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Spells seem okay for the most part. Dragon's Breath is very strong against melee fighters but this is made up by the long chargeup (if you get flinched in melee you are dead) and the limited reach (no final statement as melee fighters aren't very common right now). Lightning Barrage is similar but less an issue for shield users because its blockable.
The Thunderbolt feels somewhat weak compared to shock - longer chargeup, harder to hit and the damage isn't that impressive. On the other side it seems like you can't really defend against it so it could be fine.
The only setup wasn't able to create much success with is the water staff. Cone of Cold feels like a watered down Dragon's Breath that does not flinch. Water Bomb is inferior to Healing mist as heal seems to affect enemies as well (which means you can't stand back healing your melee fighters from afar) and the healing amount is smaller. The setup just doesn't give you as much as the other ones.
I very much like that shields can block some spells. Where in C:MW vanilla they are little more than parries-that-can-be-held, shields provide considerable utility to their wielders by protecting them from spells that damage and kill those without shields, enabling Knights, MaAs, or javelin Archers a chance to get close to Wizards (or are they Mages IDON'TKNOW).
I am rather troubled by the current spells Dragon's Breath (the cone AOE fire spell?) and Lightning Barrage (I don't know if those are the actual names; just assuming Evil knows better). I think that both of those spells flinching opponents and interrupting any and all melee attacks with every hit makes them too powerful. Those spells almost unerringly trump any opponents' attempts to attack a Wizard (Mage?) in melee. Effectively the only way to fight a Wizard (Mage!?) who is using lightning or fire magic is to have throwing weapons or an Archer fire from range which I think shamefully invalidates most of the game's arsenal and undermines what I think is the foundation of this game: melee combat.
Some possible changes for those spells: Dragon's Breath I think should follow Cone of Cold in not flinching opponents and instead have increased burn damage-over-time. With Lighting Barrage you could replace flinching-on-hit with a very tiny stamina drain with each hit, or you can keep LB's ability to flinch but reduce the rate of fire to where the interval between lightning shots would allow a melee opponent to strike the Wizard (Mage?!?) and interrupt his spell-slinging (OR stamina-drain-on-hit AND decreased could both be implemented).
That's what's come to mind for now. I'll keep at Mana Warfare and come up with more feedback. Mana Warfare is really damn fun (almost forget to play C:MW vanilla now).
I appreciate all the input and I agree with many of these points.
As Lightning Barrage is also blockable by shields, not a free hit in melee (comparable to Javelins) and because its a lighting spell (ZAP) I think its flinch should stay.
A few more observations: the second spell for Lightning magic with the quarterstaff (QT), the one where three orbs are shot simultaneously in a expanding cone pattern (at least I think that's the one), is not very useful. The three orbs seem to originate from the Wizard's (Mage's?!) feet and within a second of being cast fly into the ground hitting no one. Could those orbs be made to originate at about waist height? That way, they would have a chance of hitting opponents.
Additionally I think the healing spell under Water magic would greatly benefit from some visual aids and cues. Could the particle effects for the spell form upon the Wizard's (Mage's?!?) staff before casting so as to inform nearby teammates that they might be healed? Further I think the healing target's health bar should appear where it usually does with it surrounded by the Water magic particle effect to indicate (hopefully clearly) that they are being healed.
!Edit!
It appears there are some visual cues already for healing in-game. Shows how much I'm paying attention.
!Edit!