Quote:
jutetrea said:
Agreed, although I think the changes wouldn't necessarily have to be to the spells but to their paths/costs.
By Conj 9 few care if they lose a priest here and there unless they've randomly Thug'd one. Also, by Conj 9 no one is going to waste a slot or extra gems to cast it when there are more appealing globals. Possibly drop down to Con 6, same cost?
Ghost ship isn't that bad really except the high gem cost. Its more of a way to annoy enemies than anything else. Possibly Ench 6 and 40 gems (think 30 is more reasonable for the benefit, but doubt it could go so low). Unless the spell was changed completely to either attack multiple sites per turn (a la Wild/Kindly) I wouldn't see it being that popular to begin with.
IMO there are the game winners
Utterdark
Bounty
Nexus
Burden(?)
Thetis (situational)
The very useful
forge
all the gem producers
GoH
So-So
Morgana
Wrath
Corruption
Riches
Haunted Forest
Fun, yet not really worth it unless situational
All the rest
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Tweaking the gem cost and pathcost like what you suggest is almost exactly what the CB mod does for ghost armada, and sad to say I still have yet to see anyone cast it.
I would categorize the globals more like this:
Game winners:
Forge of the Ancients
Arcane Nexus
Very Useful:
Gift of Health
Most of the gem producers
Haunted Forest
Nature's Bounty
The niche:
Fata Morgana
Mechanical Militia
Lure of the Deep
Wrath of God
Maelstrom
Stellar Focus
The very niche:
Guardians of the Deep
Thetis Blessing
Astral Corruption
Illwinter
Perpetual Storm
Utterdark
Burden of Time
Strands of Acrane Power
Enchanted Forest
Eyes of God
The near useless:
Wild Hunt
Ghost Armada
The Kindly Ones
Riches from Beneath
Second Sun
Wrath of the Sea
Dark Skies
Foul Air
The Looming Hell
And that's being pretty charitable with 'very niche' given half of them I have never seen cast at all, and the other half I have only ever seen succeed in annoying the other players enough to gang the caster.