When you stumble upon a Luminous Horror, you instantly know there are two more of them lurking behind the corner. Likewise, Devourers always come in 3's, Drake hatchlings in 4's, etc. You don't have to scout to know that, and it's not *fun*: as a real adventuring hero, you should always have to do a bit of work or take risks to discover what really lurks behind *every* corner. Wouldn't it be better (I really mean *funnier* here


Damage types --
The reason I like playing Tempestes much more than any other Archmage flavor is that Lightning damage is utterly random, while every other kind of damage type does fixed base damage. Sure, spellpower boosts, crit chance and target resistance all come into play when real damage is applied, but it isn't anything like real randomness, even if it feels like it. Especially once you're near 100% crit chance (or still near 0%, obviously), you can predict the outcome of a non-lightning damage spell (or melee attack) with near-certainty most of the time if you wish: a quick mouseover over your talent bar (to check your talent's current damage) and the targets (to check their health and resists, sometimes their sustains and statuses), and a bit of mental calculus is all that's needed. It's quick to do when you're used to it (and it makes you better at mental calculus

Applying damage --
Currently, any talent that hits multiple enemies, applies the same damage value to all affected targets, because that value is computed only once per talent use - even when it's a lightning spell. (Of course, damage per target can still vary because of resists, etc.) I think a bit of randomness would be good here too. Not necessarily dependent on damage type, it could just be a fixed range. I just hate seeing identical numbers floating over the critters I just incinerated

I'll say it once more: randomness is *fun*. I see anything that makes me yell "Oh, sh..!" or "Yeah, what a lucky bastard I am!" more often as an improvement.