Gonna start off by saying I'm so happy you've uploaded another mod! I love seeing this game get more support on this nexus page, even if it's very slow to gain activity. I really hope my feedback is useful in some way!
I wanted to give your work a thorough review as, just like you, I've also spent years playing Cardinal Quest 2 (mostly on android). So, to start off, here were my thoughts based on the changes' descriptions before playing your mod:
- I like the changes to both Freeze and Enfeeble Monster. I think that both of those spells lack pressure and only get picked up to fill out hotbar space. - Magic Mirror seems alright, but cooldown reduction might make it too powerful for high Intelligence classes. - I don't think Stone Skin needs a change. It's already a strong spell that serves the role of tight situations primarily for the Wizard in order to tank hits and start spewing fireballs. Giving it thorns I feel detracts from the value of Holy Armor/Holy Light. - Reveal Area...honestly, sure. It might outclass scrolls of mapping too much, but that may be balanced out by the not-so-guaranteed chance of finding the perk to begin with. - I feel that Haste is already powerful, use it in tandem with Berserk, Bless Weapon, or Glide and you get some nasty results. - Flashbomb is one I can't really comment on, I don't use it much (even though I mained Thief for like a year lol). - Holy Light I like. I think it needed something to give it a little more consistency. - I don't think Polymorph needed a cooldown reduction, it is already chaotic enough. - And lastly Mania, which again I haven't used enough to form an opinion on.
Hopefully you're still reading! After some extensive testing and trying out ALL of the changed spells/perks in some Act 2 and 3 runs (note that these are Suicide difficulty), these are my final conclusions:
- Yep, Freeze and Enfeeble Monster now feel very good to use. I used Freeze on a slow-moving Fighter, and it worked wonders for picking off enemies or making sure I can deal with specific mobs later rather than all at once. I wouldn't ever think to use this new version of Freeze for any type of offence like vanilla, but it sacrifices a niche job to do its primary job even better (which is crowd control). Likewise, I got to use Enfeeble Monster on a Wizard. I got the spell on Act 2-3 and was able to comfortably level almost everything into my spell damage talent for a hyper aggressive playstyle. Super fun, I love these two spell changes. - My outlook on Magic Mirror is very different now. I'm able to harass my enemies much more with it, and I find that with the quicker cooldown I'm using it more aggressively. I'll still use the mirror to switch spots with and to tank hits for me, but in my Act 2 Wizard run, I was being liberal with the spell's use. I was wrong to think that it was already powerful, and I'm really not sure why I was under that impression. I was able to overlap mirror summons with 16+ intelligence, but it really didn't have much of an effect in my run. Good change overall. - Happy to report that Stone Skin was actually a very good change. It practically turns you into a standing pile of rock, pretty much how it was supposed to. I think all the additions to this spell make it an even more extreme version of what it already was, which I like! However, I feel like it could find a new name thar's more apt for it, something that includes the thorns aspect. Not sure, but it doesn't really matter. Good change :D - The Reveal Area change is super convenient, much more than I thought it would be. I played a Ranger on Act 3 and was able to quickly find new chests to loot. It felt good, solid change. - So, I played a Pugilist with Haste somewhere in the middle of Act 2-2. I found the spell previously to be very good with this class, but now it just feels unfair to the enemies. I think this one could go without a change, but it was super fun to abuse lol. - I wouldn't change Flashbomb from its vanilla version at all. The only character you will most likely ever have that perk on is the Thief, and his talent Flurry pairs decently with Flashbomb. The thing is, it already lasts quite a long time, and building high speed (+ Celerity talent) helps make it last even longer. - Holy Light felt REALLY GOOD with the simple addition of a speed buff. Very good change. - I still stand by what I said for Polymorph. I think it's already a very strong spell that can soften up small crowds of enemies (maybe 3 - 4) and single targets well enough. That said, I do think the speed reduction was a good change. It allows you to better single out the morphed target and take it out of the fight quickly. - Last yet certainly not the least, Mania is already BUSTED. I tried using it on both Acts 2 and 3 with a Paladin that consecrates either an axe or a longsword, then stacks almost every talent point into toughness for maximum health expenditure. The results were staggeringly powerful, as I was able to toss Polymorph out the window in favor of not just softening up crowds, but completely demolishing them. I will say that it is very short in duration, but it is still able to dish out such havoc in that timeframe. Cast Mania on enemies that are adjacent to other enemies, but NEVER next to your character. It's incredibly solid.
Really hope you got something useful out of this review, I spent a few hours more than I'd like to admit reviewing my runs and how everything felt to play. If you made it this far, THANK YOU FOR READING and I had a blast with your mod. I've been working on a complete redesign of the 7 classes myself with a frostpunk theme. Sooooo I'd be super down if you ever want to work on something together....just saying. Contact me if you need/want!
1 comment
I wanted to give your work a thorough review as, just like you, I've also spent years playing Cardinal Quest 2 (mostly on android). So, to start off, here were my thoughts based on the changes' descriptions before playing your mod:
- I like the changes to both Freeze and Enfeeble Monster. I think that both of those spells lack pressure and only get picked up to fill out hotbar space.
- Magic Mirror seems alright, but cooldown reduction might make it too powerful for high Intelligence classes.
- I don't think Stone Skin needs a change. It's already a strong spell that serves the role of tight situations primarily for the Wizard in order to tank hits and start spewing fireballs. Giving it thorns I feel detracts from the value of Holy Armor/Holy Light.
- Reveal Area...honestly, sure. It might outclass scrolls of mapping too much, but that may be balanced out by the not-so-guaranteed chance of finding the perk to begin with.
- I feel that Haste is already powerful, use it in tandem with Berserk, Bless Weapon, or Glide and you get some nasty results.
- Flashbomb is one I can't really comment on, I don't use it much (even though I mained Thief for like a year lol).
- Holy Light I like. I think it needed something to give it a little more consistency.
- I don't think Polymorph needed a cooldown reduction, it is already chaotic enough.
- And lastly Mania, which again I haven't used enough to form an opinion on.
Hopefully you're still reading! After some extensive testing and trying out ALL of the changed spells/perks in some Act 2 and 3 runs (note that these are Suicide difficulty), these are my final conclusions:
- Yep, Freeze and Enfeeble Monster now feel very good to use. I used Freeze on a slow-moving Fighter, and it worked wonders for picking off enemies or making sure I can deal with specific mobs later rather than all at once. I wouldn't ever think to use this new version of Freeze for any type of offence like vanilla, but it sacrifices a niche job to do its primary job even better (which is crowd control). Likewise, I got to use Enfeeble Monster on a Wizard. I got the spell on Act 2-3 and was able to comfortably level almost everything into my spell damage talent for a hyper aggressive playstyle. Super fun, I love these two spell changes.
- My outlook on Magic Mirror is very different now. I'm able to harass my enemies much more with it, and I find that with the quicker cooldown I'm using it more aggressively. I'll still use the mirror to switch spots with and to tank hits for me, but in my Act 2 Wizard run, I was being liberal with the spell's use. I was wrong to think that it was already powerful, and I'm really not sure why I was under that impression. I was able to overlap mirror summons with 16+ intelligence, but it really didn't have much of an effect in my run. Good change overall.
- Happy to report that Stone Skin was actually a very good change. It practically turns you into a standing pile of rock, pretty much how it was supposed to. I think all the additions to this spell make it an even more extreme version of what it already was, which I like! However, I feel like it could find a new name thar's more apt for it, something that includes the thorns aspect. Not sure, but it doesn't really matter. Good change :D
- The Reveal Area change is super convenient, much more than I thought it would be. I played a Ranger on Act 3 and was able to quickly find new chests to loot. It felt good, solid change.
- So, I played a Pugilist with Haste somewhere in the middle of Act 2-2. I found the spell previously to be very good with this class, but now it just feels unfair to the enemies. I think this one could go without a change, but it was super fun to abuse lol.
- I wouldn't change Flashbomb from its vanilla version at all. The only character you will most likely ever have that perk on is the Thief, and his talent Flurry pairs decently with Flashbomb. The thing is, it already lasts quite a long time, and building high speed (+ Celerity talent) helps make it last even longer.
- Holy Light felt REALLY GOOD with the simple addition of a speed buff. Very good change.
- I still stand by what I said for Polymorph. I think it's already a very strong spell that can soften up small crowds of enemies (maybe 3 - 4) and single targets well enough. That said, I do think the speed reduction was a good change. It allows you to better single out the morphed target and take it out of the fight quickly.
- Last yet certainly not the least, Mania is already BUSTED. I tried using it on both Acts 2 and 3 with a Paladin that consecrates either an axe or a longsword, then stacks almost every talent point into toughness for maximum health expenditure. The results were staggeringly powerful, as I was able to toss Polymorph out the window in favor of not just softening up crowds, but completely demolishing them. I will say that it is very short in duration, but it is still able to dish out such havoc in that timeframe. Cast Mania on enemies that are adjacent to other enemies, but NEVER next to your character. It's incredibly solid.
Really hope you got something useful out of this review, I spent a few hours more than I'd like to admit reviewing my runs and how everything felt to play. If you made it this far, THANK YOU FOR READING and I had a blast with your mod. I've been working on a complete redesign of the 7 classes myself with a frostpunk theme. Sooooo I'd be super down if you ever want to work on something together....just saying. Contact me if you need/want!
Discord: Rogvirr
Email: [email protected]
Keep creating!!!