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But it would be ideal to remove it form the list to prevent this kind of early game cheese. While I do love having Quicken as a spell in the Princess Abilities Kit, or Druid if you put Gambler as secondary class, it's cheating for the monster since they can't really defend themselves from this.
Or you can implement a once per a unique turn casting for Quicken :D?
Going to add a note about this and see what we want to do :)
Exhausted or something. No effects except blocking quicken. Maybe for even 3 turns (what would lead to 2 normal turns are needed to disappear).
Double Cast magnifies the problem but removing Quicken from Double Cast doesn't fix it. The only two ways to truly "fix" it would be to somehow make it not possible to recoup the cost of Quicken or to give it a miss chance. The former is preferrable to the latter.
The easiest way to do that, then, would likely be to make it function like Cleave where the unit that gets Quickened doesn't gain MP for the Quickened turn. (Maybe have a turn that happens via Quicken not affect the unit's normal place in the AT order to offset this?) That, and maybe capping the MP one can get from Mana Font to 10 MP (the cost of an Economy Quicken) so that units can't try to bypass the restriction with the end-game +2 Move Boots.
Another option that might work (in addition to or in place of the above) is making it so units can only be Quickened once in-between each regular AT via some kind of debuff that applies after a Quickened turn, but that could be unintuitive for the end-user.
Without changing other passives.
But yes, ond the user-site, it may not the perfect thing.
But thats the same with stuff like mirage etc.
Maybe if it would be possible to exclude units with that specific debuff from beeing a possible target for quicken.
If Quicken is that problematic then, yes, there has to be a way to limit what a Quickened unit can do. I suggested removing Quicken from Double Cast for no other reason than because it was a guaranteed win, even (as proven) for a lone pair of level 1 characters if the enemy lacked Magic counter or Magic immunity. Preventing a previously Quickened from being Quickened again until they've been given a normal turn would put an end to such an exploit too.
And with quicken you can support in way more different situations. Like you got more damage then expected, so you give your turn to the one healer.
Or someone is in danger and needs to move away, but is to slow.
Taking the mana regeneration away would prevent a normal use.
With preventing the exploiting, i find it great.
Though i still see myself rarely use the card skills. But thats another topic.
One solution might be that the quicken spell becomes a buff, which comes with a temporary [negative speed stat?] modifier to their initiative. So they take their quickened turn and the buff wears off at the end, but the action they performed on their turn decreased their initiative even more. So instead of wiping away the wait time before a character's next turn, what quickening ACTUALLY does is let you take a single turn early, but then have to wait that extra turn's worth of initiative before the unit can act as normal again. That makes it stronger for speedy characters than others, since the wait is less of a drawback for them. It's a hard nerf for the effect, but in a way that should increase tactical decision making and the weight to the ability instead of using it so casually or for cheese like its current iteration. Just make sure you make it immune to the buff extension spells.
I think mana pooling for some quicken shenanigans restricted by the mana pool would provide interesting gameplay beyond the current issues whereas even with fixing the current issue through quicken, I think the combo of passives still provides a little too much. I could see how this solution may turn into a problem again if some huge mana swing options become available in the future though.
Quicken at the moment has too many overwhelmingly powerful applications. It's the infinite mana engine, it's the max level engine, it's the Eruptor building engine, with Double Cast it's the instant win generator and I've probably missed something. All of those problems come from the same place: You can't be interrupted from looping Quicken. A fix can therefore be localised to Quicken itself and it won't really get in the way of anything else needing to be addressed.
Blood Magic wants it own conversation.