. Maybe it could also include chaos-channeled units. Maybe it could involve an added -4 instead of -3 penalty. At its current state, targeting an undead feels like an added -1 petrify or a cheaper banish.
*Unicorn (C+) - I see the point, but slightly increasing cost and allowing it to have 1 more melee can also help it have an 'impressive' function in combat (teleporting and hitting ranged units)
*Divine Order (C ) - the self-inflicted wound of higher costs for some own spells make it feel unimpressive for me. 10 maintenance too. Too tactical
Sorcery:
*Nagas (C ) - feels unimpressive to me, I think it's the 2 movement that does it
Nature:
*Earth Lore (C+) - not necessarily superior to sending spearman, swordsman and a exploring magic spirit around during first 15-20 turns. Casting a few war bears will do more. Suggest bringing cost down to 25-30
*Water Walking (B-) - I'd probably bring down the cost even more to 20-25. It's often more economical getting a trireme for basic needs.
*Ice Bolt (C+) - This spell is thematically boring and feels unimpressive with fairy dust occasionally superior. I like what you did with aether sparks having a secondary effect. Maybe ice bolt can freeze a unit for 1 turn, or halve movement points.
*Crack's Call (C+) - a bit desperate spell and cost-ineffective, would prefer it if it dealt 25 damage or cost 21 to combat indestructible hero strategy
*Stone Giant and Gorgons - What's up with 9 resistance? They're ok otherwise, but Stone Giant could use less research cost and/or higher melee.
*Great Wyrm (B+) - I think the low armor is a bit harsh, might need 5 more hp to compensate
Chaos:
Disrupt (C-) - no explanation needed. I wish it destroy walls around spot as well.
Gargoyles (C+) - research cost too high for a unit in the level of giant spiders, etc
Chimera (C+) - not as good as statistics and upkeep of 6 indicate, always targeted with curses
Doom Bat (C+) - simply doesn't fight very well, get's killed quite easily by so many units.
Death:
*Weakness (theme unimpressive) - resistance-based attack power reduction already exists elsewhere in other realms and at low cost as well. Why not 'always works'? I mean, it's not like a superior higher-resistance unit will be purely crippled by 3 less attack. A more exciting but more difficult option is to have it alternate as -3 attack and -3 armor, like warp creature, but unresistable.
Quote:-Every spell should be more than just useful, and feel "impressive". They shouldn't be overpowered on the whole, but they should be great at their intended function.
Maybe we should look at things in a different perspective.
* Are there spells that are statistically unimpressive?
* Are there spells that are thematically or simply feel unimpressive and/or redundant? (I think there's quite a bit here, with similar 'weaker' spells simply because a realm doesn't specialize in that type)
By unimpressive, I don't mean 'skeletons can barely handle swordsmen, so unimpressive, might as well leave them as garrison' (that is an impressive role!).
Life:
*Bless (B) - not technically unimpressive, but could expand and include poison - no early non-death spells protect against this? Helps make spell less 'counter to specific realm'
*Exorcise (C ) - Unimpressive resist-or-die. Maybe it could also include chaos-channeled units. Maybe it could involve an added -4 instead of -3 penalty. At its current state, targeting an undead feels like an added -1 petrify or a cheaper banish.
*Unicorn (C+) - I see the point, but slightly increasing cost and allowing it to have 1 more melee can also help it have an 'impressive' function in combat (teleporting and hitting ranged units)
*Divine Order (C ) - the self-inflicted wound of higher costs for some own spells make it feel unimpressive for me. 10 maintenance too. Too tactical
Sorcery:
*Nagas (C ) - feels unimpressive to me, I think it's the 2 movement that does it
Nature:
*Earth Lore (C+) - not necessarily superior to sending spearman, swordsman and a exploring magic spirit around during first 15-20 turns. Casting a few war bears will do more. Suggest bringing cost down to 25-30
*Water Walking (B-) - I'd probably bring down the cost even more to 20-25. It's often more economical getting a trireme for basic needs.
*Ice Bolt (C+) - This spell is thematically boring and feels unimpressive with fairy dust occasionally superior. I like what you did with aether sparks having a secondary effect. Maybe ice bolt can freeze a unit for 1 turn, or halve movement points.
*Crack's Call (C+) - a bit desperate spell and cost-ineffective, would prefer it if it dealt 25 damage or cost 21 to combat indestructible hero strategy
*Stone Giant and Gorgons - What's up with 9 resistance? They're ok otherwise, but Stone Giant could use less research cost and/or higher melee.
*Great Wyrm (B+) - I think the low armor is a bit harsh, might need 5 more hp to compensate
Chaos:
Disrupt (C-) - no explanation needed. I wish it destroy walls around spot as well.
Gargoyles (C+) - research cost too high for a unit in the level of giant spiders, etc
Chimera (C+) - not as good as statistics and upkeep of 6 indicate, always targeted with curses
Doom Bat (C+) - simply doesn't fight very well, get's killed quite easily by so many units.
Death:
*Weakness (theme unimpressive) - resistance-based attack power reduction already exists elsewhere in other realms and at low cost as well. Why not 'always works'? I mean, it's not like a superior higher-resistance unit will be purely crippled by 3 less attack. A more exciting but more difficult option is to have it alternate as -3 attack and -3 armor, like warp creature, but unresistable.