VeryAngryFelid wrote:The same can be said about any other magic school or even melee, ranged and evocations.
Not really.
Melee works against everything
Ranged works against everything
Evocations works against everything and has a lot more uses than just damaging things while some don't even require a single drop of exp to be useful like /tele, /HW and /haste.
Damage spellschools works against everything (Poison School might be an exception but it has pArrow)
Charms is allowed to work to yourself. When haste was still in this game, it always works when casting to your allies
While Hexes don't. And even if they work against susceptibles (MR0/MR1/MR2), they do not inflict any damage at all and they need a few tries. A few exceptions are Fulminant Prism, Mana Vipers, Spectral Weapon, Invisibility and Darkness but even 4 of these actually good Hex spells also have problems:
1. Fulminant Prism is a good earlygame spell for conjurers that inflicts reliable damage from afar only if they don't get destroyed. They could also be used as roadblockers to buy time on a 1x1 corridor while you're teleporting. All these considered, it doesn't mean that you will waste even a single drop of exp on hexes just because this is good. The best decision to proceed is to dump all exp on Conjurations and its spellpower will maximize by itself if you want to keep it.
2. Mana Vipers are good distractions and shuts down enemies of any kind that can cast spells. But like Fulminant Prism, just because it's good, it doesn't mean you have to waste a single drop of exp on Hexes. The best option is to dump all exp on Summoning and you would have access to even more useful and powerful summoning spells like Horrible Things, Malign Gateway etc.
3. Spectral Weapon iirc needs spellpower to be decent. This is always a useful spell for weapon melee regardless of Int. I guess only in this is the first case where training Hexes could be relevant but even then, raising the spellpower of Deflect Missiles, Regeneration and Shroud usually takes precedence.
4. Invisibility barely made it on the actually useful Hex spells since it does not work to most monsters in extended. Not to mention that its already tiny usefulness gets diminished further when your run has a Snake branch
2 tiles worth of LoS reduced from Darkness may be mediocre but at least it works against everything and is useful for every playstyle. It still doesn't change the fact that there is absolutely no point in the game wherein Hexes is objectively more efficient than any other skills and spellschools except if you're an earlygame Stabber. (take note of early game)