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The criticisms surrounding the spells all come from their value early on and due to the incredible cost of spell upgrades, it's prohibitively difficult to get them to a point where they begin to shine until you're fairly deep into the game.
Regardless of how you spin it, even fully upgraded spells are still only circumstantially useful and best used for their intended environment / puzzle functions or crowd control in specific scenarios, as none of the spells are even remotely close to being efficient compared to some of the weapons when it comes to actually defeating enemies. While I don't personally have an issue with using the spells in this way, I can see how some players might find it disappointing or even underwhelming.
The problem I have with them is that their intended crowd control functions, upgraded or not, are difficult to use effectively because of how encounters are designed. Nearly all player deaths are likely going to result from scenarios involving swarms of enemies descending upon the player at once, so unless you already know how to deal with it beforehand, it's unlikely you'll have the correct spell ready or know how to apply it when you need to. The worst of it is, once you are aware of it beforehand, it's usually still easier to approach these encounters from an alternative angle or just using a different weapon.
In my experience, going straight to bombarding an area with the upgraded peat mortar or lining up enemies for an instant kill with the upgraded ballista is far more efficient than attempting to use the upgraded spells.
Yeah, it's decent against the most basic skeleton enemies with a spear and shield. Obviously, it doesn't hold up as well against the skeletons with cuff arrows (or much else, for that matter) due to its extremely limited range and mana costs with extended use.
The upgraded fire spell is decent against groups of infected, corpse piles (largely due to it igniting the swamp gas left behind) and in a pinch, can be used against the imps encountered in chapter two. Fully upgraded, it actually does half decent damage.
Upgraded fire is completely broken as long as enemies are on the same level.
And to the poster above, fire doesn't actually work on the zombies. It works on everything in chapter 1 except for the flying dudes, zombies, dog monsters and the big ogre guys.
Against most of the other enemies in the game, I don't find it to be all that great compared to most of the upgraded weapons however. It's either completely useless against them (such as the totems, birds and fish) or extremely dangerous to use, either due to the explosion or range requirement, since a lot of enemies can easily mess you up if you're relatively close. If you move into close / medium range of a crossbow cultist, they'll start channeling a poison bolt spell at you which deals ridiculously high amounts of damage, while other enemies like the chanters or death knights will quickly destroy you.
So just a tiny click will wipe out an entire room of enemies with zero effort.
When you upgrade it to level 3 for the explosion (which makes it good against zombies), it however makes it dangerous to use against other enemies.
If you keep it at level 2, you can just light and run past packs of enemies, then clean up whatever doesn't burn with your weapons. You can simply remove 90% of enemies in a given encounter right off the bat then fight the rest like normal, ignoring the burning ones.
You spend 3 red mana to do the job of 25 crossbow shots.
I think the game has a lot of bad choices and dumb design decisions but spells being weak isn't one of them.
If anything, they should change the effects to look more cool and powerful. They're massive sleepers.
Also nerf them because they're honestly broken, and so are several other weapons.
You mentioned that particular environment with the ice zombies, but most of the time fire won't stop the fast ones before they land a hit, cause they do not ignite instantly. Lightning will though. After stunning them I set them on fire, but once again I am only using fire to save ammo, something which to be frank I don't need to be doing.
I gotta mention the Orthogonal Hymn though, that thing is a death cannon.
Wouldn't be a problem if you didn't have practically infinite ammo since you can carry mana potions with you.
It'd be a nice dynamic if you had to decide between conserving ammo and dealing high damage as you do in the early game but in Graven you really can have your cake and eat it too.
To let players know how usefull upgraded spells are, since I saw people saying they were useless in combat.
I understand you feel they are too expensive and difficult to whip out in a fight. This was not my experience tbh. I am just starting hub 2 now.