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IDProjectCategoryLast Update
0004616Valley 1Balance IssueOct 5, 2011 7:57 pm
ReporterFallingStar Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.517 
Fixed in Version0.518 
Summary0004616: MP costs very low
DescriptionNoticed this in the newest patches, know balance is in flux at the moment as you tweak and add in new things. But I'm thinking that the lower limit of MP costs in regards to spell scaling needs to be set higher, and that the base costs of many spells should be almost doubled.

A lot of my lower than character spells were 1 MP for 1066 damage, which was about 1/2 - 1/4 of the damage of standard spells for 10-50x less mana. Perhaps setting a minimum floor cost per spell could keep things differentiated over time, and keep fire touch a viable last ditch fallback.

Also, most of the same civ level spells seemed very cheap to cast. Some like tidal pulse seemed nicely tweaked since its spammy in nature and not terribly accurate with its speed, but a lot of the things like fireball, energy pulse, etc felt very cheap since they're more one hit in nature especially when using auto targeting. Not using very much restore mana items now, perhaps 1 every 10-20 minutes or so, or 1 per two or three mini boss fights. Thought that the base costs of most things should probably be about double where they are now to start. Know you don't want to hit attrition battles again, but its a bit too far the other way.
TagsNo tags attached.
Internal WeightNew

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Toll

Oct 5, 2011 6:00 pm

reporter   ~0015828

Not sure if it should be considered duplicate or related to 0004578.

Chris_McElligottPark

Oct 5, 2011 7:49 pm

administrator   ~0015835

Okay, part one of my changes:

* The cost of lower-tier spells now goes down 4x slower, whereas the cost of higher-tier spells now goes up 4x faster.

* Additionally, the "range of obsolescence" for character equipment and spells has been drastically increased. Previously your stuff would be completely obsolete and doing something like 1 damage/healing after about 10 levels. Now it takes 20 levels for things to get THAT obsolete, leading to far more time for players to work on getting better equipment without having to feel a constant time pressure to upgrade, upgrade, upgrade.
** The other effect of this is that higher-tier spells that are gotten early now provide less insane of a bonus. There's still incentive there to get better stuff to get concentrated firepower, but it's no longer any sort of golden ticket to success.

Chris_McElligottPark

Oct 5, 2011 7:57 pm

administrator   ~0015836

Okay, thanks for all the notes. I'm going to go ahead and mark this one as resolved:

* The magic point cost of all spells have been linearly doubled.
** Except for douse monster nest, which is now a lot cheaper than before due to its extremely lowered utility, though; now it's a more viable way to suppress monster nests in a boss room if you don't have time to kill them.
** Also, teleport, seize, shrink, and flash of light have not been doubled, meaning that they are now the equivalent of half as expensive as it once was.


In terms of further ideas, I'd rather just make a new topic when the new version is out if you have more thoughts, because things have shifted so much in this next version spell-wise that I don't want to try to lump too much in there all at once.

Issue History

Date Modified Username Field Change
Oct 5, 2011 5:32 pm FallingStar New Issue
Oct 5, 2011 6:00 pm Toll Note Added: 0015828
Oct 5, 2011 7:49 pm Chris_McElligottPark Note Added: 0015835
Oct 5, 2011 7:57 pm Chris_McElligottPark Internal Weight => New
Oct 5, 2011 7:57 pm Chris_McElligottPark Note Added: 0015836
Oct 5, 2011 7:57 pm Chris_McElligottPark Status new => resolved
Oct 5, 2011 7:57 pm Chris_McElligottPark Fixed in Version => 0.518
Oct 5, 2011 7:57 pm Chris_McElligottPark Resolution open => fixed
Oct 5, 2011 7:57 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue