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 Haste Spell....way too freakin awesome?

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winter_mute
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Number of posts: 47
Registration date: 2008-09-08

PostSubject: Haste Spell....way too freakin awesome?   Fri Nov 28, 2008 10:42 am

It is really the only thing I ever select cosmic magic for.

I would pay 3 solid character points and way more mana (probably as much as eight) to gain this status effect.

It is certainly a lot more powerful and useful then gravity / flight and certainly deserves to be swapped with them.

I don't know if you have coded this to set the MP cost for each inverse spell seperately but you should certainly consider really REALLY jacking it up if you can.

I feel that mana cost is a much better way to balance this spell than duration because duration is somewhat easy to extend and very hard to balance (see: invisibility) whereas you will always need mana resources to stay alive and should be somewhat paranoid about burning through it. At least I am.

I know the way things stand now I always pump my mana into it when it expires for my longest and best playthrough attempts and my deaths can almost always be attributed to forgetting to maintain it. Now that's power.
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Nahjor
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Number of posts: 247
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Registration date: 2008-04-04

PostSubject: Re: Haste Spell....way too freakin awesome?   Sat Nov 29, 2008 1:00 am

Haste is a very powerful effect, and I've always been somewhat concerned about it sitting at the level-1 slot. It's a tricky balance issue, though, because haste is paired with slow, which is (arguably) the weakest of the level-1 spells. I'm 100% OK with haste falling into the level-2 slot, but I'm not entirely sure I'm OK with slow being at that level. I'm also generally of the opinion that cosmic is a little bit weaker than most of the other schools, although the spell poll is beginning to convince me that others don't necessarily agree. Smile

Anyways; definitely want to hear what people think on this one. (When do I not want feedback? Razz )
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Haste Spell....way too freakin awesome?

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