Hey All,
Long time follower, first time poster (at least in this particular Elemental forum). I've been reading up on a lot of the threads regarding balance, particularly about the ones dealing with the use of magic. I have to agree with the problems and gameplay mechanics that the "main problem" creates.
Here's a brief summary of the problem as I see it:
1) Magic attacks are too weak and too "random."
A typical magic attack can "roll" between 0 and and the caster's INT plus any bonus from Shards. Which means that even high level spells can do virtually no damage. This is compounded by the next problem:
2) Creatures and soldiers can have "huge" defense values.
Meaning that even high level spell that's taken dozens of turns for you to unlock can still 0 damage. Not only that, but this FREQUENTLY happens.
Now, several people have proposed a fix in that a "Magic Resistance" value would be added to each unit in the game to balance this out. And I admit, I was grooving right a long with it. But then I realized something: One of the qualities that make Elemental a great game is it's ease of use. Adding another value would needlessly complicate an already complex interface. That, and it would take a long butt time to add this value into EVERY SINGLE UNIT AND ARMOR AND ITEM IN THE GAME. Why do we need another value, when the tools to fix this problem are already here?
So my proposal:
Every (or perhaps just "most") spells do a minimum amount of "True or Arcane Damage." You know that cool power Vigilant Demons/Minions have? That just does straight up 10 damage when used in tactical? That's what I'm talking about. Let's just add that kind of damage to most spells add shards (so that the true damage is amplified when you control the right shard), then add damage based on the caster's INT (plus shards again so the actual damage rolls are amplified as well).
Formula would like something like this:
True Damage * Shard Multiplier (This is Minimum Damage Always Done to Creature/Soldier) + Rolled Damage Up to Caster's INT * Shard Multiplier - Defense Roll= Total Damage to Creature/Soldier.
This way we create a Dungeons and Dragons Effect while using game concepts that we have all been familiar with since beta and the release. We can have the effect of those 3d6 spells where the damage YOU KNOW is going to be between 3 and 18. In this case, though 3 damage ALWAYS being done. If the creature has a defense value higher than 18 and rolls 18+, then you will still do three damage, and if the creature is unlucky and you have your rabbit's foot on and it rolls a 0 on defense and you roll 18, you will do 21 damage.
This proposal is relatively simple, and could be implemented in an update much sooner than having to recode each item and creature in the game--in this case you just need to go into each tactical spell. Still a bit daunting, but a big improvement over the current system and without the need to introduce new game concepts post-release and pre-expansion.
What are some thoughts by the community?