ObjectivistActivist wrote:
The impairment effect seems minimal, for maledictions at least. Even the longer casting maledictions (like slow) which are supposed to have a bigger impairment effect, doesn't seem to greatly increase the chances of it landing, even after multiple (2-3) attempts. It might have a bigger effect on reflex saves than it does on fort or will.
I like the way it works. Maledictions like weaken and slow are some of the most powerful spells in the game. They are also lower level spells. Spells like petrification, which are mentor, do more damage to enchantments, while spells like weaken do less damage. It also seems intuitive, like it should work this way. I wonder why it took Dulrik so many years to implement it.
Also, spells like weaken, and curse might be doing something like 1 damage to enchantments while petrification is doing 10. If you couple it with art trains (like a hellion, and shaman should be built) then it definitely works out in the favor of the caster. I could tell you at least that I would have killed to have a -1 penalty to an enemy's saves every time I cast a spell with Iureana.