15) Potions also lose effectiveness

Update: I am now level 16 in the Dark Forest. Potions are now essentially worthless. You need to down two Large ones (6 AP) just to get into the "maybe you will not die immediately" zone.


39) Resurrection Scrolls AP cost slightly too high

Update: Now that I am level 16, I got the Resurrect Spell. Which brings me to:


48) Very Long Cooldown on Resurrect SPELL is pointless.

The spell is just as effective as the scrolls are - 20 percent HP Recovery for a whopping 10 AP, but the spell has a 27 turn cooldown. At 6 seconds per turn, that is almost 3 real-time minutes.

What is the point of that?

No, really. By this time, you should have plenty of Resurrection scrolls or the ability to buy them. Why would I bother with the spell except out of combat?

I tested and compared the scroll and spell on my Shadowmage (11 INT) and Jahan (17 INT).

Jahan with 6 points into INT more than my Shadowmage had a whopping three whole turns knocked off of the cooldown, but that's all that changed.

In all cases, Madora (who had a max of 1453 HP) was restored to 291 HP after death. The high INT from Jahan made no difference to the effectiveness of the spell, and apparently 11 INT is high enough to avoid a penalty.

There has to be a reason why the player would want to use the spell over the scroll, and there is none. Normally, spells are preferred because scrolls are unreliable to come by, and the cost can add up if you cast a spell a lot. Scrolls are also useful for casting a spell before you have the levels to put it in your spellbook. None of that is the case for Resurrect. These scrolls are fairly plentiful and you are guaranteed to find some shops that stock them. Plus, if you are playing correctly, you should not need to use them too often. Resurrect spellbooks also appear late in the game. You cannot learn it until level 16.

If the Resurrect Spell is going to cost the same 10 AP and restore the same 20 percent health as the scroll, it does not need such an insane cooldown.

It makes no sense at all - The presence of scrolls make the cooldown irrelevant. The same stats and the long cooldown makes the spell not worth the gold and spell slot.

Use that gold and buy a bunch more Resurrect scrolls instead. With no cooldown, they are the better option.

Suggestion: Lower the cooldown - preferably to 1-3 turns at most. There is no reason why it should be higher. It serves no purpose except to force people to use scrolls instead if they need to.


49) To be clear about my thoughts on Resurrect

This post is redundant, but I want to be unambiguous about what my complaint is.

When you are dead, you get no XP. This encourages you to resurrect dead party members as soon as possible. When you are resurrected, you are restored to only 20 percent of your maximum health.

I am okay with those.

Being resurrected to 20 percent is practically speaking, little different than being resurrected with 1 HP, in that if an enemy targets you with that little health, you will almost certainly die. Yes, you can teleport the resurrectee, but that is of little help, because they do not go very far. Ranged enemies and casters will happily take down your revived comrade. Melee enemies can also usually close the distance and still get a swing off.

So you need to delay the turn of the one casting Resurrect so that they will go last (and maybe also delay the turn of someone who can heal. This means that at least one character will need to survive an entire round of enemy attacks, meaning they might be in bad shape by the end.

I can deal with that. That is okay.

The hassle comes from needing 10 AP to Resurrect. I am level 16 and none of my characters get 10 AP per turn, the fastest ones get 8 AP. I efficiently use almost all my AP per turn, and when someone dies, I almost never have enough reserve AP saved up. This means that I need to spend a turn delaying so I can get enough, while trying not to kill anything.

I feel that the game has enough incentive to resurrect immediately, with an XP penalty for dead characters, and simply being a person down on the field. Having both a very low health restored AND a hefty AP cost as well, is too much. Even if the health restored stays the same, I think it would be better if the AP cost for resurrect was reduced to 7 or 8.

If you do not want to lower the AP cost, you could alternatively increase the health returned to 40 percent so that they can withstand an attack or two.


50) SUGGESTION: Display potential Resurrectees portrait in turn order

If you have selected a party member for resurrection during combat, that party member's portrait should appear in the turn order, so you know EXACTLY who will move when, letting you decide if you want to resurrect the person or cancel. Right now resurrecting in combat is blind guesswork, because you do not know who will move before your Resurrectee. If it is an enemy, you just wasted all that effort because they are now dead.


51) Enemies not using enough status effects

Maybe it is because I am playing on Normal for my first run, but there are a lot of status effects that I am NOT seeing. I have cleared Cyseal, Luculla, and Hiberheim and am starting the Dark Forest. I am level 16 and approaching the end-game

Where are the enemies who use Mute and Charm? The problem I think is that Mute and Charm are Ranger-exclusive skills, and enemy rangers tend to use special arrows instead. Why should I pick the Volumable Mage Talent when I have literally NEVER, EVER encountered anything which casts Silence? I have seen Charm maybe three times or so, and that has been from Charming Arrows.

Petrify? The Statues by the Cyseal church. That is it.

Knocked Down is also not that common, but since there is no way to clear that except Helping Hand, I suppose that is not too bad. I have seen it much more than the others.

Enemies also do not seem to use enough POSITIVE status effects on themselves. What about enemies who cast a damage buff on themselves, changing who is a high-priority target?


52) Earth Resistance is still WORTHLESS

I told Larian about this in the beta repeatedly. There are 6 resistance categories: Fire, Air, Water, Earth, Poison, and Tenebrium. The two that see the least amount of use are Tenebrium and Earth, and I think I just have not gotten far enough for the former to become a big deal.

Earth Resistance is definitely worthless, though. The reason is simple: Practically nothing at all does Earth-type damage.

On a few rare occasions, there is an enemy with Earthquake, or Boulder Bash, or an Earth Elemental, but those are very few and far between, and the only other damage source is from Earth-damage Staff of Magus attacks. There are no Earth-damage arrows, and basically no Earth-damage spells. Earth Resistance may as well not even be in the game for all the use it has. I have been giving suggestions for earth-damage spells since the beta, and suggesting that the enemies should get them as well.


53) Suggestion: Mass-X Spells

Can we (and enemies!) get some positive Mass X spells?

Hydrosophist - Mass Minor Heal
Hydrosophist: 3 // AP: 6-7 // Duration: 3 Turns // Cooldown: ? turns.
Requires: Level 10. The mass version of Minor Heal. It applies Minor Heal to all allies within a 10m radius of the target. Slightly longer cooldown time, same duration, but with a cost of +2-3 AP compared to the single-target version.

Hydrosophist - Mass Strong Regenerate
Hydrosophist: 4 // AP: 7-8 // Duration: 2 Turns // Cooldown: ? turns.
Requires: Level 13. The mass version of Strong Regenerate. It applies Strong Regenerate to all allies within a 10m radius of the target. Longer cooldown time, same duration, but with a cost of +3-4 AP compared to the single-target version.

Geomancer - Mass Fortify
Geomancer: 4 // AP: 8-10 // Duration: 3 turns. // Cooldown: ? turns.
Requires: Level 16. The mass version of Fortify. It applies Fortify to all allies within a 10m radius of the target. Longer cooldown time, same duration, but with a cost of +2-4 AP compared to the single-target version. You could possibly reduce the amount of armour it gives compared to the single-target version.

Witchcraft - Mass Oath of Desecration -
Witchcraft: 3-4 // AP: 9 // Duration: 3 Turns // Cooldown: ? turns.
Requires: Level 13-16. The mass version of Oath of Desecration. It applies Oath of Desecration to all allies within a 10m radius of the target. Longer cooldown time, same duration, but with a cost of +6 AP compared to the single-target version. (This one might be too powerful but you could reduce the buff, so maybe it only gives a +25% damage boost. You could also give enemies Oath of Desecration and this one as well.)

Mass Helping hand, Mass Cleansing Water, Mass Purifying Flame, the list of possibilities goes on. Increase the AP costs and cooldowns, maybe lower the power, and boost the level required to learn the mass version, and you get more tactical options for relatively little development cost compared to a new skill. And don't forget: Enemies could also use these.


54) The Mud Huntresses exceptionally difficult

See this thread for details.

EDIT: Update - I killed the Mud Huntresses, by sacrificing a party member and locking them down with crowd control constantly. It still wasn't exactly easy, it just let me stay ahead of the damage enough. I guess this probably doesn't need much changing.

Last edited by Stabbey; 22/12/14 03:56 AM. Reason: hud muntresses