| - Chaosplosion (+10): Yes. Just yes.
This spell was awesome. I could see myself spamming this to death in a real map - and to good use too! It really was a good use of luck, since every time you cast it you got more and more likely to see those units kaboom into guts and gore. That's luck, baby. This is a superd spell with just enough blast, blood, and boom for me to feel good when it worked. Superb job, whoever made this thing. - IMakeMyOwnLuck (+9): Hah, now there was a fun spell to use. I liked that you built up momentum until you expended it all in one final hit; that was neat. I think the damage should've gone up with each miss as well, since it would've really made it feel more and more painful the longer you went without critting. I liked the luck interaction, though, really good job on that. The buildup of momentum was also a big plus.
Oh, you should probably remove the debug display commands for the submitted test map in the future. Just a heads up. :) - GoblinRocket (+8): Haha. I thought this one was cute. Even though the luck aspect of it was more pure random chance, it was a fun spell to watch. The whole missile flying around and chance for it to spin around and blow you up made me chuckle. At the very least, this one wasn't boring; it had sufficient -- but not an overload of -- effects to make a person happy. Not a half bad spell, honestly!
- LuckyWheel (+7): I both absolutely loved and absolutely hated this spell. Okay, it was really cool and I enjoyed the wheel effect tremendously. As for its application in an actual map? It disables the caster and the struck units for a significant portion of time - that's a long time to just sit there and watch! So yeah, it's a really neat spell and all, but I think it's lack of use kinda kills it. Even though again, this spell is more like chance than luck, I still think it was pretty good times. Nicely done. :)
- MirrorImage (+5): It was cute, yeah, but it really had nothing to do with luck and just didn't feel right. What really made it silly was that if the blademaster moved, the images didn't trace him, they just sat there attacking like big sillies. I think it would've been better if the blademaster whirled around the battlefield doing the whole mirror image split thing everytime it fired. Anyways, it could've also had more to do with luck; right now it's like so many other spells in that it has only to do with random chance.
- Vex (+5): It was neat and well presented. I respect a good presentation, says a lot about the maker of the spell. Anyways, though, I didn't think it had enough to do with luck. It was just chance that you might get the spell effect you wanted. Technically by leveling it, you had a higher 'chance', since you could get more effects at once, but that doesn't really count. (The spell doesn't really interact with that chance) Also, I really disliked how it stuck sooo many buffs on the target unit of the spell. Seeing their buff bar jump to like 6 buffs was kinda ugly. Also, I hate to confess, but as a buff skill it wasn't really that exciting to use. Nicely done, but it could've been better!
- Autocast (+4): This was a strange spell, honestly. I couldn't exactly figure it out as to why I was casting stuff for charges. Personally, much cooler things could have been done with the charges. Additionally, I think the luck factor was a bit silly and easily forgotten. There are likely much cooler skill ideas that could've been used in this one's place. :p
- DeathCarrier (+4): Well, it was definitely a practical skill. It actually found use in the battle against all of those brigands. I suppose it isn't a good thing that the most impressive thing in the entire testmap wasn't the spell, but rather was the AI. I know that flashiness and special effects don't win contests, but I want to feel that spell. I want it to look like it hurt. This really just didn't - that special effect doesn't do it for me. The theme coherence was sort of there, I mean, you had the chance for it to hit who you want. I think it could've used for some more luck, though, not just chance.
- Distort (+4): Another cool spell, but still lacking in luck interaction! It was all just a big bubble that hexed units. (Which was still pretty darned cool, granted!) The tooltip was rather vague, I really didn't know any numbers or what exactly the spell did until I casted it. Really not much else to say, it had sufficient flash, but just lacked any sort of fire -- if you catch my drift.
- EnergySpike (+4): Not a big fan of this one. Any spell that has the chance to outright kill or punish the caster for nothing necessarily of gain is bleh. I think this could've used with not hurting the caster, but like, leaving a buff on struck units. The higher the level of the 'buff', the more likely the enemy unit would be hit for bigger damage. That's really more like luck; what you've got right now is just blind chance. It didn't tickle me. :<
- ArcaneRoulette (+3): I'll be perfectly honest, I didn't like this one at all. The effects were underwhelming and it wasn't blatantly obvious what was going on just from trying to cast the spell a few times. Some of the effects I couldn't figure out, like which was enrage or which the brilliance aura thing did. This really lacked in flare or excitement, I think, and was probably the most generic use of the theme of luck possible.
- RandomAwesomeness (+2): Well, hah, it was random at the least.
I won't lie, I have no idea what all the spell could do. I possessed some units, shot lightning, hexed my allies, etc. etc. Really had nothing to do with luck, to be fair, just more chance and pure blind randomness. I think a better tooltip and presentation would've gone a long way, too. The testmap was kinda bland and not very exciting, nor was not knowing anything about the skill from its tooltip. Not bad, though. :)
As usual, I test the spells anonymously. These comments I made here are made without my having (or paying attention to) who made what spell. If I said something mean, sorry, I didn't mean to! :< |