[0.981] Spell durations and kiting

I think spells like Slow, Haste, ... should have a duration to reduce kiting and to balance the spells. If the player has to cast a spell every few turns the enemy has another chance to resist the spell and the player is not able to do something else. If the duration of the spells scales with the number of shards the effect could be better balanced:

Slow:

Duration: 3 turns + 1 turn per water shard, Effect: Initiative - 5

Haste:

Duration: 3 turns + 1 turn per air shard, Effect: Initiative + 5

Regeneration:

Duration: 3 turns + 1 turn per life shard, Effect: Heals 4 HP, Mana: 10, Life II (Heal should be Life I and should cost 10 mana, too)

2,389 views 3 replies
Reply #1 Top

Regeneration:

Duration: 3 turns + 1 turn per life shard, Effect: Heals 4 HP, Mana: 10, Life II (Heal should be Life I and should cost 10 mana, too)
End of quote

If Regeneration were made into a tactical spell, this would be an all right way to go.  As it is, I'm already annoyed that regeneration doesn't work in tactical battle.  I really don't think its OP nature is as important against monsters, and I believe Death magic should get a vampiric enchantment to compensate.

Reply #2 Top

there was this other thread

https://forums.elementalgame.com/432625

 

while i like your idea atm i think its impossible

duration can not be modded (and its a bad bad thing i was trying to do a similar stuff, i really hope they change very soon and allow us (and themselves) to make dynamic durations, cooldowns etc etc)

Reply #3 Top

Oh sorry, i did not notice the other thread. If it is impossible to have dynamic durations the duration should be 3 turns and the effect should scale with the shards.