This will (hopefully) change with the incoming update on the stacking/leadership rules, which will hopefully move combat away from the "target every unit with exactly enough attacks to croak it, and no other attacks" paradigm and toward something more chaotic, with units auto-targeting as best they can most of the time. Regeneration would be much more useful if focused fire was not the battlefield standard.0beron wrote:Here's the thing Water: We have basically 2 kinds of units, grunts and valuable targets. Once the enemy decides they want to kill a grunt, it won't survive more than a round unless you step in with strong healing at just the right moment.
She can fight him politically, she can support like-minded allies, she can learn spells from any school she pleases and use those... but if what she wants is to cast a spell that makes his Hits go down, no mucking about with intermediate effects and no questions asked, that's Shockamancy. There are ways for other schools to achieve the same sort of effect, sure- Dollamancy can make offensive items, Thinkamancy probably has mind blast spells, Dirtamancy can lay traps- but point-and-kill damage dealing is what Shockamancy does. Let's not muddy the waters by giving other schools its signature ability without careful consideration and making it, at minimum, several times as costly or much less convenient to pull off.MarbitChow wrote:Based on Junetta's and Coil's interactions alone, I could see them eventually coming into conflict. She should be able to fight a shockamancer without learning shockamancy.
More than that, in a way giving a wide variety of abilities to a school marginalizes that own school's key flavor. So what if a healomancer can't kill a shockamancer in a stand-up engagement? We're not all popped equal. A healomancer has their own talents and should learn to leverage them, because if they try to fight the blaster class head-on they're so stupid that they deserve to be the ashy smear they'll quickly become. Make the schools specialized, make them very potent at their highest levels to reward casters who take advantage of that specialization, and don't sweat the fact that a screwdriver can't competently do a wrench's job.
I don't really have a problem with this. It will make massed infantry much, much more dangerous, and in particular massed archers- a group of nine level one Archers will be able to take out even some of the game's hardest targets without serious difficulty, if you do this. Even now attack modifiers make the idea that attacks bounce off high-defense units one of questionable reliability; this change will be its death knell for any engagement with decent organization and more than a handful of troops.MarbitChow wrote:Based on my stated goals of additional flexibility for all units, I'm also considering making the "Attack Modifiers" free to all melee (edit: Non-caster; I was thinking 'martial' and wrote melee) units, and allowing as many of them to be used as the unit has levels - so Mighty Blow x4 OR Mighty Blow X2 plus Coordinate X2, etc.