The Spell Brigade

The Spell Brigade

View Stats:
All my feedback
1) Moonerang needs some love. I think the reason it feels so weak is it has pretty mediocre augments.

2) Sacrifice is the weirdest event, in that if your spells aren't good enough you can struggle with it, and if your spells are TOO good you can struggle with it. It either needs a larger radius or at least partial credit if the damage comes from a mage inside the circle but the mob isn't.

3) I would love a random mage option.
< >
Showing 1-8 of 8 comments
Galareta Jan 23 @ 8:26am 
True about Moonerang, it's like Magic Missile, but the Missile can at least split. I guess it's ok for acid and lightning application but nothing more really.
Also, I totally agree about the sacrifice event.
Magic Missile can become absolutly crazy - I haven't tried the Moonerang enough to see if it works, but what I've seen so far it is very unreliable.

Objectives can be tricky, especially with a specialized build (like Rocky Road) - we just need more objectives that also cater to us that just like to run around :D

The game - in general - needs more of everything, but it is a lot of fun!
Random Mage option would be great!
yea I've enjoyed it a lot, these were basically the only things I felt a bit tepid on.
I specifically wanted to find a thread talking about Moonerang, and this one will do because it bothers me so much how it feels terrible. A friend and I just unlocked Moon Mage today, and just based on him starting Moonerang, we figured that getting a skin by playing 20 missions with him was basically a punishment achievement. "Suffer to unlock."

The base damage is acceptable at the start of the game, but it quickly feels like it's not doing a whole lot, even on the occasions that it auto-aims into the middle of an enemy cluster instead of wherever the hell the auto-aim RNG'd to throw it (there's no way it's set to target the closest, from what I've experienced).
The projectile size feels like it slips past and misses enemies too easily.
The range feels like it doesn't try to throw it until there's an enemy within 2/3 of the projectile flight path, which makes the "crits at farthest point" augment almost worthless (as will range upgrades, because too much range means you'll throw it past the entire group of enemies and not get any hits at the edge of its range). I actually have a suggestion for that augment: make it so it crits "AFTER reaching the farthest point." As in, once it hits the edge of range, and on its return flight.
The augment where it holds at the edge of its range also just does nothing because, again, the projectile is small. Necro Whirl is hard enough to get to land on enemies, let alone this dinky spinning banana.

The potential for a cool spell is there, but the pile of problems make it feel awful.
Last edited by SilverLight; Jan 26 @ 1:33pm
i can understand that the moonrang needs a better attack pattern for it to do more just throw it out and return back or something needs to be done with it. i think that the moonrang should be given an additional attack ability like it circles around and returns back. i think it has potential but it needs more work on.
If it had something like bounce on hit instead of being a straight back and forth, or an augment that really accentuated having bonus range like increased size and damage the longer it stays out (which would also pair with the augment to linger at it's end point). It feels like the damage is intentionally lower because it can potentially hit twice, but there isn't an augment for it that makes it better at doing damage. As mentioned, the linger and bonus crit at its end point is unreliable, specially if you are in a tight area and it hits walls and never reaches that point.
Originally posted by Wolf Lord Archon:
If it had something like bounce on hit instead of being a straight back and forth, or an augment that really accentuated having bonus range like increased size and damage the longer it stays out (which would also pair with the augment to linger at it's end point). It feels like the damage is intentionally lower because it can potentially hit twice, but there isn't an augment for it that makes it better at doing damage. As mentioned, the linger and bonus crit at its end point is unreliable, specially if you are in a tight area and it hits walls and never reaches that point.

i mean...theres that agument where you increase crit damage each time you revive and then theres that increase damage too. those two can make up the damage but at a slow rate
Originally posted by King Pharaoh:
Originally posted by Wolf Lord Archon:
If it had something like bounce on hit instead of being a straight back and forth, or an augment that really accentuated having bonus range like increased size and damage the longer it stays out (which would also pair with the augment to linger at it's end point). It feels like the damage is intentionally lower because it can potentially hit twice, but there isn't an augment for it that makes it better at doing damage. As mentioned, the linger and bonus crit at its end point is unreliable, specially if you are in a tight area and it hits walls and never reaches that point.

i mean...theres that agument where you increase crit damage each time you revive and then theres that increase damage too. those two can make up the damage but at a slow rate

Every other spell also gets these benefits, without being a mediocre spell to begin with
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Jan 20 @ 4:10pm
Posts: 8