Range of new terrain spells too short?

Discussion in 'Feedback and Suggestions' started by Duffy, Jul 31, 2015.

  1. Duffy

    Duffy Mushroom Warrior

  2. Killer74

    Killer74 Hydra

    Most of them seem alright to me. They do only have a low range, but they have a much greater area of effect (per terrained square) than old terrain cards, allowing you to target all the vp squares with one card (if grouped together) and they are good for choke points. They are essentially range 5 cards, as you can place them below the enemy character. The only one that I think needs some sort of a boost, be it range or otherwise, is Hypnotic Beacon, but that might just because I can't use it properly.
     
  3. Robauke

    Robauke Guild Leader

    I would like Radiactive Spray to have enough distance that my casting priest stops ending up with more tiles next to him then the enemy character who miraculously moves away in reaction anyway.

    I think hypnotic beacon could use some more reach as well.
     
    Last edited: Jul 31, 2015
    Sir Veza and timeracers like this.
  4. Xayrn

    Xayrn Hydra

    Yes, Radioactive Spray should probably either have its range increased by 1 or its 'splash range' reduced by 1, preferably the later. This would allow you guarantee that you won't hit yourself with it when casting at max range, which seems reasonable to ask of a silver quality card.
     
    timeracers likes this.
  5. Flaxative

    Flaxative Party Leader

    No one complains about Volcano popping up under you, why is Rad Spray backfiring a problem? :)

    So, this was a conscious decision done for balance reasons, because a lot of these terrain cards are pretty strong. They do multiple things, to multiple dudes. Hypnotic Beacon in particular can get gnarly if you can cast it at huge range. =)
     
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  6. Xayrn

    Xayrn Hydra

    Because you can't Bless away the radiation? More seriously, because nobody thinks Volcano is under-powered.

    It's not necessarily a problem, but I'm certainly not very inclined to use it in its current state. You already have no idea what sort of handicap(s) the terrain will even generate, it would be nice to at least know that you won't be receiving any of them without enemy intervention. Similarly, it would be nice to have a guarantee that Genetic Engineering will actually leave you with 3 boosts attached. If something has a chance to not work as intended, the usual effect should at least be good to compensate. With these cards, I just don't see that due to the already random nature of the usual effects.
     
    Robauke likes this.
  7. DunDunDun

    DunDunDun Thaumaturge

    I can see Rad Spray being tweaked, it needs a bit more love than its current state [it's really not worth using in PvE as-is (and I love random effects more than anyone, but it's just too self-destructive in my experience with it)], but the rest all perform perfectly well and balanced [in PvE] for me.

    Laser/Dual Laser Beacon especially is so good against swarms or for adding even more damage to a volcano or lava pool by self-targeting your own tile, it doesn't need any more love, and hypnotic and healing can be potent enough in the right situations that they don't need a range increase.
     
  8. Sir Veza

    Sir Veza Farming Deity

    Good point. For the record, I hate it when my volcano pops up under me.
    But I kinda had the impression that Rad Spray was supposed to be a risky/bad card.
     
    Pawndawan and Flaxative like this.

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