Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Suggestion: Spells

A topic by Travikus created Aug 06, 2023 Views: 233 Replies: 2
Viewing posts 1 to 3
(+1)

I never posted before, but I played s4p completely, including basically all major mods, same for this game and I absolutely looove it. Congrats to the dev(s?), especially the new class system is great! That said, I have a few suggestions and decided to get them all out of my system. I separated them into different topics for ease of use.

So, here are a few suggestions on changes to certain spells:

 

Different elements very differently strong This is more a pointing-out than a suggestion, since it may be intentional: Different elements are very differently strong. Light for instance has only two spells, neither of which is capable of dealing more than 100% MATK damage to a single target. This is very sad, especially since the ‘bishop’ class specializes in utilizing light spells.

Consume soul As I see it, this spell is basically useless, since you’d have to kill off your already trained slave. I suggest that consume soul translates a target’s classes into experience and awards said experience to the user. This way, it could work as a convenient way to dispose of caught slaves that have no other use (despite being sold for breadcrumbs or sacrificed for factor upgrades).

Turn undead Such a great, flavourful spell! Sadly, I can’t see any actual use for it… he only real benefit is the dark improvement, and there is only a single combat skill/spell with dark damage. Hence, I suggest buffing the spell with an obedience loss reduction, a health boost (zombies are hard to kill), and making it possible for the necromancer to affect themselves (liches are cool!) Oh, and it would be great if you could use it in combat on fallen allies (and maybe even foes)!

Healing: Sanctuary Healing is generally incredibly powerful. I could (mathematically!) demonstrate why, but all players/devs probably know it. By itself, this isn’t a problem. The problem is the spell sanctuary, which is available to all classes and makes every other healing spell entirely obsolete. I suggest either significantly debuffing it and/or making it the unique spell of bishop, and maybe druid.

Reincarnate/resurrect The two spells are great, I love them. The problem is just that reincarnate is bot easier to get (via shaman) and better than resurrect (health restored completely, no grave injury iirc). Also, resurrected targets often die from enemy damage before I can heal them… I suggest making targets of reincarnate still experience a grave injury, making reincarnate the exclusive spell of the class ‘druid’ and have resurrect restore 60% of max health.  

Fire/acid bomb These two spells (especially fire bomb) are just overpowered, there is no other way to put it. Everyone can get them and they are the strongest AOE attack spells by damage. All for the price of an unstable concoction, which can both be crafted easily with common materials and bought very cheaply from the mages. I suggest making them exclusive spells of the class ‘alchemist’ and making unstable concoctions more expensive to craft/buy.

Mass purge An advanced spell ike purge, but AOE. There are wayyyy too many spells/combat skills that create negative effects on multiple targets (like blizzard) and there is no effective counter for that.

Sanctuary only requires basic spellcasting. It should at least require advanced spellcasting.

Overall, I get the feeling that a balance patch is planned for later, because lots of abilities are just thrown together based on flavor alone.

My suggestion for reincarnate is to have it do exactly what it says. Keep the no grave injury and low cost, BUT the reincarnated person is a new being, different race, adjusted max stats and keep classes. Might be a problem with unique characters. I've never used either of these spells though.