Spell resistance

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9 months ago
Oct 31, 2024, 12:18:37 AM

I am really hoping CA will finally introduce a comprehensive spell resistance rework with this DLC. It currently (as far as I know anyway) does nothing to reduce effects of hexes and only reduces incoming damage from damage dealing spells and Khorne can totally use this stuff, considering he's all melee and no magic.

Updated 9 months ago.
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9 months ago
Oct 31, 2024, 1:15:43 AM

Maybe an ability to block spells cast also? I'm not sure if this is a lore thing or not, but assume some characters could. Maybe. 


It would also be fun if CA made units more vulnerable to spells via items and abilities. There is the Trickster Shard to do that, but that lowers resistances and doesn't increase spell effects on them. The only thing to do, to increase spell efficiency is through the Spell Mastery. 



MODIDDLY1#9212 wrote:

at the least, it would be nice if spell resistance would reduce durations

If they will go through that route, then increasing proficiency should extend duration by default. It doesn't do that currently, so wouldn't make sense to do.

Updated 9 months ago.
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7 months ago
Dec 7, 2024, 9:53:55 PM

Is this an actual thing then? 

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7 months ago
Dec 17, 2024, 7:48:09 PM

I'm surprised CA made no effort on this, perfect opportunity missed to make Spell Resistance actually matter. 

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7 months ago
Dec 17, 2024, 9:28:45 PM

TopKek#2685 wrote:

Maybe an ability to block spells cast also? I'm not sure if this is a lore thing or not, but assume some characters could. Maybe. 


It would also be fun if CA made units more vulnerable to spells via items and abilities. There is the Trickster Shard to do that, but that lowers resistances and doesn't increase spell effects on them. The only thing to do, to increase spell efficiency is through the Spell Mastery. 



MODIDDLY1#9212 wrote:

at the least, it would be nice if spell resistance would reduce durations

If they will go through that route, then increasing proficiency should extend duration by default. It doesn't do that currently, so wouldn't make sense to do.

Blocking spells on table top is called dispel if that is what you mean. Its a chance game really, using winds of magic dice. So when you cast a spell, each wind of magic is 1D6 die.

Say you need to roll an 8 total, you can cast 2D6, or 4D6, you just need more than 8.

Dispel is pretty much rolling your winds of magic dice, any amount, to be higher than their total roll.


So would need a spend mechanic I guess, or a flat fee with a odds challenge, luck I guess

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7 months ago
Dec 17, 2024, 11:10:19 PM

steam_16337071113996#2223 wrote:

TopKek#2685 wrote:

Maybe an ability to block spells cast also? I'm not sure if this is a lore thing or not, but assume some characters could. Maybe. 


It would also be fun if CA made units more vulnerable to spells via items and abilities. There is the Trickster Shard to do that, but that lowers resistances and doesn't increase spell effects on them. The only thing to do, to increase spell efficiency is through the Spell Mastery. 



MODIDDLY1#9212 wrote:

at the least, it would be nice if spell resistance would reduce durations

If they will go through that route, then increasing proficiency should extend duration by default. It doesn't do that currently, so wouldn't make sense to do.

Blocking spells on table top is called dispel if that is what you mean. Its a chance game really, using winds of magic dice. So when you cast a spell, each wind of magic is 1D6 die.

Say you need to roll an 8 total, you can cast 2D6, or 4D6, you just need more than 8.

Dispel is pretty much rolling your winds of magic dice, any amount, to be higher than their total roll.


So would need a spend mechanic I guess, or a flat fee with a odds challenge, luck I guess

Yeah, something exactly like that. We already have a missile mirror so Dispel to counter spells is just what is needed. Along with items that can Dispel on uses. 


TT is confusing me, I have no idea what it is. 

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