Spell - Despair Overpowered?

Is it me or is Despair a bit overpowered? I am not sure what is going on, but got the quest to go fight a Dark Wizard, save a "Bill". Dungeon says Medium difficulty, should be doable. Went in, Dark Wizard cast Despair, two of my heroes failed resistance check and took EIGHTY DAMAGE EACH. Even if I pass it, that is 40 damage per unit every two turns. On a medium difficulty encounter? Won with a very leveled sovereign much later in the game, the encounter also rewards medium difficulty experience points - about 63 exp after bonuses.

28,201 views 19 replies
Reply #1 Top

Then maybe the camp shouldn't be 'medium'. I'm glad some few damage spells aren't totally shit now.

Reply #2 Top

Despair acts like a multi-target version of Drain Life. Unlike Drain Life, however, it has no casting time. This is my biggest problem with the spell. If it had a casting time of 1 or 2 turns, it wouldn't be so bad. At least we would have time to counter the spell or try to kill the wizard before he finishes the casting. Instead, it is an instant-nuke.

Don't get me wrong. I like powerful magic, but it should be internally consistent. If a spell has a casting time, then so too should the more powerful version of the spell.

Reply #3 Top


i'm mostly annoyed over the descrepency between a "medium" army and a "medium" quest followed by being whammied by a 80  damage spell that killed every single unit i had in my army as soon as the screen loaded. i rage quited and played league of legends to calm down. Balance issues bother me. When someone says i'm an engineer not a game designer it makes my eye brows curl and i go all cro magnon man ....

 

 

=P sigh

 

Reply #4 Top


umm yea.

 

little overpowered...

 

just got my 300 HP army wiped out by a Despair spell on the first turn...

Reply #5 Top


There are many camps and quests that don't seem to represent their status properly.

The Assassin Demon is a perfect example. It's a 'weak' encounter. Really? Everytime it kills a unit, it's full health again. This should be medium.

The Alchemy Quest is ssooo easy, yet it's set to be a 'Medium' quest. Should be 'Easy'.

I would have thought these status' would be relatively dependant to the army you currently have selected. Thus, if you have a sole unit selected, a group of bandits may be a 'deadly' encounter, yet if you have a solid force selected, a dragon may be a 'medium' encounter. To me, this makes sense.

 

Reply #6 Top

Quoting GFireflyE, reply 6

I would have thought these status' would be relatively dependant to the army you currently have selected. Thus, if you have a sole unit selected, a group of bandits may be a 'deadly' encounter, yet if you have a solid force selected, a dragon may be a 'medium' encounter. To me, this makes sense.

 
End of GFireflyE's quote

 

Personally I prefer the objective difficulty classifications in FE more than the relative ones found in other games.

Reply #7 Top

While I agree, I don't think it needs a mega-nerf.

Reply #8 Top

Quoting GFireflyE, reply 6
The Alchemy Quest is ssooo easy, yet it's set to be a 'Medium' quest. Should be 'Easy'.
End of GFireflyE's quote

I guess different quests seem of different difficulty to different people.  The alchemy quests is one I usually leave until my sovereign has at least 35 hps, or until I can attempt it with at least three units. (I play without restores, and three bad rolls on the air shrills' shocks have taken my sovereign out in .952)

On the other hand, I have taken and breezed through the "strong" Slavers quest with a level 4 sovereign and a lever 3 archer. (I think it was Neressa)

Reply #9 Top

Despair is the bane of most of my games.  Unless you can kill that mage quick, despair will seriously hurt or kill everyone in your army. I've seen it do huge amounts of damage.

Reply #10 Top

Quoting Gammit10, reply 8
While I agree, I don't think it needs a mega-nerf.
End of Gammit10's quote

t  doesn't need a mega-nerf, but a slight nerf so I  can actually play against it ;)... without auto-resolving, since somehow despair doesn't work in auto-resolve >)

Sincerely
~ Kongdej

Reply #11 Top

If it isn't nerfed (which I would be ok with), then the Dark Wizard needs to be considered a Strong enemy, along with any quests where he appears.  As I've said before about this, powerful enemies are fine but they need to be categorized properly if we're meant to trust the threat ratings.

Reply #12 Top

expect a minor nerf to despair in the coming days ;)  it is meant to be terrifying, but right now it doesn't provide much in the way of options for the player to combat it (aside from lots of hp/resist)

Reply #13 Top

Praise Toby!  Savior!

 

But really, it's a bit more than just terrifying, it's a powerful spell that destroys most armies in one hit and then the dark mage can cast it again in case he didn't wipe you off the earth with the first casting.

Reply #14 Top

So I take it this means the final beta release has been delayed by a few days?

Reply #15 Top

Quoting StevenAus, reply 15
So I take it this means the final beta release has been delayed by a few days?
End of StevenAus's quote

 

Don“t say this! 8O

Reply #17 Top

Figured it was better to necro this than clog the boards with a new thread.

I'm still finding the Dark Sorcerer amazingly overpowered, at least for a 'Medium' challenge dungeon that was spawned by a quest when my leader was level 2.

Now, going in with two heroes at level 6 and numerous troops with warded equipment providing spell resistance, and immediately counterspelling with my mage hero, it still wipes out any attacking force long before you can stop the sorcerer. Counterspelling has proved worthless; despite the sorcerer having a '66%' chance to resist the counterspelling, testing of the counterspelling roll has so far (out of 14 times) not succeeded once.

 

Result? Entire armies insta-gibbed every single time, by a medium threat level.

Reply #18 Top

Quoting DoktorvonWer, reply 17
Figured it was better to necro this than clog the boards with a new thread.

I'm still finding the Dark Sorcerer amazingly overpowered, at least for a 'Medium' challenge dungeon that was spawned by a quest when my leader was level 2.

Now, going in with two heroes at level 6 and numerous troops with warded equipment providing spell resistance, and immediately counterspelling with my mage hero, it still wipes out any attacking force long before you can stop the sorcerer. Counterspelling has proved worthless; despite the sorcerer having a '66%' chance to resist the counterspelling, testing of the counterspelling roll has so far (out of 14 times) not succeeded once.

 

Result? Entire armies insta-gibbed every single time, by a medium threat level.
End of DoktorvonWer's quote

I've play tested this for a bit now because I was becoming quite frustrated with the insta-gib spell. The problem is in two aspects.

  1. First, the quantity. 3hp per level from all opponents is craziness. 
  2. Second, the quality. That hp is a drain spell, which means ANY effort you have imbued agains the caster has just been undone. He is full life again.

How to combat the spell?

  1. Have lot's of HP. Case in point, take it ... and move past it. You'll have a few rounds to take the wizard out before he casts again.
  2. Counterspell. There are several variations and types...especially if you play with mods. The wizard has a high spell resistance though, so chances are slim that the spell gets through.
  3. Kill the wizard...FAST. Being able to knock out the wizard within the first round dispates the encounter rather quickly.

However. There is a complication. Number 2 and 3 are specialized strategies that, if you have not gradually preparred for, you will not and cannot be able to employ if the need arise. Therefore, the only reasonable answer for the average player is number 1.

The first thing I have done (and only thing to date as it seems to have done the trick) is reduce the amount of life drain from 3hp/level to 2.5hp/level. Wasn't sure about rounding errors...but it seems that LH is able to handle it. Also, if resisted, I've reduced that damage from 2hp/level down to 1.5hp/level.

The result? My troops are able to survive...usually within a hair's breath from death. BUT they survived. Now I can wrecklessly throw my forces against the wizard in the hopes of dispatching him, and then worry about how to salvage the battle to deal with the remaining forces.

Still one of the harder battles I go up against in the game, but I've removed the ...despair from the conflict. Now it's just anxiety and ulcers.

 

 

Reply #19 Top

If I'm facing the dark wizard, I attack with only the units that can survive one or two or three despairs if needed.  Leave the weaker units to rejoin the battle afterwards.