Elemental spells and effects

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DreJaDe
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Elemental spells and effects

Post by DreJaDe »

I think that thunder spell should be buffed.

Considering it's cost similar to Fireball, I think that it should be more powerful than it is currently.

Is there already a plan to for this?
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makazuwr32
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Re: Elemental spells and effects

Post by makazuwr32 »

Later when we will implement elemental spells it will be updated.
There will be in result 6 elements:
Lighting/thunder
Fire
Water
Ice
Earth
Wind

Also if you want you can help us in making sufficient names for some of these effects.
Here are full list of effects:
1. On-hit effects + damaging spells' aftereffects:

General rule: they all must be based and balanced around burning from fire element and mast be self stackable.

Fire: burning, as usual.
Ice: chilling, reduces attack of enemy by -2 and deals some dot damage (1-2 damage); appliable only to living units.
Water: no good name for effect yet; reduces heal rate by -10% per stack, affects only living units.
Air: no good name yet, -2 p.armor per stack.
Lighting: Dazed; gives 1.5-3% miss chance on-hit to unit, affects only living units.
Earth: broken armor: -2 melee armor per stack.

2. Damaging spells:

They all apply corresponding effect from point 1 to hit enemies if possible.
I must admit that these numbers were made prior to upscale and will be rebalanced according to upscale with chance to some slight adjustments.
Tier 1 spell will have cooldown 1, tier 2 cooldown 2, tier 3 cooldown 4 and tier 4 cooldown 6. Each actual caster who currently has any elemental damaging spells will get whole branch of these spells (so human mage will get all fire branch spells and elven sorcress all thunder branch spells).
For orcs — orc warlock will get fire, lighting and ice branch spells while troll warlock will get wind, earth and water branch spells. They will have only these spells and magic missle, no other spells.

Tier 1 spell will be unlocked from the start other will require to research.
Cost for tiers: tier 2 — 2 turns, tier 3 — 4 turns, tier 4 — 6 turns.

Fire - all these spells have bonuses against buildings:
Fire missle - single target spell, deals 10 damage.
Fire ball - aoe target spell with aoe 1, deals to all hit targets 10 damage.
Inferno - aoe target spell with aoe 2, deals to all hit targets 10 damage.
Flare - aoe target spell with aoe 3, deals to all hit targets 10 damage.
Mega Flare — aoe target spell with aoe 4, deals to all hit targets 20 damage, exclusive to Bahamut

Lighting:
Lighting bolt - aoe target spell with aoe 1, deals 8 damage to all hit targets.
Chain lighting - aoe target spell with aoe 2, deals 8 damage to all hit targets.
Thunderstorm - aoe target spell with aoe 3, deals 8 damage to all hit targets.
Thunderclap - Single target spell without aoe, deals 20-25 damage.

Ice:
Freezing bolt: single target spell, deals 9 damage.
Chilling ray: aoe target spell with aoe 1, deals 9 damage.
Freezing cold: aoe target spell with aoe 2, deals 9 damage.
Glacier freeze: aoe target spell with aoe 3. deals 9 damage.

Air - has 100% bonus to flying units, all spells have +2 spell range:
Wind gust: aoe target spell with aoe 1, deals 5 damage.
Wind storm: aoe target spell with aoe 2, deals 5 damage.
Hurricane: aoe target spell with aoe 3, deals 5 damage.
Storm front: Aoe target spell with aoe 5, deals 5 damage.

Earth - all these spells have bonuses against buildings, targets land units only:
Boulderfall - single target spell, deals 11 damage.
Landfall - aoe target spell with aoe 1, deals 11 damage.
Meteor - aoe target spell with aoe 2, deals 11 damage.
Earthquake - aoe target spell with aoe 3, deals 11 damage.

Water:
Water bullet - single target spell, deals 10 damage.
Water tide - aoe target spell with aoe 1, deals 10 damage.
Water flood - aoe target spell with aoe 2, deals 10 damage.
Tidal wave - aoe target spell with aoe 3, deals 10 damage.

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.
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These are plans for expanding elemental spells (there are also plans to add buffing, debuffing and summoning spells but those are under construction).
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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DreJaDe
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Re: Elemental spells and effects

Post by DreJaDe »

Since that plan is way to many and looks like it'll take a year to implement, why not buff the current one first so that atleast there's some filling gaps before that actual solution.
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makazuwr32
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Re: Elemental spells and effects

Post by makazuwr32 »

well initially we will implement all 6 elemental effects (5 if to be more clear) and update existing spells.
Than we will work on new spells branch by branch, so first elemental branches will be fire and lighting. Other elemental spells will come later.

I hope than after categories update (savra is finishing them), runes and buildings update we will work on magic update.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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Stratego (dev)
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Re: Elemental spells and effects

Post by Stratego (dev) »

@Vladneral @Aral_Yaren @Jerryqian39

please confirm it is a balance problem or not - thanks!
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