Hello everyone! As I suspected, the Frost School was easy. There are 2 spells that have significant changes, and I took the opportunity to rework some that were bothering me.
My feedbacks
- I didn't feel the change in mana cost for moving the pieces.
- Being able to accumulate charges of electric ascension and water ascension is so cool. We can really enhance the quality of our spells during a game, and it's exhilarating.
- The bypass spells still have an issue; they are weak.
Spells
Ice breaker (now Ice of Damocles)
- Major
- A spell that can only be used on frozen targets is too restrictive. Since the ice school didn't have a control spell, I modified it to be unique in its usage: it will burst on frozen targets but act as an immobilization spell otherwise.
Song of the Archdeacon
- Major
- I hesitated to remove it, but I'm not objective. I love the spell. The problem is that chance makes the spell uninteresting. So, I ensured that the Archdeacon spawns after a certain time, and I improved the effects on pieces in such a way that it can become a "core-spell."
Subconsciously (or not), I've been using categories for the spells based on their cost. Spells that cost "2 energy / 6 mana" are too few to form a category on their own. So, I reworked them to fit into the "1 energy / 7 mana" spells category. In the process, I adjusted them accordingly.
- Tsunami: actually, I went back and reverted the changes for this one.
- Thunder strike: I found something really cool, I'm very happy with the change.
- Ice wave: I think I found the missing piece to make this spell appealing.
Fixes
- Rotten mushroom
- Rubix
- Golden fortress: catapult targeting
Enjoy!