Mordheim: City of the Damned

Mordheim: City of the Damned

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Paranoia Apr 1, 2016 @ 3:53am
Boon- and Curse of Chaos, underwhelming or not?
This is an honest question for informed opinion, I never even tried the Spells as by my calculations getting boon of Leadership or Ballistic Skill (on Cult where few shoot or really care about LD, on shooter: Strength boon) is too high a chance; and Curse, while a step to the right direction in being an area effect, also has higher casting cost and similar issues.

Are Boon- and Curse of Chaos too random and poor to be worth it, as I imagine?

Why do I ask this now, instead of ages ago? Because I didn't really think about them (as in: I forgot they even existed!) before seeing Globadier Enriched- and Warp Globes. Those two get a buff in the next patch, yet I think it will still not make them more desirable, as the effect is too random to be of practical use in any given situation. And then I looked back at these two Spells... More random, normal spell drawbacks, and one is single target only.

As to if they indeed are poor, what would fix them? I would alter Curse to be:
Normal: -3 to 2 random attributes;
Mastery: -3 to 3 random attributes.

Boon (if one does not make it an Area effect by either around caster or to distance):
Normal: +3 to 2 random attributes;
Mastery: +3 to 3 random attributes.
If area effect is possible, then also increase OP-cost by 1.

If one still manages to get no worth out of these it is the will of Chaos Gods, but the increases themselves are smaller.

EDIT: If the consensus is that these Spells indeed are quite poor, I will make a Feedback out of them.
Last edited by Paranoia; Apr 1, 2016 @ 4:54am
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Showing 1-9 of 9 comments
Slaviour Apr 1, 2016 @ 4:35am 
These spells are worthless! When you have choice of chains , weapon of destro, and as 3rd eather area stun , or that spell ( forgot the names) that damage only enemy, Boon and curse are underwhelming and very poor choice. Eather these spell change or remove them from the list ...
ElArt0 Apr 1, 2016 @ 6:54am 
Defo +1. Quite a waste as it's far too random and the gain is small (e.g. 12% damage from +4 Strength...). They other way to balance them would be decreasing their cost to 1 OP (which can't be decreased to 0 OP by Magisters passive ability).
Paranoia Apr 1, 2016 @ 6:59am 
Originally posted by ElArt0:
They other way to balance them would be decreasing their cost to 1 OP (which can't be decreased to 0 OP by Magisters passive ability).

While that could fix them too, I think that people would just consider the mounting Curse chance and see the effect still to be too minimal to bother with. But not a bad idea, although I think the Devs prefer not having to make extra conditions like not giving the discount if the OP cost would become 0.
Would you use the Spells if my sugestion was their effect? Curious whether you think it would fix them or not.
ElArt0 Apr 1, 2016 @ 7:25am 
You have a point. 1 OP and curse chance don't go together well - although when I think of it I kinda like the gamble feel.
I think your suggestions are viable and easier to code I guess.
Stymie Jackson Apr 1, 2016 @ 7:58am 
Underwhelming, yes. Not sure how to fix, but multiple attributes doesn't sound bad.
Paranoia Apr 1, 2016 @ 10:30am 
Well, I guess I'll do the Feedback then.
hamstersandwich69 Apr 1, 2016 @ 11:16am 
Weapons of Destruction > Chains of Chaos > Vision of torment > Acid breath > boon or curse of chaos - seems to be the best to worst in my experience.
Paranoia Apr 1, 2016 @ 11:17am 
Originally posted by hamstersandwich69:
Weapons of Destruction > Chains of Chaos > Vision of torment > Acid breath > boon or curse of chaos - seems to be the best to worst in my experience.

Holy s**t you copied my list. Then again, maybe it just is so obvious with Cult Spells. Although I do think WoD and CoC to be quite equal, CoC maybe even a bit more powerful.
Last edited by Paranoia; Apr 1, 2016 @ 11:18am
Paranoia Apr 1, 2016 @ 11:52am 
It is too late now, the deed is done.
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Date Posted: Apr 1, 2016 @ 3:53am
Posts: 9