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Spellbook rebalance

Posted: Sat Oct 10, 2015 1:00 am
by Xhuis
Spellbooks were recently changed. Instead of having 5 points, with each object or spell costing 1 point to purchase. This has recently been changed. Now, spell books have 10 points, with spells costing, by default, 2 points. Some minor spells, like Blind, Forcewall, and Smoke, only cost 1 point. This will, hopefully, encourage the utilization of wizard spells that rarely ever see use.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 1:02 am
by Alex Crimson
Is Smoke that super spammable spell that teleports you? If so then it shouldnt cost 1 point. I may be thinking of a different spell...

Its a good change though. Gives more flexibility to coders who add new spells. Same thing happened to Traitors Telecrystals a while ago.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 1:05 am
by Xhuis
Alex Crimson wrote:Is Smoke that super spammable spell that teleports you? If so then it shouldnt cost 1 point. I may be thinking of a different spell...

Its a good change though. Gives more flexibility to coders who add new spells. Same thing happened to Traitors Telecrystals a while ago.
Blink is the spammable teleport one. Smoke just makes a big ol' cloud of smoke. It almost never sees use outside of the one-use books made by Summon Magic.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 1:10 am
by PKPenguin321
I want staffs to only cost 1 but I don't really have a good reason for that other than people should use staffs more

Really good change overall

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 1:23 am
by Incoming
The bonus smoke has over blink is that it makes people drop items. This feature often isn't abused.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 1:23 am
by Xhuis
PKPenguin321 wrote:I want staffs to only cost 1 but I don't really have a good reason for that other than people should use staffs more

Really good change overall
The staff of door creation only costs 1 point. The others cost 2.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 3:41 am
by lumipharon
Lich should cost a lot more. Being immortal skellington is way too good.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 10:05 am
by Miauw
ei nath should probably also cost more than 2 pls.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 10:11 am
by Incomptinence
Not after you messed with it bub.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 10:14 am
by Miauw
i literally didnt change anything about ei nath

it was literally buffed by xhuis lol

E:

wait, nobody reverted razharas' meme-merge?

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 10:32 am
by Steelpoint
I've yet to use several of the newer spells, like the Lich, but here's my proposal of how much spells should cost.

One (1) Spell Point Spells

Robed Spells
  • Repulse: Useful spell but deals no damage to targets, or minimal. Somewhat good for area denial but has a long recharge time.
Robeless Spells
  • Knock: Considering the wide array of teleportation powers the Wizard has, and the ease of getting a higher access ID card, I don't think this spell needs to be expensive.
  • Forcewall: Highly situational but useful spell, good for blocking single tile entrances or slowing down attackers. Not going to kill anyone for you and could block your own movement.
  • Smoke: As above, highly situational spell that is just as likely to blind you as your attackers. Good for sowing confusion but that's it.
  • Charge: I've yet to use wands so I can't say how important the charge spell is, but considering its a support skill I'll throw it in as a 1 spell point.
  • Horsehead Curse: Annoying to all hell but that's it, annoying, not lethal. Can also be removed by a tossing acid on yourself (remove your clothing first). Should be cheap.
Artefacts
  • Gem Hardsuit: Iffy on this, but considering how utterly powerful the Lich spell seems to be I don't think making this cheap is a bad idea.
  • Staff of Door Creation: Really useless as a artefact and should be cheap for what it is.
Two (2) Spell Point Spells

Robed Spells
  • Magic Missile: Standard issue spell, thus it should get a standard cost.
  • Lightning Bolt: Effective alternative stunning spell to the Magic Missile, good but different. Should cost the same.
  • Teleport: Teleportation is a bit clunkier to use and you already get five free teleports at round start (should be made into a spell but I digress).
  • Blink: Meant to be the lesser teleportation spell, and is generally looked over for Etheral Jaunt.
  • Flesh To Stone: A mini version of Disintegrate, useful when comboed with a Staff of Animation but otherwise this is just a non-lethal varient of Ei Nath! Not to mention its still possible for the victim to communicate via PDA.
  • Disable Technology: Neat but more likely to blind you when you forget your still wearing a headset.
  • Mutate: Neat spell but not too powerful.
Robeless Spells
  • Fireball: Nice attack, pretty good middle ground cost.
  • Mind Swap: Only really good for stealth wizards, maybe useful as a fallback if made cheap but I really dislike how Mind Swap can drag out rounds for an hour so I would keep it as a increased cost of two points.
  • Artificer: I guess it should cost a bit to spawn.
Artefacts
  • Staff of Change: Interesting wild card staff, great for causing confusion and chaos but otherwise ehhhhh. Still it's powerful enough to utterly ruin the station if used properly so it should have a standard cost.
  • Staff of Animation: For the Wizard that takes their time, can be great for building up a army of animated objects (and statues of former crew members).
  • Staff of Chaos: The true wild card staff, great for chaos but highly unpredictable. Powerful enough to warrant a standard cost.
  • Wand Belt: The wide range of wands in this kit grants it great versatility, but also great power. Not powerful enough to warrent a high cost but not weak enough to be cheaper.
  • Scything Orb: Really powerful support spell, the ability to ghost is ok in some situations but the xray vision granted on getting this spell is extremely useful. Could argue to make it cheaper but I find being able to see everything in any conditions (mesons for xray nightvision) is very powerful in its own right. But not powerful enough to cost more.
Three (3) Spell Point Spells
Robed Spells
  • Ethereal Jaunt: Controversial pick but it's next to Magic Missile in being the most picked spell, unlike MM this spell has many alternative teleportation spells on offer. This is the only teleportation spell that would cost three points.
  • Disintegrate: Yeah you heard it here first. Disintegrate is the go to pick for any new player, and for good reason. Its the most powerful offensive spell for newer players (I think Fireball is better but I know what I'm doing when I'm Wiz), not to mention this utterly blows up the body. Should cost a bit more for such power.
Upgrading Spells
I think when you upgrade a spell the upgrade cost should be half of the cost for the spell, when applicable. So if you upgrade a two point spell it should cost one point to upgrade. a Three point spell should cost two or one spell point, depending on the person who does this system if ever.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 10:45 am
by TechnoAlchemist
Disintegrate is no longer god tier so it should be 2 spell points. Once you couldn't use it while stunned /weak sends it lost a lot of its appeal.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 10:54 am
by Steelpoint
Good point, again due to how impossible it is to play as a Wizard I've yet to try out Disintegrate post nerf, I do suppose losing the ability to kill someone in melee if stunned, and needing to land the hit physically, would bring Disintegrate in line enough to only cost two points.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 4:16 pm
by Xhuis
Disintegrate is two spell points.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 4:17 pm
by Steelpoint
I was saying that in relation to my above proposed spell points.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 5:58 pm
by AnonymousNow
While we're on the subject, can we get the Staff of Healing in on the list, please?

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 6:06 pm
by Zilenan91
Jaunt shouldn't cost 3. Wizard is basically unplayable without it. If anything, it should cost nothing or one due to how essential it is.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 6:06 pm
by Xhuis
AnonymousNow wrote:While we're on the subject, can we get the Staff of Healing in on the list, please?
I don't think staves of healing are in the spellbook by default.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 7:53 pm
by Incoming
Xhuis wrote:
AnonymousNow wrote:While we're on the subject, can we get the Staff of Healing in on the list, please?
I don't think staves of healing are in the spellbook by default.
I could add them, but they went from being a circumstantial support item to a powerful defense item once someone changed them to work on self targeting. I'll look into charge too, which is likewise a spell that has dangerous synergy but is pretty harmless by itself.
Zilenan91 wrote:Jaunt shouldn't cost 3. Wizard is basically unplayable without it. If anything, it should cost nothing or one due to how essential it is.
Jaunt is a crutch (Lich is admittedly also a crutch).

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 8:14 pm
by Zilenan91
>jaunt is a crutch
>is literally required to get around the station reliably without all access
>is your best escape ability
>gibs you if you come out of jaunt onto a holy tile
>there is no other ability in the wiz' arsenal that allows you to change places so reliably with a lowish cooldown
>crutch

It's required.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 9:08 pm
by Incomptinence
Wizards ain't tanks. Well dunno about lich but they traditionally haven't been.

They need to keep moving.

Re: Spellbook rebalance

Posted: Sat Oct 10, 2015 9:52 pm
by Not-Dorsidarf
Jaunt should have a longer cooldown

Teleport should have a shorter cooldown.