Templar, Exorcism, Double Swo... and Church IMPLEMENTED
Posted: Thu Jun 22, 2017 4:22 am
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?
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?