Swamp Slogger
Posts: 176
Joined: Wednesday, 11th September 2013, 04:59
Charms change (once again)
- They will never time out (except Swiftness, cTele, dDoor and Haste).
- You can have only one charm active. If you cast a new one, it will cancel the previous one.
- If you cast the same charm again, it's cancelled. (costing 0 MP, 100% success, confirmation prompt)
This would mean that you'd have to (almost) never to cast charms outside combat (e.g. keep always shroud up), but you'd have to switch between different charms depending on the situation, which is more interesting gameplay.
- Melee enemies in sight? Cast Shroud
- Centaur appears? Cast rMsl, Shroud ends
- Fight ends, you're hurt - cast Regen, rMsl ends (Regen would stay on, spellpower would affect how much your regen is enhanced instead of duration. Hunger cost should be per regenerated HP)
- After healing, cast rMsl again in case you meet more centaurs and explore onwards
- Hard enemy appears, cast haste, ending rmsl
- Etc
- If this feels too powerful, have charms reserve also max MP equal to their cost while active
- If this feels too weak, make it so that instead of just one spell you can have X spells levels total of charms active based on charms skill.
But i don't think these extra adjustments are needed.
And yes it's mostly a nerf, because you couldn't have dMsl and haste at same time.
Phase Shift could possibly be made a charm/translocation to obey same rule, but that's a minor detail.
Same treatment should possibly affect also transmutations (it would affect just stoneskin and appendage, since you can have just one form active anyway). They should be on separate bin, so you could have 1 charm + 1 transmutation active.
I'm sure details need adjusting and some individual spells would have to be nerfed/powered up because of this, but i'd like to hear thoughts on the main concept?