[Poll] Removal of additional spell tiers for strait levels

Alright here is the though process of the question being asked.  Would the game benefit from the removal of spell tiers?  Such that you would no longer have to take Fire2, Fire3, Fire4, Fire5 to get access to all of the fire spells and switch them to a level based system that spells auto unlocks based upon just having Fire1 and the necessary level thereby freeing up trait points for class traits.  This could be further refined to make it that spells would have to be researched by level such that within the magic research tree you research each level tier of spells then purchase them within the store if you have the appropriate base spell tree. (I don't like this option but it is available).  By having the system base of levels you can extend the spells to further than 5 tiers but not restrict the total spells because of the trait based system.  You can then have as many level based tiers as you want and only be restricted by the levels you gain, which I know is a problem at the moment but it is being looked at.

14,435 views 14 replies
Reply #1 Top

nope.  If anything, the spell tiers should be a requirement to get access to more spells (even ones from the magic tree or other parts of the mage traits).

 

Having the spells auto-unlock removes choices, which just forces more people to play in a narrower way.  But flipping it around makes choices more important as needing level 3 fire to unlock fireballs and the annointed by fire spell means that you're taking one less 'booster' choice.  So you can't be that massive spell master without actually improving your core spell areas.

 

Ofc, the other problem would be that every single hero would need to be redone if you remove the spell tiers, which IMO is not worth it.

 

 

(plus I don't see a poll here)

Reply #2 Top

Yeah, removal of the spell tiers would be a mistake and would remove important choices and gameplay elements. I like that I can't "do it all" in the current system and that even two champs of the same class can end up being very different depending on how I spend trait points.

Reply #3 Top

In my opinion,

The problem with this is the spell tiers are some of the most meaningful choices we have currently. I don't think the game will be improved by making the player face less interesting choices.

Reply #4 Top

So to reverse the situation in the Mage tree maybe make it that instead of specific summons for the different elements make a generic summoning weak and that would allow you to summon whatever spell trees you have access to.  So a weak summons with fire would allow you to summon a fire shrill whereas a a water mage would summon a water shrill.  I was thinking of this because it just seems silly that you can summon any elemental type without having access to that magic type.

Reply #5 Top

Spell tiers should power up certain spells.

 

For the Mage tree, it should be

Pyromancy/Aqua/Aero/Geo to unlock spells, and should require 2/3/4/5.

Fire/water/air/earth for elemental unlocking- having higher mastery unlocks more summons, should be one summon for lvls 2/3/4/5.

 

Life/death should have their own rules. (if I had my way, I'd get rid of life/death differences entirely- never liked it)

 

 

Reply #6 Top

Would the game benefit from the removal of spell tiers?

I think no, because, as Heavenfall said, the spell tiers are a perfect example of a skill tree that is interesting at every level and if the path abilities would be as amazing as the spell tiers getting a new level would be much more interesting.

Reply #7 Top

Quoting Alstein, reply 5

Spell tiers should power up certain spells. 

I think that's the key. A level 5 water caster should cast level 1 spells at a much higher efficiency (ideally 5 times). You can also have other traits that make the spell more powerful, but element proficiency should matter.

Reply #8 Top

Quoting OliverFA_306, reply 7


Quoting Alstein, reply 5
Spell tiers should power up certain spells. 

I think that's the key. A level 5 water caster should cast level 1 spells at a much higher efficiency (ideally 5 times). You can also have other traits that make the spell more powerful, but element proficiency should matter.

Out of everything on here, this. I agree with this. Super adept level 500 mages still cast level 1 spells at exactly the same power level as a level 1 mage you found passed out in an alleyway somewhere. This makes no sense. Fix this.

Reply #9 Top

Quoting animageous, reply 8

 Out of everything on here, this. I agree with this. Super adept level 500 mages still cast level 1 spells at exactly the same power level as a level 1 mage you found passed out in an alleyway somewhere. This makes no sense. Fix this.

I know I am going against game design, but probably the issue is at the base, at basing the spell power mainly on shard nodes. Because resource nodes are more important than caster proficiency every champion cast the same spell mostly at the same effect. It's ok to have shards affecting spell power, but they should not be the main factor.

Hey! perhaps now that every single mechanic is being overhauled this one could be overhauled too! :grin:

Reply #10 Top


Well Lvl 1 mage has problems with landing them on, while uber 500... lvl mage has not. But yeah i'd like if mage could get lets say +1 to power of such spells like slow, haste per every 5 lvls or something.

Reply #11 Top

Quoting OliverFA_306, reply 9
I know I am going against game design, but probably the issue is at the base, at basing the spell power mainly on shard nodes. Because resource nodes are more important than caster proficiency every champion cast the same spell mostly at the same effect. It's ok to have shards affecting spell power, but they should not be the main factor.

I think the scaling is a huge problem in the game design and it would help if the spells scale only with the abilities of the hero. The shards should give the player different kinds of mana (air mana, earth mana, ...), like in Disciples, and a player should be able to convert mana at a rate of 2 : 1.

Reply #12 Top

Quoting Wizard1200, reply 11

 I think the scaling is a huge problem in the game design and it would help if the spells scale only with the abilities of the hero. The shards should give the player different kinds of mana (air mana, earth mana, ...), like in Disciples, and a player should be able to convert mana at a rate of 2 : 1.

I agree 100% :thumbsup:

Looks like material for a mod ;)

Reply #13 Top

So in short;

Spells don't scale well when leveling except a few exceptions (Fire Dart, Coal Stones, Despair ) .

Higher level Spell Traits should boost lower level spells within the lines they are in.

Traits should then boost overall performance in addition to the above bonuses.

Summoning should be tied to the elemental Traits that they are summoned from not independent such that a generalized summonig trait is created but higher spell level spell traits are also needed for those summonings like 1, 3, and 5.

Reply #14 Top

Quoting Wizard1200, reply 11
I think the scaling is a huge problem in the game design and it would help if the spells scale only with the abilities of the hero. The shards should give the player different kinds of mana (air mana, earth mana, ...), like in Disciples, and a player should be able to convert mana at a rate of 2 : 1.

This is a nice idea, but it seems like a sort of large change/small reward kind of balancing when there are much bigger fish to fry with game balance. It's pretty cool though.

I just remember being extremely disappointed when Ereog's Tower gave me pretty much nothing in return for a large investment of my city's time. On the other hand, as things stand all you need to do is queue it to stop AI players building it, so all the time in the world!