#Fix Archmastery Spells Pip Count.
1 messages · Page 1 of 1 (latest)
Then that should be updated as well, there's 0 reason why it should cost more pips than it counts as. Thats just horrible design.
If it costs 5, it counts as 5, if it counts as 3, it costs 3.
But, is it really necessary? I mean, why fix something if it's not broken? That's means they would also have to go back and adjust all the shadow spells since they all have additional pip costs that don't effect things such as mana and empowerment.
And if we were to continue going down this path by your "logic," that means that shadow pips and school pips would have to be joined into the same category as regular pips, which just creates even more of a mess because then questions come up like how come "Mana Burn won't destroy shadow pips," Or "How come steal pip won't take shadow pips/school pips," or "How come shadow pips aren't counted towards X-pip spells?"
The game design right now is just fine in that even though they are all different types of pips, they each are special and unique in their own category versus all of them being standardized and equal to eachother
So youre cool with certain schools just having an innate benefit from empowerment and adapt over others
yes? Those School pip spells are stronger than plain pip spells, so in a way, that balances out Empowerment and Adapt somewhat.
Not really? It takes a LOT to out benefit getting a free 1-2 pips every time you use a spell.
Look at Hydra, that automatically makes it a 4 pip spell every time its used
wait a second, that's not how those auras work
With gambits, it basically is on certain schools
I don't really see how any school gets any innate benefit from empowerment and adapt since those spells work the same on all schools but either way I'm cool with it.