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 [Unknown Mod] Adjustments for the Hypnotize spell

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Unknown_Hero
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PostSubject: [Unknown Mod] Adjustments for the Hypnotize spell   2016-04-11, 06:38

Adjustments for the Hypnotize spell.

Unknown_Hero wrote:
Tweaks for Spells.

...

Hypnotize: Takes control of the creature if the hit points of the stack are less than 25x Power.
Tweaks: Takes control of the creature if the hit points of the stack are less than 50x Power.
Great spell but I rarely use it, not enough opportunities.

I would like to make the Hypnotize spell works like the others Mind spells (Blind, Paralyze and Berserk), the hero can cast the spells on an enemy stack no matter the number of creatures in this stack.

The Hypnotize spell will continue to work the exact same way:

the duration of the spell is egal to the hero's Spell Power (hero's Spell Power 3, spell duration 3 turns),
the spell can be canceled by the Dispel Magic spells, the Cure spells and the Anti-Magic spell,
the spell is canceled if the hypnotized stack performs an attack,
the spell is not canceled when the hypnotized stack is physically attacked (melee attack, ranged attack), and the hypnotized stack doesn't retaliate,
the spell is not canceled when the hypnotized stack takes damage from damage spells.

So, just change the way the hero is allowed to cast the spell, on an "entire stack" instead of "if the hit points of the stack are less than 25x Power".

Will this be possible?
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GodRage
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PostSubject: Re: [Unknown Mod] Adjustments for the Hypnotize spell   2016-04-18, 21:26

Great, I think it would make it a good spell. Smile
But if the original dev made it like that, there is probably a reason...

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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Adjustments for the Hypnotize spell   2016-04-19, 03:30

GodRage wrote:
Great, I think it would make it a good spell. Smile

The concept of the spell is great, but it's generally simpler to just cast a Lightning Bolt. Smile

GodRage wrote:
But if the original dev made it like that, there is probably a reason...

...yes, but as the spell is practically useless and "clutters" the Mage Guild, there is also a reason to change the way it works. Laughing
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Darmani
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PostSubject: Re: [Unknown Mod] Adjustments for the Hypnotize spell   2016-04-19, 12:28

The Hypnotize spell could make battles very interesting, but it's currently useless because you can never cast it.

Noted. It might be too powerful to make it so you can cast it on any stack (or maybe it might not), but it definitely needs a buff.
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Adjustments for the Hypnotize spell   2016-04-19, 15:13

Darmani wrote:
Noted. It might be too powerful to make it so you can cast it on any stack (or maybe it might not), but it definitely needs a buff.

I don't think it will make it too powerful.

Lots of the creatures can not be affected by the spell.
Green, Red and Black Dragons are immune to all spells; Giant, Titan, all Necromancer creatures, Ghost, and all Elementals are immune to Mind spells.

And you can cancel it quite easily; there is 5 spells for this, Dispel Magic, Mass Dispel, Cure, Mass Cure and Anti-Magic; and there is always at least one of these spells in every Mage Guild.

The spell makes no damage by itself, you still need to damage the creatures with physical attacks or with damage spells.

It will simply make the player can finally use the spell.
All the other level 5 spells are great, and even with this change it will not become the "ultimate" spell, but it will add more possibilities during combat for sure.

Yes, I would definitely like to try it with this way of functioning. Smile
And the AI will also use it against the human player. Yes!!! Very Happy
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