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Templar, Exorcism, Double Swo... and Church IMPLEMENTED

Posted: Thu Jun 22, 2017 4:22 am
by The Pendulum
A few things after playing the new patch here:

Exorcism does terrible damage. There is absolutely no reason to ever use this spell over any other, ESPECIALLY disenchant.
My suggestion, give the spell a cooldown of ~3 turns, and increase the damage to about 40. It's a lengthy ritual meant to purge an individual of posession/purge a foul demon/spirit, etc. Currently, it does a whopping 3-5 damage.

Templar: the AI can build them, but I cant. Why?
Double Swordsmen: The AI can build them, but I cant. Why?
Church: Can't heal friendlies (or perform exorcism). Why?

Re: Templar, Exorcism, Double Swordsmen (Human) and Church

Posted: Sat Jun 24, 2017 5:33 pm
by DoomCarrot
I agree 100% about exorcism. I have never used it beyond my first experiment with it.

Re: Templar, Exorcism, Double Swordsmen (Human) and Church

Posted: Sun Jun 25, 2017 9:48 pm
by Stratego (dev)
ok, it willbe
2 cooldown
-80% hp
is it ok?

Re: Templar, Exorcism, Double Swordsmen (Human) and Church

Posted: Sun Jun 25, 2017 10:23 pm
by The Pendulum
Daniel (the dev) wrote:ok, it willbe
2 cooldown
-80% hp
is it ok?
Sounds good on paper, but i still think it sgould be able to kill lesser things outright, hence the suggestion for 40 damage.

Also, ive noticed there are actually very few enemies in the undeads roster than can be targeted by this spell. May wamt to look into that also.

I would also suggest adding a healing aura and/or excorcism aura tp the church as well.

Re: Templar, Exorcism, Double Swo... and Church IMPLEMENTED

Posted: Mon Jun 26, 2017 5:58 am
by Stratego (dev)
ok. please use separate topics for the other ideas