Fungal arts is too good.
Posted: Wed Jan 16, 2013 12:52 am
Alright Fungal arts should be a great tree and one of the main reason to go anti-magic, but in its current form it is broken. Fungal is so good that almost any character that can go anti-magic should just for this tree. Lets do a break down.
Wild growth- Currently gives +1 turn per level of regen for any regen effect. At level 3 you can put 2 short cooldown regen infusion on auto-use and can have constant healing. At level 5 you can put any 2 regen infusion on auto-use. At the end of the game it isn't uncommon to have infusion give you heal you 200 hp a turn. Even the last bosses of the game have a hard time keeping up with that rate of healing.
Fungal Growth- Is a good skill but so over shined by wild growth that no one uses it.
Ancestral Life- Gives you part of a turn back and equilibrium. With enough mind power you nullify the only downside of auto-use infusions and with a high enough mind power you even start gaining turns. The advantage of a shield over heal is that shields are instant. The current state of this skill makes shield a joke compared to regen infusions.
Sudden Growth- Gives over 600% healing at level 1! At 200hp a turn your talking about a 1200 hp heal for cost of only 1 generic point. Keep in mind you still get your current regen for the turn. That means this is a full heal to anyone with 1400hp or less.
This tree is ridiculously good all by itself but is also combines so well with the anti-magic tree and spell feedback that it is just silly.
Here are my idea to hopefully keep the tree amazing but not a basic instant win button.
Wild growth- Each effective level gives a 3% healing mod. At effective levels 1,4,6 gives an extra turn of regen. That way with a cat point you could still chain regen infusion but only those with a short cool downs or you have to use other trees to reduce infusion saturation and/or cooldown.
Ancestral Life- Tune it down to where a high mindpower user is looking at about 70%-80% of a turn back instead of 100% or more.
Sudden growth- Cut healing in half but give it an extra effect. Maybe + physical power, mindpower, and/or global speed.
Wild growth- Currently gives +1 turn per level of regen for any regen effect. At level 3 you can put 2 short cooldown regen infusion on auto-use and can have constant healing. At level 5 you can put any 2 regen infusion on auto-use. At the end of the game it isn't uncommon to have infusion give you heal you 200 hp a turn. Even the last bosses of the game have a hard time keeping up with that rate of healing.
Fungal Growth- Is a good skill but so over shined by wild growth that no one uses it.
Ancestral Life- Gives you part of a turn back and equilibrium. With enough mind power you nullify the only downside of auto-use infusions and with a high enough mind power you even start gaining turns. The advantage of a shield over heal is that shields are instant. The current state of this skill makes shield a joke compared to regen infusions.
Sudden Growth- Gives over 600% healing at level 1! At 200hp a turn your talking about a 1200 hp heal for cost of only 1 generic point. Keep in mind you still get your current regen for the turn. That means this is a full heal to anyone with 1400hp or less.
This tree is ridiculously good all by itself but is also combines so well with the anti-magic tree and spell feedback that it is just silly.
Here are my idea to hopefully keep the tree amazing but not a basic instant win button.
Wild growth- Each effective level gives a 3% healing mod. At effective levels 1,4,6 gives an extra turn of regen. That way with a cat point you could still chain regen infusion but only those with a short cool downs or you have to use other trees to reduce infusion saturation and/or cooldown.
Ancestral Life- Tune it down to where a high mindpower user is looking at about 70%-80% of a turn back instead of 100% or more.
Sudden growth- Cut healing in half but give it an extra effect. Maybe + physical power, mindpower, and/or global speed.