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Old December 2nd, 2009, 02:26 AM

chrispedersen chrispedersen is offline
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Default Re: Astral magic seems overpowered

Quote:
Originally Posted by Omnirizon View Post
Quote:
Originally Posted by Illuminated One View Post
Yeah, it's not really impressive now.


@chrispedersen

The idea is interesting, what do you do with the other globals, though?
Air now has 2 gem gens (and a couple of others already) and is a quite powerful path as it is.
To the same addressee as quote:

I'm all far experimenting with more drastic balance changes. However, the other benefits of the paths need to be considered in making changes; particularly the bless benefits.

W has a big (maybe the best) bless benefit, and will get big-W pretenders for that reason. Adding a big-W spell to buff this school is a mistake because it will not persuade anyone to take water that wouldn't have anyway, and will only give certain already powerful builds even more power. Instead, W needs low level spells added/buffed, or maybe the level of existing W spells lowered to make this school more powerful via ease of access.

For the same reason as with W, putting more big-F spells to buff that school is probably not the right tack. Why not try making Falling Fires/Frost F2 and W2 respectively instead?

A has maybe the worst bless benefit, so it can stand to have more big-A spells because that will actually make it worth having a big-A pretender. Additional gem boosters might be a good idea for that reason, but should probably be a minimum of A7 because it is pretty easy to get to A6 if you have A4.

A big-N spell added might also be a good idea, because no one takes N big-bless, and would therefore make taking big N more of an option for some builds, while removing power from builds that already have a great big-bless benefit. I say _might_ because N little-bless is a great option, and so there is already some incentive to have a higher N on a pretender.
Some of the issues are valid balance issues.
However, I viewed this as a different kind of problem. Getting these generators reinfoced themselves. ie., getting Well of misery makes it much more difficult for someone else to overwrite well of misery.

Designed to make the late stage globals *less* overwelming.
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