Suggestion: caster interface improvement
Posted: Wed Aug 15, 2012 12:32 pm
First things first: THX very much for such a terrific game!
IMO it is very close to all-time-classic Dungeon Master while even expanding it in several game-related feature, i.e. the auto-pickup of the last used ammo per character.
Now to my suggestion. By playing thru the game several times with several different setups it came to my attention that mages perform rather poor during combat. Not in terms of damage of course but in terms of casting speed. To be more precisely: the speed the player is able to get the mage into casting a spell.
Let me explain this by an example. The classic party setup is 2 fighters, 1 ranged rogue, 1 mage. To fight monsters a player needs to do:
- 1 right-click on fighter 1's weapon hand
- 1 right-click on fighter 2's weapon hand
- 1 right-click on rogue's weapon hand
- 1 right-click on mage's weapon hand, followed by 1 to 3 clicks onto rune buttons plus 1 final left-click to launch the spell
-> 3 clicks to launch 3 attacks plus another 3 to 5 clicks for 1(!) more attack.
Now one may argue that in a party having only 1 mage this is not a great concern. I can stand that, no problem, but with a party featuring 2, 3 or even 4 mages this is an issue. Playing a 4 mage party ain't harder because they can't take a lot of damage. It's harder because the numbers of clicks needed to do combat vs. fast and/or multiple monsters!
Thus my suggestion is instead of de-selecting all runes after launching a spell keep the runes of a >successfully casted< spell selected. This would reduce the number of clicks needed to repeatedly cast a combat spell to 2 instead of 3-5.
IMO it is very close to all-time-classic Dungeon Master while even expanding it in several game-related feature, i.e. the auto-pickup of the last used ammo per character.
Now to my suggestion. By playing thru the game several times with several different setups it came to my attention that mages perform rather poor during combat. Not in terms of damage of course but in terms of casting speed. To be more precisely: the speed the player is able to get the mage into casting a spell.
Let me explain this by an example. The classic party setup is 2 fighters, 1 ranged rogue, 1 mage. To fight monsters a player needs to do:
- 1 right-click on fighter 1's weapon hand
- 1 right-click on fighter 2's weapon hand
- 1 right-click on rogue's weapon hand
- 1 right-click on mage's weapon hand, followed by 1 to 3 clicks onto rune buttons plus 1 final left-click to launch the spell
-> 3 clicks to launch 3 attacks plus another 3 to 5 clicks for 1(!) more attack.
Now one may argue that in a party having only 1 mage this is not a great concern. I can stand that, no problem, but with a party featuring 2, 3 or even 4 mages this is an issue. Playing a 4 mage party ain't harder because they can't take a lot of damage. It's harder because the numbers of clicks needed to do combat vs. fast and/or multiple monsters!
Thus my suggestion is instead of de-selecting all runes after launching a spell keep the runes of a >successfully casted< spell selected. This would reduce the number of clicks needed to repeatedly cast a combat spell to 2 instead of 3-5.