Vaults Vanquisher
Posts: 463
Joined: Monday, 20th July 2015, 04:01
Why do Chei abilities cost MP?
Chei is supposed to give the player a lot in exchange for slowing them down. Certainly he does currently, but considering I already have to get Invocations to 13 (which is not trivial in the early game) to get a failure rate for SFT that most players would deem acceptable (4%), I don't think I should have to set aside an additional 10 MP on top of that just to have Chei abilities handy. 10 MP is already non-trivial, even before considering the fact that one is worshipping a god that disallows them from running away easily to refresh it.
At this point, Chei abilities are practically spells since the player has to train a pseudo-spellcasting skill to get them castable and take from the same pool as spells to use them. I don't think god abilities should be quite likened to that (for any god, not just Chei).
20 aut movement speed (and no way to change it without offending Chei) is supposed to be the big challenge here. You can make a meaningful choice argument regarding abilities vs spells. That's certainly valid, but the MP cost only serves to penalize one of the biggest reasons people worship Chei in the first place (spells in heavy armor). This seems unnecessary for a god that already has such a harsh conduct.
I would like to have spells (with all of my MP usable for them) alongside Chei's god abilities. Devs, please give me my cake and let me eat it too.
Can his abilities be changed to forgo MP cost, just costing piety and hunger as they do now?