Sunday, 26th February 2012, 11:31 by Eji1700
Various thought's i've had on buffs and things like blink-
1. Blink- Make uncontrolled blink just that, uncontrolled. Maybe lower it's level but make it so usage near deep water or lava gives you a warning because it will very much so drop your ass in it and kill you. This is good for the game because blink is less of a "roll dice to live" spell and now supports comboing with other spells in some situations. It'll still be useful in normal dugeon situations but it's less godly on it's own.
2. Levitation- bring it back and make it a lvl 1 and throw it in party tricks and a few other books. I'm mainly saying to do this so 1, you have an easy combo with blink, and 2 I plan on making fly different. Terrain navigation is very very valuable. Levitation is just underclassed because things like fly are so easy to obtain, and they shouldn't be. Adds glow to prevent too much recasting(needs some because of things like hive vault...even though that's gone)
3. Fly- Change it. Obviously terrain passing and whatnot but put some penalties on it for just having it up. Maybe keep it's current level or up it but I do think it should do significantly more, and be more of a burst spell than something you just auto/permacast. Ideally i want a few small downsides, higher level, a few more upsides.
4. Swiftness- Builds glow quickly. Wouldn't honestly mind if you just removed it though.
5. Control teleport- Needs to be NOT AT ALL ON ANY FORM OF JEWELRY. This should be the shining moment for a warper. Super powerful defensive options. A lvl 9 fighter shouldn't be able to do the same thing. That said it should have an extremely large mana cost.
6. Repel Missiles- I'd almost say just remove the damn thing or make it harder to use.
7. Deflect missiles- Ok first of call, change the name of one of these to REFLECT missiles. I can never remember which one is better just by looking at the names and that's super super poor design. If you must keep it make this one a much higher level spell with a very high chance of reflecting projectiles back at their source. Make it short duration and high cost. Idea being it'd be a neat way to wipe out a room of casters. Run in, REFLECT, watch them thin their own numbers when they attack you.
8. Necromutation- I'd honestly suggest a rework. I love the spell thematically but i think there's some more fun stuff that can be done with it, and barring that it's just going to need a lot of tweaks.
9. Haste(and all of the above)- said it before i'll say it again, WE NEED MONSTER SPELLS THAT ATTACK BUFFS. Devour magic, monster consumes buffs and becomes stronger. Slouch, monster hurts you based on how fast you move. Curse, All buffs applied to you suddenly do the opposite(maybe it shouldn't affect TM spells, but other than that Haste slows, Flight grounds and slows, Ctele stops tele, Repel missile attracts them, etc.) The biggest way to prevent permabuffing is if you know there's a chance you'll walk around the corner into an enemy who will then DESTROY you for having them up.
10- armor's and skins- Give them downsides and again see #9.
Honestly the way I see it a caster has 3 major resources to manage.
1. Mana
2. Glow
3. Distance from the thing that wants to tear him in half
If you allow permabuffing you're basically obsoleting number 3. The most interesting moments to me as a caster are when i've gotten stuck in a dead end with 3 or for mosters a few steps away from tearing into me. Do i cast a buff or two in those turns? Do i risk something higher level that might fail and give them a free turn to close? Do I just try and nuke them down? Buffs are boring because you completely remove the best decision making aspect of casting and turn it into a non issue or a chore.