Posted July 2, 2015 Does overheating on priest work well? I can 10x recast coc on my vynora and nothing happen. On my mag i cast 2x smite and get overheat message. My vyn consume more favour in short time and never see that message on him. 2 Share this post Link to post Share on other sites
Posted July 2, 2015 not sure about this but maybe it is because one is an enchant and the other one a combat spell 1 Share this post Link to post Share on other sites
Posted July 2, 2015 (edited) well coc is not doing any damage to another player sounds like to me it is that way to balance the damage output. Edited July 2, 2015 by Kegan Share this post Link to post Share on other sites
Posted July 2, 2015 Combat spells will overheat you faster than non combat. High mind speed will help stop you from overheating. 1 Share this post Link to post Share on other sites
Posted July 3, 2015 so its nothing to do with spent favour? Share this post Link to post Share on other sites
Posted July 3, 2015 So seems that combat spells are useless in pvp. Only fire pilar and similar set. Big cast timers, cooldown, stop on hit and overheat? So quite funny how its offensive blocked. Sorcery spell is same? Seems that sorcerer in wurm will be always knight with some helping spells. Share this post Link to post Share on other sites
Posted July 3, 2015 skip to 4:30 to see why spells have overheating >https://www.youtube.com/watch?v=HdVzUpNbung Share this post Link to post Share on other sites
Posted July 3, 2015 (edited) I see nothing bad here. Few Rotting gut spell cast. So if someone is priest, he should be better possibility fight with offensive spell. His body gain is nerf. I dont know, how if mind speed help much, but 2x casts seems less. Y can say also that 10x coc cast is overpower too. So in my opinion, there should be one rule for overheating according favour consume and no such differences among spell types. Edited July 3, 2015 by ftoz Share this post Link to post Share on other sites
Posted July 3, 2015 There is also seen, how priest and sorcerers are bad set in wurm. Y can see there sorcerer in full plate with long sword and shield. There is big punch for that competence. Sorceres should be more body stats nerf than priests, similar rule set as priests has , more penenalty for heavy armour, but compesed by some energy shields and powerful combat spell with high cooldown for combat sorceres. In my opinion, priest is middegree between sorcerer and knight. Not look like here. Share this post Link to post Share on other sites
Posted July 3, 2015 (edited) I personally prefer pass some exams to become sorcerer, not only buy tomes. Nice will be if champion of deity should have choice to lose championship for sorcery. Or collect all current sorcery spells to became real mage with all nerfs and unlock cool spell set. Edited July 3, 2015 by ftoz Share this post Link to post Share on other sites
Posted July 3, 2015 Little dont understand, why that nerf is done by overheating only combat spells. Seem that is armor problem. Now its easy with average priest succeed spell with full plate. There should be most casting nerfs using swords, shields, heavy armor, heavy weapons, staff bonuses. Pretty nice will be spell succeed and power by armor damage reduction factor. Share this post Link to post Share on other sites
Posted July 3, 2015 (edited) Dates back to when enchants were majorly overhauled and a bunch of new ones added. Suddenly we have a smorgasbord of combat enchants like fire pillar... and no limiters So you can probably imagine what happened next when people can link up for extra favor and suck vesseled gems like they were candy... massive firestorms. Incidentally, one of the reasons MR likes to call themselves the kingdom of Fire. Needless to say some people complained, and now combat enchants have cooldowns and other limitations inbetween casts. Edited July 3, 2015 by Klaa Share this post Link to post Share on other sites
Posted July 3, 2015 (edited) I agree with same overheat on all spells, but not agree with full armored priests and mages, who can cast almost anything. If full armored, than should hardly cast any spell and fail most. Also dont agree with current archery spell debuff. See video, when someone ride unarmored and shot when close battle get red scale and done.There should be aslo quite big times to change armors. Your armor damage reduction factor is right number to shows how much y are able cast spell through your armor unit. Not need another else separations of armor. So if have someone SOTG, nobody need to solve if also casting trough should be nerf, its here naturally. Healing is same. If want MR to do massive firestorms so then do, but with less armored priests, who can easy die by severals arrows. Game should be more creative. If see average fantasy film, has another meaning about mages. Expected more AoE spells freezing,stunning, fearing with high cooldowns. Something really powerful and hard to cast. Not only spells like wall, which there is 3x nearly same, increase dmg of weapon. Edited July 3, 2015 by ftoz Share this post Link to post Share on other sites
Posted July 3, 2015 That archery nerf in armor, does count for spells too. Share this post Link to post Share on other sites
Posted July 13, 2015 It doesn't make sense to make non-combat casts like CoC cause overheat. There is no competition against others, and no balance to maintain against another non-priest char.It might be a different story if the spells were always cast at a certain power but with them being so very random in both power output and blowing up the items, that seems like more than enough balance already. Share this post Link to post Share on other sites