Tartarus Sorceror
Posts: 1822
Joined: Thursday, 31st May 2012, 15:45
Improve Wand Spellpower
MainiacJoe wrote:Remaining wands just need a better spellpower formula than 15 + 2.5Evo, that's all. And/or an enhancer.
The reason I don't use wands much is because I see too much opportunity cost in investing in Evocations. In the early game, wands etc. don't feel like a reliable enough killdudes that I want to risk investing in Evocations; I'm looking at my weapon or my starting book, and my defenses. By the mid game, I occasionally invest in Evocations, but I always find, after spending the skill poiints and then trying them out, that they underperform the other tactics that my character has been investing the whole game in. As far as I can recall, it has really only been my KoAr^Pak that I ever felt like I got a return on investment for my Evocations skill with--but that was so overpowered that I agree with that god's removal.
Now I get that the one skill gives you a boost on all the various kinds of effects that wands offer. But I feel like the spellpower just isn't there to justify the investment. I mean, I hate getting to 10 Evo when I could have been training Dodging, and then trying to zap a wand at a medium-threat monster and getting, "chance to defeat MR: 20%". By that point in the game, I have a whole lot of more useful things I can do with five turns as an enemy approaches me!
So my suggestion is that the spell power formula for wands be boosted so it can compete as a viable strategic choice for many characters. I think too that an enhancer for evocables would be a good addition (it would make a great gloves ego, IMO). And if these are bad ideas, please explain to me how I can get better use out of evocables as they currently are, for nowadays I'm leaving that whole area of resources that the devs have provided for me on the table unused.
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- dracos369, Sar, Vajrapani, VeryAngryFelid