[Discussion] Magic - is it too weak?
I have seen a few topics about magic being too strong (95% of the time, early on) and about magic being too weak (95% of the time, end game). I agree with both, personally, and figured that it'd be useful for whatever updates come to have a main list of stuffs.
So far, this is what I have.
- Magic is based solely on your intellect for terms of damage. Which means that if you have 20 int, you can do UP TO 20 damage normally. Because of this, you can also do 1 damage, regardless of what spell you cast. Thus, magic has no value in combat - it is way too unpredictable. Casting a fireball can do 1 damage as easily as 20.
- Because of this, you are forced to make a choice upon gaining levels - do you want to have spells that are effective (+intelligence) or being able to cast more spells (+essence). Essence itself is without value, because what's the point in actively trying to learn how to fight with a toothpick?
- Holding a crystal shard effectively doubles the intelligence of the caster for spells of that alignment. Thus, the same fireball spell as above can do 2 to 40 damage. Holding three shards lets you do 3 to 60...etc. Certain shards affect other spells, such as an ice shard increasing the power of an arcane strike spell.
- Thus, holding multiple shards means that your magic becomes more unpredictable. Further, unless you hold a large number of shards, all magic is fairly weak unless you are attacking a single, low-level, low-equipment enemy.
- Summoning spells are easily the most powerful spells in the game. Instead of having a rough damage range, summoned entities can usually do a fine range of damage. Most have special abilities, not to mention that the mana expenditure is paid back almost immediately. One example is the Fire Giant, which begins with 3 mana, and has 3 abilities - a DoT, a fireball, and a firebreath, while regaining 1 mana at the start of each allied turn. Summoning one Fire Giant gets you infinite use of abilities, so long as you maintain mana. It also gives you a decently armored warrior who can fight without magic.
- Enemies RAPIDLY become stronger than your magic. In my current game, I have a group of 4 Drath soldiers, whose health are around 312 maxed. Unless I have, following the 20 intelligence thing, approximately five shards (5-100 damage) I'll be doing little more than papercutting the Drath. My dragon, Sorag, has a single-hit fire ability that strikes for, on average, 97 damage. I'd much rather trust the dragon to handle magical killing than do it myself.
- Magic is outdone by soldiers. It pays to have 1 team of soldiers vs. 1 Sovereign, because the Sovereign is not only a liability, but the soldiers are almost always more capable of taking out enemies.
- There is little variety in spells. While good on one hand (if I have 2 ice shards and no other shards, I can still benefit from spells in the ice category) there is not a lot of value in pursuing other spells until you get a shard.
- Magic spell books are also quite identical. Smacking an enemy with a fireball is the same as smacking an enemy with a lightning bolt as smacking an enemy with a rock as smacking an enemy with a shard of ice.
I've thought over a few solutions.
- Spells would probably be more valuable if they each had a set attack value, which was modified by the caster's intelligence. Thus, one can select essence without making their magic less than useful, and those who sacrifice essence can gain greater power.
- Holding a shard would increase the value of the intelligence. So, let's use an example - fireball has a base attack value of 15. You, the Sovereign, have an intelligence of 20. Fireball's coefficient is 0.5 - meaning that half of your intelligence is used to improve the spell. So, your fireball spell would have an attack of 15+(.5(20)) or 25. Holding a shard would double the power from your intelligence, so it would go from 25 to 35. Two shards would do the same thing - increasing the value by another 10, to an attack of 45.
- Shards have additional value aside from just boosting spells. A fire shard lets you apply 10% of the spell's damage over 4 turns (for a total of +40% damage). Holding an earth shard lets you reduce the defense of the target. Air shards gives your spells the power to slow. Water shards can reduce mana. Casting a spell on an ally gives the opposite effect. Fire would increase attack, earth increases defense, air increases movement speed, and water can restore 3% of health over time. These effects would increase by 25% per shard controlled, to a maximum of 100% total (IE, if I have 2103 fire shards, my spells would still do no more than 80% additional damage over 4 turns; a maximum of 6% life can be restored over time from a water spell)
- Holding a shard also gives a small boost to arcane research.
- The end result of holding shards, thus, is clear. Fire shards are superior in terms of battle, but only over time - simply blasting away at enemies refreshes the DoT, and makes each spell less powerful than it could be (up to a maximum of 180% spell damage from fire). Water/ice spells can prolong the lives of your soldiers while freezing enemy spellcasting; air magic slows foes and makes your soldiers even faster. Earth can be used to fortify a team, or shatter the defenses of a strong foe.
- Summoning spells would also gain the benefit of holding shards, increasing essence by 5 per shard, as well as increasing attack, defense, and health by 50%. Since summons are so much more powerful than normal magic, they will gain less per shard controlled.
PLEASE, tear my ideas apart, tell me how they are wrong. I really do feel that magic is underpowered, especially given the massive size of end game armies, and their high stats. If you think magic is overpowered, please tell me so - if I've just been doing magic totally wrong, let me know so I can fix it. I am really hoping that we can work this out.
-N