Lakir wrote:
Muktar wrote:
Also make each elemental immune to its elemental damage and don't let them break unit coherency.
I really with chain lightning didn't hit my air elementals :-/
These touch on what I'd like to see done for warlocks first. Warlocks have a lot of group/room(s) affecting spells. Of these, currently you can only use fireball in conjunction with a fire elemental without harming your companion.
Earth elementals should be immune to earthquake.
Air elementals should be immune to (chain) lightning.
That is the minimum of what needs to be done.
However, if you want to consider adding some more interest and variation between the elementals, don't just make the elementals immune to their associated element, but let them also act as a power conduit of sorts. For instance:
Scenario 1: Warlock A has an earth elemental. He casts earthquake. Drawing on the power of his connection through the earth elemental, it doubles the earthquake's spell damage (it's a pretty weak spell, this wouldn't be overpowering).
Scenario 2: Warlock B has an air elemental. He casts chain lightning. Every time the lightning bounces off the elemental it draws on its connection to the plane of air and doubles the spell damage of the successive reflections (chain lightning reflects are pretty weak, I don't think this would be overpowering either).
Scenario 3: Warlock C has a fire elemental. He casts fireball. I don't know here. This is already a pretty tough combo.
Scenario 4: Warlock D has a water elemental. This should have a different benefit. After another discussion on these boards, I've been thinking water elementals should be given some added versatility for underwater combat, perhaps an auto-haste while underwater or something.
As for magma, if code changes have nerfed the "cling" damage of the spell, this should be fixed. Does it take into consideration the material that it is clinging to? ie- directly to a griffon's or barbarian's hardened skin? to a silken tunic? to an iron breastplate? Magma clinging to someone dressed in silk wouldn't cling for long before burning right through the silk and going directly to the skin. Magma clinging to metal armor wouldn't burn through the material as quickly, but it would be attaching to a VERY fast heat conductor, causing the the metal to sear the person's skin and basically broiling him inside his own armor. Maybe some kind of considerations like these could be used to tweak the spell effects?