AlixeniusTheGreat AlixeniusTheGreat

For the Next Major Update...

For the Next Major Update...

Magic Resistance! There NEEDS to be a magic resistance stat. It would balance the game out AND fix a whole lot of problems with the magic system being underpowered. Now, instead of having enemies like trolls and spiders (enemies strong in physical attacking) take pitiful damage from high-level spells, you could have magic instead ignore armor and focus on magic resistance. Magic resistance could be derived from INT or WIS, or you could get bonuses to it from enchanted armor and weapons even.

16,154 views 32 replies
Reply #26 Top

i disagree

 

PLEASE DONT PUT MAGIC RESISTANCE

 

reasons being:

 

-magic is slightly weak now

-the system is already totally unbalanced with only normal attack and defense, first try to balance those

-you need variety in spells not brute force, better add some cool effect instead

-items are very unbalanced and need some love (and addition) first id like to see better balanced items and then magic resistance

Reply #27 Top

Quoting squirrel1323, reply 14
Magic resistance could be only produced by champions with magic capability. Then the army's resistance would be the amount of magic power that the champion has divided by the number of soldiers in the company. This would do several things. It would make champions more worthwhile. It would make Imbuing champions worthwhile. It would limit the size of armies so that they dont grow super large. It would also make magic as epic as it should be for this sort of game.

If regular armies have no magic, a magical soveriegn should be able to decimate them unless they are protected by another sovereign or champion. Regular armies versus regular armies or champions would use defense, but any magic versus non magic would be fairly one sided. Summoned creatures of course would have some magic resistance as would magical creatures like dragons.

Magic armors would of course protect against magics.

I think these ideas would greatly enhance the magic system and make it feel more epic and useful. I'd like to see spells that chain together as well. Certain spells that require a previous spell or two cast prior in order to cast. And other spells that can only be cast as a group with several Champions simultaneously.

Reply #28 Top

Quoting Twohawks, reply 23
Stardock is aware of these feeling and in some thread (from the last week) said they were looking at separating magic for physical damage as part of a magic system improvement.. Just a FYI for the OP that this idea is already under consideration.. 

Note not a complaint because it already being talked about .. just want the OP to know something like this is in the works...

If you mean replies in 'shards do not work' thread, they mentioned just INT vs DEF rolls, and that is going to suck as well, hence the OP-post.

Whole point of magic is that it lets to bypass normal rules. Any fantasy game out there says that 'magic damage' bypasses armor (and thats the reason why you would equip heroes with magical weapons), so having some separate stat for it is the only sensible choice.

Reply #29 Top

I would actually like to have a resistance for each school of magic, even life and death books (undead creatures and holy creatures rejoice).  A positive number is a resistance while a negative number is a weakness.  Cities should have a resistance value to enchantments that you can increase and decrease via spellcasting (or other various city improvements).

Reply #30 Top

Well ddd, pray tell how this variety of spells will help the magic system when they'll all miss and roll for 0-10 damage against some ogre? This is why we need magic resistance, or at least have magic roll against INT instead of defence. This is War of MAGIC. Not just WAR.

Reply #31 Top

the game needs magic resistance to give it strategy and depth. i will also agree that magic is too weak at the moment however and the game needs a lot of other stats a lot more first. ie: separate movement speed and number of attacks, charge bonuses for cavalry, flanking bonuses, separate defence values for missiles and melee.

the whole spell system is far too crude at the moment. take a lesson from dnd. spell damage needs to be based on random rolls and constant modifiers. ie, ligtning bolt should be something like d10 + int over 10 + 2*number of shards. so a character with 14 int and 1 shard does between 7 and 16 damage instead of between 2 and 28. the random element is far too strong atm.

Reply #32 Top

Adding to my previous post, Imbuing magic should be element based. So you would have to imbue a champion several different times in order for them to have all of the spells available. Each time would increase their essense and decrease the sovs, but to sacrifice say 12-20 essense per unit would balance out the strength of magic.