Suggestion: Increase the range of the Slow Spell.
The spell range on this pretty cool spell is quite short. It would be nice to see it used more often, and a means to do that would be to extend its range to that of say, fireball. Other spells such as hold monster/person that serve a similar purpose have good ranges. This spell is almost worthless for PvP, and less then good for PvE, simply because of its sucky range.
I agree with this. Definitely a good spell, but unfortunately underused compared to its counterparts.
Since you mention Hold Person, I'm assuming you mean the spell's target selection range. That's handled in a 2DA, and I'm fairly certain chaning it would make spells.2da a mandatory download for all casters (otherwise, you won't be allowed to prepare the spell, or casting it would bug out). That'll happen when a client's version of a spell is different from the server's. :(
Uh, the range isn't that bad at all, and per the description it does pretty amazing things that haste can't do on a mob. It's a great spell, and underused because people are stupid heads.
Slow can be brutal. In a test run with it I've taken out 6 barbarians by a combined spam of area of effect spells and haste.
It is very easy to say "It's fine as is," but the problem with this spell is that:
1.) It takes you out of invisibility.
2.) It has a terribly short range, which ends up getting you killed...
3.) Dying in EFU:A is pretty harsh, and risky spellcasting is not rewarded, but punished because even one death sets you back a great deal.
It can be raised to the status of usability simply by increasing the range so that casters can be kept out of harms way. We should try to make cool offensive spells more usable -- by allies and enemies alike. There are other spells that suffer from this, and I for one, would be very interested in seeing arcane spell casters benefit from better offensive options on quests instead of endless buffing.
If it is a technical problem then that is that, alas, cest la vie.
QuoteSince you mention Hold Person, I'm assuming you mean the spell's target selection range. That's handled in a 2DA, and I'm fairly certain chaning it would make spells.2da a mandatory download for all casters (otherwise, you won't be allowed to prepare the spell, or casting it would bug out). That'll happen when a client's version of a spell is different from the server's.
<-- I actually think that if it was raised on the server, it would still be usable! I am not positive, but I think the bugout happens when the spell reference columns are different? as for the actual params I /think/ they can be different. I have a couple .2das where I am pretty sure they do not match EFU, but everything still works fine >.>
I think the range could in fact be changed, but it would still require everyone to download/change their spells.2da to reflect the range, but I don't think it would affect spellcraft checks or any of the other usual custom spell issues.
If I'm right, the only issue is the inbalance of people needing to download the .2da for the spell to be as good as the spell of people who have it.
;O
.2das aren't all handled alike. Portraits and voicesets are entirely client side while domains are client/server, and others are strictly server, for instance. Scotty is right.
But for what it's worth, I think Slow is considerably more useful than Fireball in most situations despite the short range!
Slow's fine as it is.
It affects only enemies. You can use it combined with grease or web and make your opponents pretty helpless for 2-3 rounds. It's a great party escape spell when things go tough, too. Combined with haste, it's pretty neat.
While I agree that the Slow spell is already terrific, and that its under-usage is as Beggar mentions related to people being stupid, I'd also really enjoy seeing this change if possible.
Most people prefer being hasted, that +4 ac and extra attack per round seems to be more useful than a -4 AC and -2 AB AND a loss of an attack round on offending creatures. But said creatures don't do less damage from this spell. In PvP, it is easily countered with a haste potion as well.
Slow hits multiple targets. I think increasing the range would make it a bit overpowered. And I'm not sure how it's range puts you in more danger? The fact that it does not hurt allies is huge. You can get right behind your front line of party members and just let a slow spell go without worry of reprisal.
Also there is the wonderful combination of defensive casting mode as well as combat casting which can essentially remove the trouble of AoO.
Not to mention the spell targets the will save, which a lot of multiple attacking enemy grunts have a weaker save for.
If all spells had max range and worked as area effect and also didn't hurt allies then the spell selection would be very, very dull and boring. Alot of spells have short ranges and are incredibly powerful like the acid spray spell. Most people wont use it but I had a mage who used it all the time. If you use your brain all spells are useful. I would rather see a mage using a different spells that the normal buffs and fireballs. I say keep it how it is and let people who want to be different use real spells like slow, etc..
I only use real spells like Scare, Continual Flame, Stinking Cloud, and Remove Curse... EVER. You can totally pwn with just those in ALL your spell slots.
If you don't know how, then you shouldn't play a wizard.
Slow is fine as it is.
[coughs] Stinking Cloud with the correct GSF and remove curse aren't that bad. -_-
(Potion making for Remove Curse)
Stinking Cloud is brilliant against goblins, kobolds, anything that comes in hordes and has low fort saves. Several rounds of large area denial in the right quests. As a former player of a PC who always had half a dozen bags of Choking Dust to spam, I like that spell!
Quoteseems to be more useful than a -4 AC and -2 AB AND a loss of an attack round on offending creatures.
Different needs for different times. Haste shines in a boss scenario or against small number of higher level creatures, and when you have one kick ass person to put it on. Downside is-only buffs one person.
Slow is very, very, uber effective in controlling a mob of creatures as well as controlling a boss. Lower AC means more damage placed on target, and -4AC is huge. It also provides a debuff to damage output from the creatures in question, effectively buffing your whole party in the AoE for the duration. Numerically, slow is a much better spell by far than haste.