[to_xp]Gekko
QCT junkie
following Wild Mana's trend of only tweaking what feels wrong while leaving most of FFH intact, please use this thread to discuss what spells you feel should be tweaked and why
here are my opinions so far:
"gave a little thought to it, and indeed the new Force III implementation is very weak for a lvl 3 spell. wall of stone is a lvl1 spell that you can get on as many adepts as you want, and it gives 25% defense increase. methinks a 100% defense increase would be much more like it for a spell that you can only get on 4 casters ( aside from liches )
and while we're at it, the whole Law sphere seems to need an overhaul. Loyalty is useless, Valor is very weak for lvl3 and the summon is BORING. actually most summons are, and they would all benefit from some unique ability that would make them stand out compared to each other. MagisterCuultum has some great ideas about this.
some quick ideas:
Loyalty needs some nice sideeffect to make it useful. making it able to prevent units from becoming enraged would be perfect for example. Valor could be moved to lvl2 and the summon could be made a lot more powerful and get some special ability ( hopefully MC will chime in and suggest something, I forgot his idea about this )
Pit Beasts get Cannibalize ( again, I think this his MC's idea )
aside from this, I think Force III is going to be bad no matter what the defense percentage bonus is, since it's an effect already used by Earth I and it seems rather unimaginative to reuse it. Force Push could be nice for a lvl2 Force spell that pushes units on a selected tile 1 tile away, or maybe make it lvl3, "whirlwind-like" and make it work on all the adjacent tiles. then you could add "magic missile" , a ranged attack, and decide its power depending on if you make it lvl2 or lvl3. Escape should go since it's obviously Dimensional I and has nothing to do with Force at all
a couple ideas for Dimensional magic:
Dimensional I is escape, as Kael always said
Dimensional II could be banish. always a nice spell to have, problem is in FFH it's tricky because summons often die on the same turn they're summoned. so if you made Banish work similar to, say, Destroy Undead, it would only be useful on permament summon. solution: make it a defensive spell instead of an offensive one. Banish gives +1000% strength increase against summoned units, effectively making them useless, for one turn. of course the effect will have to stay active until the start of your next turn.
Dimensional III could be Teleport, everyone loves that. Hawk style teleport for example, possibly restricted somewhat if it seems too powerful."
here are my opinions so far:
"gave a little thought to it, and indeed the new Force III implementation is very weak for a lvl 3 spell. wall of stone is a lvl1 spell that you can get on as many adepts as you want, and it gives 25% defense increase. methinks a 100% defense increase would be much more like it for a spell that you can only get on 4 casters ( aside from liches )
and while we're at it, the whole Law sphere seems to need an overhaul. Loyalty is useless, Valor is very weak for lvl3 and the summon is BORING. actually most summons are, and they would all benefit from some unique ability that would make them stand out compared to each other. MagisterCuultum has some great ideas about this.
some quick ideas:
Loyalty needs some nice sideeffect to make it useful. making it able to prevent units from becoming enraged would be perfect for example. Valor could be moved to lvl2 and the summon could be made a lot more powerful and get some special ability ( hopefully MC will chime in and suggest something, I forgot his idea about this )
Pit Beasts get Cannibalize ( again, I think this his MC's idea )
aside from this, I think Force III is going to be bad no matter what the defense percentage bonus is, since it's an effect already used by Earth I and it seems rather unimaginative to reuse it. Force Push could be nice for a lvl2 Force spell that pushes units on a selected tile 1 tile away, or maybe make it lvl3, "whirlwind-like" and make it work on all the adjacent tiles. then you could add "magic missile" , a ranged attack, and decide its power depending on if you make it lvl2 or lvl3. Escape should go since it's obviously Dimensional I and has nothing to do with Force at all
a couple ideas for Dimensional magic:
Dimensional I is escape, as Kael always said
Dimensional II could be banish. always a nice spell to have, problem is in FFH it's tricky because summons often die on the same turn they're summoned. so if you made Banish work similar to, say, Destroy Undead, it would only be useful on permament summon. solution: make it a defensive spell instead of an offensive one. Banish gives +1000% strength increase against summoned units, effectively making them useless, for one turn. of course the effect will have to stay active until the start of your next turn.
Dimensional III could be Teleport, everyone loves that. Hawk style teleport for example, possibly restricted somewhat if it seems too powerful."