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Caster of Magic II Brainstorming Megathread

This was a possibility but we decided to split them up as

Immolation = Cold Immunity
Insulation = Fire Immunity and Lightning Resistance.

However the latter is only available as an item power, as we needed the spell slot for Sky Fires instead.
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And why flame blade not enchant throwing attack as it enchant arrow and stone?
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Because it was too powerful, we tested it in CoM I.
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I think warp wood should deal demage to unit equal to number of shot it remove from unit too.

I think disrupt should not only destroy wall but should reduce max hp to target non-biological units (either stone or wood such as ship, catapult, steam cannnon, golem, and all elementals) by half.

So both spell would have more use with them.

Could you made bloodlusted undead and summoned undead able to slowly heal at rate 1 hp at the end of monthly turn? There should be a bit different between fodder undead and those who get "embraced" into higher (more refined, sentient) undead, it not should heal as fast as living units but at least it should magically recovered by feeding of blood (actually I would prefer life-steal trait but Seravy objected this idea before). Perhaps bloodlust this way should be not only turn normal unit into undead but to preserved some of your favorite undead units in your collection to make them able to serve you longer (due to have their own way to gradually heal by stay still at the end of monthly turn).

And why nature end up has summoning catapult? Although I know that nothing would be more natural than gravity, i still feel that catapult is very man-made in concept. Why not summon something like 4 Trent/Ent (tree-man) which could using tree as baseball bat and throwing large rock instead?

I think land linking should have +2 resistance rather than +2 defense for being binding to reality as it mean more stable against change from magical effect.

I think Iron skin should rename to "copper skin-iron bone" or "reinforced iron bone" (chinese idiom, use often in wuxia novel for toughness enchantment skill) and give additional 1 melee attack to compensate lost of giant strength along with old +5 defense.

Why warship don't have wall-crushing when its projectile clearly the same kind with steam cannon and catapult?
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Improving chaos early magic is on the todo list, Warp Wood and Disrupt being the most probably candidates for some changes.
Summoned Death creature can heal normally with the exception of Skeletons and Zombies which are meant to be disposable units that do not heal.

Blood Lust giving the ability to heal to units might be an interesting idea although I think that would make the spell too powerful? Doubled attack strength is already very strong and the unit also gains several immunities. It's basically the spell that replaced Berserk which used to set defense to zero, and not healing is actually already a less severe disadvantage. It also would devalue the combo of casting it on regenerating units or healing them with Nature's Cures.

Why not Ents? Because we have no graphics for that, otherwise that would be better yes. High ranged attack and low movement does fit Ents well.

Nature's weak at resistance so Land Link shouldn't have it.

Warship having Wall Crusher would make sense. However, I do think that would be a bit of a spoiler as it tells players they can use it on land.
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Thank you for response. If you fear Blood lust would be too powerful, how about make wraith form has effect similar to land link by make wraith form bind soul-form with the body (erase border between soul and body, life and death, which in sense turn the living into have undead characteristic), if body have already soulless it would drain a lot more power from wizard to maintain to bring soul back from afterlife and maintain them in physical world to bind soul-form fuse with body but it would allow undead to gradually heal at end turn like death summon due to they no longer mindless automata (turn the undead into have living being characteristic like vampire or ravenent)? (basically wizard need to pay mana as much as upkeep of uncommon or rare creature in order for creature's soul to stay in servitude under wizard in this world as his/her customized wraith or ravenent.)
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In general, undead you gained from the enemy by raising their units aren't supposed to heal. You are getting powerful units for free with the disadvantage that they can only be used a few times before they run out of health.
Units that were originally yours would be ok to heal but having that restriction on the spell would feel very artificial.
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How about these idea?

Possibility 1: Let's Blood Lust allow undead units to gain 1 hitpoint back at the end of monthly turn. rate would be slower than death summon and not to mentioned much lower than what you could get from nature cure or regeneration.

Possibility 2: Blood Lust units could heal to full health if at the end of battle city is razed (turn its population into blood feast for the soldiers). Or gradually heal each end turn in your own city, but city with blood lusted units garrison would suffer population -100 and/or +2 unrest per blood lusted units (feed your own population blood to your soldiers)
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I still don't see the need to allow healing of units that don't heal by design.

An idea for improving Chaos/Death synergy : A global effect that has "50% chance to reroll an unfavorable result when your unit attempts to resist a spell or an enemy unit attempts to resist your spells."
This would suit Chaos theme (rely on random chance), would be semi useful on its own (you can't gain immunity to spells this way but your odds of resisting does get better anyway), and would be a drastic buff to interaction with Death (your spells have a much higher chance of working, again, only if the target isn't already immune and your odds are decent, so it's functionally different from simply stacking a resistance penalty which would be far too good.)

The problem is I don't really see a way to add it, we used all the slots and this is way too good to simply add it on an existing spell as a secondary effect. Maybe on Sky Fires? Manipulating fate can explain why meteors fall from the sky at random. Sky Fires is a bit underwhelming anyway but adding this might make it far too good? (basically, it's a global resistance buff to your armies, plus extra fire bolts, plus higher chance for your Shatter and Warp Creature working.)
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you want to add effect about misfortune for chaos? yes, I have some idea. Warp lightning should have odd between next hit deal the same damage and next hit damage reduce by 1 or reduece by 2 and continue until reach 0.

So if normal situation it would reduce 1 damage step by step
If player cast misfortune, warp lightning would have chance 25% that damage would not reduce in next damage roll, but still continue till reach 0
If enemy cast misfortune, warp lightning would have chance 25% that next damage would reduce by -2 but still continue until reach 0.

Lightning bolt and called lighting would have chance for lightning attack to able to arc to nearby target (enemy or allies) up to who cast misfortune.

for other direct fire/ice/debuff damage spell, have chance for additional jackpot roll which completely independent from defense or resistance of target (roll with odd of jackpot hit or miss 50% without any reduct on anything). if fail, it would follow by normal defense/resistance roll of that spell, etc.

Btw, I think nature should common buff too (as you object my idea on poison blade before), it could be something like grant throw (wild hunt), or gain first strike and amour priecing (stempede), or gain +1 melee for each level of experience of unit (rampage)
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