Re: Astral magic seems overpowered
I feel that the Elemental paths should have much more variety and usefulness in the early parts of the game than they currently do, while Astral and Death come into their own in the Late Game.
Blood and Nature could/should then ideally serve as a balance between the two, with Nature having the most, and most useful, but generally weakest spells, at every level, but steadily increasing in potency, and Blood having the least number of spells, but being powerful at every stage of the game.
I also feel that Holy magic should be a fully realized path of it's own, instead of a tiny group of mostly redundant spells, and that it should be combineable with the Elemental paths--and only the Elemental paths--to make up for their straightforwardness and Late Game deficiencies.
Ofcourse, this would probably require extensive reworking of the Magic System, but I feel this ideal form would create a much more balanced game.
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