Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Instead of spoiling stuff for you too early, the game lets you discover things yourself and then this spell is used to check if you found everything and covers few things which you could have missed. Imagine it was unlocked where you suggested and then spoiled all the schools which are unlocked later and even told a tip about farming Ancient Scrolls. It would be seriously out of place.
Just to change how useless spell works (which is useless intentionally based on Divination tip) you suggest to rework the whole school mechanics and develop a totally separate way for a school to work. What's the point? Is it really worth any effort to change this? What would have changed if you got all these "secret" tips earlier?
What tips are even actually secrets from that list and not some obvious knowledge? One which is good to know is about regen outside of combat. Another about events which take more time to trigger the longer you are in the run. And the final one about beating headmaster in 12 minutes. These three ones are missable and not clear without the extra tip, but all the rest are pretty obvious if you just read what you are using while you play so they don't give you any extra info, so it doesn't matter if you get them earlier or later.
If the tips are pointless, why have them in the game? If the tips are late, why not figure a way to have them sooner? The actual story-spoiler spell can be left where it is or even later, that's not my point.
To have a filler initial spell for a school which gives important tips about unlocking the stories and allows you to trigger them easier. Pointless stuff is needed so that important stuff looks important compared to it.
They are not late, they are mostly irrelevant to any player. Do you not know that you can stun bosses to stop their strong attacks with stun potions when you unlock those stun potions? Do you not know that Conjuration school focuses on creating resource after checking few spells? Do you not know that casting a spell that makes the time flow twice as fast lets you farm twice as fast while idling? Most tips are pretty basic.
I wasn't talking about another spell. I was saying that some tips in the first spell are spoilers too if you get them before the point where the school is unlocked now.
School is useful because story hints and story triggers which it provides are important. Moving school earlier adds too many spoilers without remaking it. Remaking the school based on useless first spell is overkilling.
Since it has no cooldown you can have it cast almost 3 times a second (minimum cooldown is 0.34) meaning every second you can get almost 4 and a half minutes worth of research from the spell when it's going full tilt.
This is not something you should have access to early and the cost of the spell wisely reflects this, even so its one of the strongest grinding spells in the game for online play. It's what gave me the push I needed to finish the game the first time, and Im pretty certain if I had access to it earlier, it would ahve made the game too easy early on and I would have lost interest.
Also, they could just have that spell only be unlocked by the darkness temple instead, if they wanted
There just seems absolutely no reason to lock divination off as late as it is, it's a weird choice
As an example given using summon mouse, or water or magic show were seen as not helpful. But they are, the rate at which you can cast that spell as an advanced user overcomes to a degree that it lacks in power. We are the combat multiplier. And I would go so far as to say it is likely safer to use a horde of assistants, or whatever they are called, casting the small heal heal than 5 guys casting the big one. There is a pro-forma ratio there to be min/max'ed. This is not so for a spell like minor. It has absolutely no use afterwards. If all it did was give an indication of if a chests contents were dangerous or not, then it may still be useful after the 'tips' point
but I'd rather have a horde of pals casts the static spell then 5 casting landslide. If it were more effective. What that grants you is magnitude control and degrees of variance, not so with minor, it works or it never will. Do you see? They are different, and suggesting that the suggested way is 'bad' is also bad form. Granted you underlined with example and reference. But still, talking someone down for a suggestion and n invitation to debate is hardly a good use for either of you, or me. It was just a suggestion, the studio didn't drop everything and start working solely on this.. lighten up, have a good one!