Spellsworn

Spellsworn

Evontno Mar 15, 2018 @ 4:12pm
Spells
1. Your favorite spell

2. The one you most hate getting hit by

3. The spell you wish you could use better
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Showing 1-15 of 18 comments
Wind Ark Mar 15, 2018 @ 4:41pm 
1) Fetch: It's a fun spell, and people freak out when you kidnap them and send them into the death area out of nowhere.

2) Fetch: Welp, turns out getting kidnapped FeelsBadMan

3) Lock Down: I am just bad at using it effectively. Though I am usually in group FFA since that's 99% of servers, but I just never feel like it was worth using. I feel like it's mostly just a late game thing when the area is smaller, you can body your opponent.
Evontno Mar 15, 2018 @ 4:49pm 
1. Magic missle: Having three shots becomes realy good when you stop rapid firing them and use them one by one to bait out shields and destroy firebolts/homing shots.

2. Shock: I hate getting blasted off the map SOOO much.

3. Magic mine: Mines are my favorite weapon in any pvp game, but I just can't seem to place them well, wish they had longer range.
Skorpan  [developer] Mar 15, 2018 @ 4:57pm 
Originally posted by Evontno:
1. Magic missle: Having three shots becomes realy good when you stop rapid firing them and use them one by one to bait out shields and destroy firebolts/homing shots.

2. Shock: I hate getting blasted off the map SOOO much.

3. Magic mine: Mines are my favorite weapon in any pvp game, but I just can't seem to place them well, wish they had longer range.

Regarding #3, we're most likely going to buff the duration of the mines a bit! Also shock might be a bit too powerful atm as it can be used to snipe people from far, far away. Needs a bit of tinkering methinks :)
jflands Mar 15, 2018 @ 11:04pm 
Shock is so hard to land far though. The hit radius is tiny.
Skorpan  [developer] Mar 16, 2018 @ 2:07am 
Originally posted by phazedreality:
Shock is so hard to land far though. The hit radius is tiny.
Yeah, you're right, but it's a no risk, high reward kind of spell. Which doesn't really fit the general design of the other spells that well.
Big Tree Mar 16, 2018 @ 2:22am 
1) RockerPillars
2) Shock
3) Chain Hook, never gonna get that right fps
Isbanan  [developer] Mar 16, 2018 @ 4:02am 
Originally posted by Skorpan:
Originally posted by phazedreality:
Shock is so hard to land far though. The hit radius is tiny.
Yeah, you're right, but it's a no risk, high reward kind of spell. Which doesn't really fit the general design of the other spells that well.

Agreed, after you get the hang of the delay it is crazy strong. Maybe we should consider and even longer delay? Not too long but at least a little, 10-20% maybe?
vonflare Mar 16, 2018 @ 2:20pm 
1) Dimension Gate. It's clunky, but really fun when you drop the portal right at your enemy's feet and fire something into it so you instantly hit them

2) Homing. it's basically required to take counterpulse or shield instead of something more fun like invisibility or lockdown just because of how much value you get out of a reflection spell if an opponent chooses homing.

3) Crescent. Its weird angle is hard to gauge, but I'm working on it. Really cool spell though.
jflands Mar 16, 2018 @ 2:42pm 
Originally posted by Isbanan:
Originally posted by Skorpan:
Yeah, you're right, but it's a no risk, high reward kind of spell. Which doesn't really fit the general design of the other spells that well.

Agreed, after you get the hang of the delay it is crazy strong. Maybe we should consider and even longer delay? Not too long but at least a little, 10-20% maybe?
You're right Skorpus. I take shock most games in the last round or two because as you say its no risk high reward. Not reliable but when u have that last spot to fill...

Here's an idea: have a visual queue on the ground showing where the spell will hit. (White glowy line during channeling) Currently it can be hard to notice someone channeling it and since it hits instantly you're unable to avoid it.
Last edited by jflands; Mar 16, 2018 @ 2:42pm
Skorpan  [developer] Mar 16, 2018 @ 4:16pm 
Originally posted by phazedreality:
Originally posted by Isbanan:

Agreed, after you get the hang of the delay it is crazy strong. Maybe we should consider and even longer delay? Not too long but at least a little, 10-20% maybe?
You're right Skorpus. I take shock most games in the last round or two because as you say its no risk high reward. Not reliable but when u have that last spot to fill...

Here's an idea: have a visual queue on the ground showing where the spell will hit. (White glowy line during channeling) Currently it can be hard to notice someone channeling it and since it hits instantly you're unable to avoid it.

I really like that idea. Will bring it up with the team :)
PhilkIced Mar 19, 2018 @ 9:10am 
1. Shock
Why: I love throwing people off the map and even if the damage is really weak, the knockback is awesome, whenever playing on discord and I'm sure it's gonna hit I shout "LET'S GO SWIMMING" :steammocking:
I can see why it needs a small tweak though, and I like phazedreality's idea.

2. Homing
Why: Because I always use it, and so does that guy and the one next to him and that other one too and everyone in every game, I swear it must have the highest pick rate of the game, and the reason is because it's stronger then it's counterparts.
This is going to be a bit long but let's compare offensive projectiles, fireball deals decent damage at the cost of being very hard to hit, the damage and AoE feels a bit lacking for how hard it is to hit. Ice trades some damage for the AoE slow, bounce trades some damage for the potential of even more damage if it bounces a lot, mag missiles trades some damage for low cooldown and charges which makes it great for shooting down other stuff, and finally homing trades nothing because it has barely less damage than a fireball and more damage than all the others I mentioned, for being extremely easier to hit than any of them.
But it's still really easy to dodge, sure, but the thing is it requires predictable movement and that's where I think homing is a little OP, if you throw a meteor, poison or lightning as soon as the enemy starts dodging around a homing he is almost guaranteed to be hit by one of them, sometimes both if the hit is the area spell as it'll push and "stun" you for a second.
I think fireball needs a very small buff and in my opinion the perfect one would be a small range increase coupled with the ability to decide where it detonates just like with that purple charge skill that you can choose a point in the line for the spell to end instead of always going all the way.
For homing I think a decrease in damage for each level, specially level 3, would make it less punishing when you're forced to take it to the face in order to avoid a meteor or lightning.

3. Counter Pulse (I don't remember the correct name and can't check cause I'm at work)
Why: I feel like apart from being able to redirect meteors, shield is better in every single way, wish I had the skills to make it worth taking this instead of shield.

Sorry for the long post and thanks for the devs for the great game, I'm asking all my friends to download it and we're having a blast.
Quary Mar 19, 2018 @ 4:16pm 
1) chakram, love messing around with it
2) charge, can't do anything against it
3) curve or whatever, looks like it hits pretty hard and is fun to use
Veyrah Mar 19, 2018 @ 4:29pm 
1. Meteor, Big blasts and flying debris, what's not to love!? Especially when using it with the deflect skill (can be dangerous to self though, part of the fun)

2. Lightning strike. Especially the 2nd strike, feel so stupid for staying in the area :(

3. Grappling hook. It's not that easy to hit, and even when you've hit someone and pull him over, timing the whatisitcalled default spell is not easy either, as to late and you'll be pushed back and to early and it's wasted.

Also, homing is probably also used as much because of high ping. I usually go frostbolt, unless i have a bad connection, then I switch it for homing because good luck hitting stuff otherwise.
Last edited by Veyrah; Mar 19, 2018 @ 4:29pm
vonflare Mar 19, 2018 @ 5:28pm 
Originally posted by Veyrah:
Also, homing is probably also used as much because of high ping. I usually go frostbolt, unless i have a bad connection, then I switch it for homing because good luck hitting stuff otherwise.

yeah, this. once the ping gets sorted it'll be less good than it is now.
PhilkIced Mar 20, 2018 @ 7:00am 
But fireball will still never be used regardless of ping if it doesn't get a buff, I checked yesterday and I was wrong, fireball and homing actually deal the very same amount of damage, homing doesn't even deal slightly less damage, it's the same, knockback isn't that much different either so I can't see a reason for anyone ever picking fireball instead of homing.
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