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Multi-enemy spells that have no range limitation are available, like ignite and magic rupture. They are very potent at certain times and in certain situations (at least at high level).
In terms of powerful single spells: WITHER RAY is very potent at high level, and so is CRYO CHARGE, METEOR and HELL PLASMA. Which cover 4 damage types for bigger single target damage.
What I hear people do a lot is use chain lightning, which is overpowered. I certainly don't want to nerf it down this late in the game's progress, but it definitely would deserve a nerf. But what I won't do is add to its power by making it auto-able.
used to have, I changed it along the way. But still anything hitting a ball-shape I exclude from auto historically mainly because I did not lke the idea of people just auto-ing these spells and having a multi-target levelling machine.
yes ch2 and ch3 instances of people overlap, that is correct. Had no neat way to correlate those and eliminate them. Will look into that, it's on my list!
You were right about the tankiness of exorcists when you find the right gear (I just hadn't been looking close enough) but now I need some auto holy power!
I have found the inability to auto lightning ball particularly irritating. In late chapter 2/early chapter 3 (before chain lightning, etc.) it is my backlines only decent option for heavily armoured enemies. Thus even extremely easy and straightforward fights cannot be be autoed without crippling my entire backline.
In addition, frost ball is often my only option for a slow effect pre-chapter 3. Thus if I want to slow an enemy to help my frontline flank I am forced to turn off autocombat.
These and many other instances effectively make autocombat useless for the backline past chapter 1. (Maybe this will change in late chapter 3.) Even extremely easy fights often require manual use of spells. This is particularly true because the proficiency system incentives me to use my best spells on everything to raise their level. Moreover, it reduces replayability by adding unnecessary tedium to the process of experimenting with new party compositions or playstyles.
It is also wasteful to put ignite on auto as the casters do not cease casting when they've stacked enough DoT to efficiently eliminate all adds, or even all enemies period. Nonetheless, it is a temping option for many easy fights in which efficient use of mana is unnecessary. Similarly, access of AoE autocasting would make late chapter 2/early chapter 3 exploration much less tedious by allowing easy enemies to be auto-fought on the way to more mechanically challenging fights.
I don't think balancing spells by tedium is a good idea. It messes with the usage based leveling system central to caster progression and incentives tedious behavior in a core gameplay. It can be difficult to avoid these sorts of perverse incentives in edge cases such as grinding. However, deliberately introducing the flaws of grinding into core combat mechanics is a mistake.
What does WITHER RAY actually withers ? It seems to do decent Lifedrain damage, but I'd like to know the debuffs too.
the higher the spell level the bigger the effect. and it can stack.