Originally Posted by Aramintai
Originally Posted by Hiver

Some smaller things can and should be adjusted still, - some relatively powerful spells are available very early and if that is adjusted the situation will look much better.

I'm thinking that this problem can be solved by making skillbooks less random. Like, make a certain pool of low level skillbooks available in the early game areas, another pool of mid level skillbooks for the mid game, and another for most powerful ones for the end game. As I've said before, this will make sure that players have tried out all levels of skills.

I was expecting this to be done anyway. They cen have a specific pool of books set by location so - a Cysael pool for the start of the game.


Originally Posted by Aramintai

However, general level restriction is still a good idea, because otherwise some players will just try to rush to a higher pool area asap just to get more powerful skillbooks from some vendor.

Im not sure can you really "rush" to it. You need to get the xp to level up by playing, dealing with the game challenges. I think the players "rush to it" because the selection of early spells isnt that great right now. Actually.


Originally Posted by Aramintai

Stat restriction may not be such a bad idea either, because otherwise most powerful skills will become available to anyone who has spent at least 1 point in corresponding Way of the whatever. But, personally, I don't like it, because it yet again forces to specialize.

I dont see how that forces anyone to specialize. All it does is makes you actually "train in the right way" to achieve what you want - without being able just to get every skill or a spell easily, without any investment at all.

This only needs to be adjusted on a case per case basis when it comes to specific skills or spells. Not removed.

And then reducing the damage of some specific skills through the start and allowing them to come to full damage through leveling up and investing more in that specific type of skills - or by choosing specific such Talents - would be an additional layer that would support specialization to some extent. Theoretically.



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Anyway, been playing all night yesterday. I have some examples.

- Cant learn boulderdash with my Wayfarer before sixth level.
So - i cant just put one point into Geomancy (Earth magic) and learn whichever three spells i want.

Cant learn Freezing touch because i dont have Int 8 and level 7 - with my battle mage hybrid.

Burn my eyes - requirements are too high for that spell. Increases perception? Big deal. That should be available early on.

Burning blaze could be available a bit sooner too. 9 - 9 requrement?

Firefly 7 - 4? Thats too early, considering what enormous amounts of damage that causes.
I cleared both the Lighthouse and the Burial Mounds with level 4 party - mostly with the use of it.
Without it those encounters would be either impossible to handle or much,much, much more difficult.

I would suggest Int 8 and level 5 requirement for it.

That seems to me like a proper "moment" where it would become available.

How about switching it for Burning Blaze?
if the burning blaze is too strong - reduce its damage until the player reaches level... 5 or 6...?
So early on the Pyromancers would have the flare spell and the Burning Blaze spell as a direct improvement over the Flare.

But they would need to atleast clear the Western part of the map to get to Level 5 - to get the very powerful Firefly spell.
(the damage of that should be reduced too, a little bit - generally a burning surface deals a whole lotta damage per turn. A bit too much overall, considering how enemy Ai deals with it, etc)


Generally, more low level offensive spells is needed. They could be low damage spells, but they should be interesting and diverse as possible.
I think some people are having a bit of a negative reaction to this new setup because they dont have very much of directly offensive spells through the very start, so that makes them think their mages are underpowered and weak. Especially if they stick to one element.

I dont think so because i use the first available spells for buffing and healing and to affect the environment, as a part of the team tactics (havent tried playing only with our due alone though)- but, i can understand that kind of reaction from others. Especially considering what most of them is use to.

On the other hand i also wouldnt mind having a few more purely offensive starting low level spells myself - either.

The selection is somewhat sparse in that department right now.

Blitz bolt, poison arrow, flare, and ice spike?

Surely or... hopefully, a few more simple, low damage early spells could be added - invented on short notice? (Spider is really great, btw, love to use it)