{"action":"opened","issue":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/421","repository_url":"https://api.github.com/repos/jeremygurr/dcssca","labels_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/421/labels{/name}","comments_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/421/comments","events_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/421/events","html_url":"https://github.com/jeremygurr/dcssca/issues/421","id":153095261,"number":421,"title":"MP as a spell limiter","user":{"login":"jeremygurr","id":3094011,"avatar_url":"https://avatars.githubusercontent.com/u/3094011?v=3","gravatar_id":"","url":"https://api.github.com/users/jeremygurr","html_url":"https://github.com/jeremygurr","followers_url":"https://api.github.com/users/jeremygurr/followers","following_url":"https://api.github.com/users/jeremygurr/following{/other_user}","gists_url":"https://api.github.com/users/jeremygurr/gists{/gist_id}","starred_url":"https://api.github.com/users/jeremygurr/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jeremygurr/subscriptions","organizations_url":"https://api.github.com/users/jeremygurr/orgs","repos_url":"https://api.github.com/users/jeremygurr/repos","events_url":"https://api.github.com/users/jeremygurr/events{/privacy}","received_events_url":"https://api.github.com/users/jeremygurr/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":0,"created_at":"2016-05-04T19:29:25Z","updated_at":"2016-05-04T19:29:25Z","closed_at":null,"body":"We've discussed this a few times. The idea of MP being the only spell limiter is appealing in many ways, but I don't think it works as it currently exists. \n\nI removed spell caps because I want a spell like magic missile or even ensorcelled hibernation to still be useful late game. However, even though they grow in power, the cost doesn't grow. In fact, if you factor in magic pools increasing as players gain levels, the cost really goes down. So you end up with this powerful spell that costs effectively nothing. \n\nYes I know some of you will say, just put the cap back then. But that doesn't get me closer to my objective of making all items/spells/abilities useful in late game. So, no that isn't an acceptable solution unless you can find another way to keep the spell viable late game :P\n\nNo that would just cover up a deeper problem. The real problem is being stuck to having spells cost their spell level. 3 level 1 spells often is usually much better than 1 level 3, because of the cost difference. And level 9 spells don't cost anywhere near enough for late game magic pools to constrain them in a significant way. Yeah I know things are a lot more constrained in nightmare mode, but my objective is to have all 3 difficulty modes balanced and fun.\n\nMaybe this is more of a standard mode problem, and I guess I could just fix it there, but does it really make sense for something to get significantly easier as you *increase* the difficulty level? That would be weird at best :)\n\nAnyway, my proposal is to fully decouple mp cost from spell level. Spell level will still restrict spell memorization, and affect failure rate. \n\nBut the mp cost either needs to increase with power (the simpler solution), or provide a way for the player to control how much power is being provided to the spell. \nFor example a late game magic missile would cost 5 mp each. A late game level 9 spell should cost maybe 30. Then mp becomes a real limiting factor. \n\n\n"}}