• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hassat Hunter

Lt. General
4 Badges
Jul 22, 2007
1.365
0
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Humble Paradox Bundle
Not really the same as the wishlist. Someone suggested that a thread about spells should have been made, akin to the thread about units that we have here on the frontpage. However, no one made such a thread, so... here I try. The target for this thread to be one collection of all issues and suggestions for the spell (system) in Warlock, just like how the other thread is for units. It's a big part of the game, so all having them together should allow the devs to better know our opionions.
For the starter post just a disclaimer that it's all my opinion, not the general consensus. If you disagree, do voice your opinion and reasons. Also feel free to add your own (balance) changes, suggestions (terra-forming spell for example)...
-------------------------------------
General Spellcasting suggestions
* Allow with cities, like with units, right-clicking to see the active spells. I can check my own in city move, but not the opponent. And with 2 icons being both grain, what is the effect? I still don't know, it was gone when I conquered the city.
* Improve showing of casting times. The 20% of perk can give double-digits (for example lesser heal will be 0.4 - 0.08 = 0.32) so show double digits. Also show full times if more than one turn. So levitation will give "1.20" instead of "2" as it is now. This will allow people to better plan their spellcasting.
* When hovering the mouse over the spellbook show time remaining this turn and next turn. So without casting it would look;
"Time remaining this turn; 1.00"
"Time remaining next turn; 1.00"
And when you cast aforementioned levitation, it would instead show;
"Time remaining this turn; 0.00"
"Time remaining next turn; 0.80"
So you can already plan a 0.8 spell then, if you don't want to pass another turn-mark that is of course.
* Looking at the "more details" spelldescription, I don't see why most aren't just in the overlay when hovering over spells. Important information is there, like upkeep cost or duration time. I haven't seen a single spell that has such a big description it couldn't fit in the hover-over box. Heck, most, like the damage spells are exactly the same. Minus "Right-click for more information" (so most even get shorter!) This also frees up the right click for another possible action, such as giving more mana to do more damage or cost less time for example, or one of the many other functions an empty mouse-button on spells can do :)
* Double-cast spells don't stack. Wasted many mana trying this on for example multiple "harvest" casts on one city or more than one agile mind. I think spells should not be allowed to used if already in effect. So no agile mind until it's dispelled. No harvest if the city already has it, you need to check a new target. No missile protection if the unit has it, another target needs to be chosen, etc.
* Heal and enchantments tab has the most spells, too many. Split it up in heal (all, so undead and structure too) and enchantment.
* Along with that, a favorites tab for your own selection of spells you wish to have easy access to.

Individual spell suggestions
* Lightning bolt takes longer than fireball to cast, even with lesser damage and manacost... change?
* Mana Vampirism takes less mana, even if it's effect is far more powerful than Mana Leech. (don't think god-affection makes up for that)
* All damage lines the lesser variation have less casting time. Except for Lesser shadow bolt. Should be changed.
* There is a spell "lesser weakness", however there is no "weakness"... :/
* I think wind walking is more powerful than water walking, so why does casting water walking take 50 mana and wind 40? Even Haste is 50, even though it's far less powerful than both (atleast it has a lower casting time). Also, both have a casting time of 1.60 compared to 1.20 of "levitating", which is even *more* powerful... :/
* Like before, not sure why god spells need to be so cheap. Shield of Chaos costs a pity amount, compared to Environmental resistance. Especially with it's far heavier boost.
* Dance Macabre is a HUGE disappointment. Sure it's a little faster than haste, but it's undead only, and only 3 turns compared to permanent. I suppose no upkeep is nice, but this spell can really be cast in very few specific situations...
* I personally think "true sight" upkeep should be lowered from 3 to 2 mana.
* Nature regeneration (+15 regeneration!) is a bit (much) overpowered for it's costs to cast and maintain!
* 30% from vampiric weapon enchantment the same.
* More dissapointment from Krypta (not even mentioning Dark Ritual); Heal Undead is pretty useless. Reconstruction heals a bunch more in the same time. It's slightly higher mana cost is a non-issue. And it can heal structures, which heal undead can't. You think joining a god you get better spells, not worse than the one everyone already has...
* Dark Ritual penalty is broken. 18.8 - 25% = 19 is not good math ;).
* Berserk description mentions spirit damage done. Maybe add it to spell description how much? Since there's no stat at all to back it up... (can't test it, no Krolm)
* The Ghost Wolves upkeep cost (6 mana) seems a bit too high... However it's initial mana cost is too low.
* All god summon spells seem to have a very low initial mana-cost...
* Bearman stonethrow; "todo hint"... the actual bearman spell has the proper overlay (though didn't seem to work for me... :/)
* Rune of Protection and Rune of Wrath exploits need to be fixed!!!
* Meta-teleport will drain any remaining movement points on a unit.
 
Last edited:

unmerged(495697)

Second Lieutenant
8 Badges
May 25, 2012
157
0
  • Crusader Kings II
  • Europa Universalis IV
  • March of the Eagles
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock 2: The Exiled
Also would be nice to give a weighted chance of getting counterspell and global dispell. You can pretty much guarantee getting counterspell by the time unity spam starts if you focus on research, but "pretty much" isn't really good enough if that is the only reason you lose the game. Also if you don't focus research, you might get really unlucky. As for the global dispell, the rival great mages get mana leech etc. quite early, but the spell that can remove those comes either during the mid- or end-game at which point it doesn't even matter anymore. So the spell should have a higher chance of being researched earlier.
 

The Apprentice

Major
6 Badges
Oct 28, 2011
651
0
  • A Game of Dwarves
  • Impire
  • Sword of the Stars II
  • Warlock 2: The Exiled
  • Warlock: Master of the Arcane
  • 500k Club
It is possible to "bug out" the research panel and thus permanently lose the ability to research some spells. It has been reported. The repro is unknown at this point, but as long as your playstyle avoids selecting a spell to research, reloading and then checking the research panel again (which removes the originally selected spell, replacing it with a new option in the panel only), it seems to be minimized.