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Wizard: Raise Dead - Printable Version

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Re: Wizard: Raise Dead - BaneOfGiygas - 06-01-2015

Sundance Wrote:
Roomba Wrote:It's less because fireball gibs people and more because fireball creates an explosion, and any kind of explosion will gib a dead body. Maybe fireball should be changed so it creates fire, but doesn't explode.

As an addendum, I too would like to see fireball changed to no explosion but instead more like a blast 4x4 fireball blast that can ignite several people at a time. Getting hit directly with the fireball should do some direct burn damage.
So basically incendiary grenades but with some direct projectile damage? I can dig that.


Re: Wizard: Raise Dead - Ed Venture - 06-01-2015

I'm down for fireball getting nerfed (shocking right?) Last wizard round I had it was pretty much a instant kill to the people getting hit with it


Re: Wizard: Raise Dead - pizzatiger - 06-01-2015

Sorry to Hijack the thread a tiny bit but since we are talking about useless spells that need a buff how about bullcharge?


It's stupidly obvious in what it does and it's path can be avoided by steping one square away. When it DOES hit someone it has a stupidly short stun and low damage compared to the auto-track fireball of death


Re: Wizard: Raise Dead - Vitatroll - 06-01-2015

I think some of the balancing could be solved by rebalancing the telecrystal allowances and costs. Instead of straight up 1 tc for 1 spell, each spell could have it's own cost depending on it's relative power. This would allow for another dimension of control in regards to buffing and nerfing a spell. Though from a style point I'd be more partial to calling them levels instead of telecrystals. Not quite DnD, but closer to nerdom.


Re: Wizard: Raise Dead - Noah Buttes - 06-02-2015

Vitatroll Wrote:I think some of the balancing could be solved by rebalancing the telecrystal allowances and costs. Instead of straight up 1 tc for 1 spell, each spell could have it's own cost depending on it's relative power. This would allow for another dimension of control in regards to buffing and nerfing a spell. Though from a style point I'd be more partial to calling them levels instead of telecrystals. Not quite DnD, but closer to nerdom.

This seems like the best solution in my opinion.


Re: Wizard: Raise Dead - vampirate - 06-04-2015

Honestly, I really don't see the problem turning it to a zombie. It is still harder to get than the golems, which are real strong as it is, and has a higher cooldown. The whole point of wizard is to be OP. It's a wizman vs the entire crew, and they will absolutely mob them. Wizard is supposed to be OP, nerfing it makes it less fun. This spell clearly needs a buff. This proposed buff makes it at least someone close to golem. It's a simple change and adds more diversity. Nerfing other spells is not the point.


Re: Wizard: Raise Dead - Paineframe - 06-04-2015

If skeletons are too frail for what it takes to make them, why not just make them more durable?


Re: Wizard: Raise Dead - Frank_Stein - 06-04-2015

I'll say it again, just have the spell reanimate defeated skeletons.


Re: Wizard: Raise Dead - vampirate - 06-04-2015

Problem is people will just hide the skeletons. Also the problem stands that one golem hits harder and lasts longer than a skeleton, and explodes into its chemical, and also is more frequently useable.