"yogurrt_toob;c-18190780" wrote:
Spellcasters all the way, they have the most options. I do wish they were tweaked a little though, like imo some of the spells are a little lame (like the emotional ones that you can't really see a difference with I.e despairo, etc) and the plentiful needs potion is way too OP again imo. I wish the potions were altered, plentiful needs should cost more ingredients to make and it should be something like: normal gives a slight boost, while excellent halts degeneration for x amount of hours, meaning you'd have to still be strategic with them atleast. The perk tree is a little basic too but with all the spells I can't really complain about that. I wish the Luck potion played around with other packs, like the lottery tickets and stuff. Actually a lot of the potions/spells are specific to that pack (like herbio giving potion ingredients, luck potion as well) would be cool to actually affect the world, like weather spells and stuff but that might actually make people upset that they'd need to buy more packs to get the most out of it.
I would also like a tweak of the spells and potions and a harder skill track. Some spells should be harder to master, especially some of the Untamed ones, like Dedeathify and Necrocall. And, the immortality potion should be a major challenge to complete. I like the spellcaster ranking system, but spell difficulty should be a factor with spells ranked from easy to difficult and advancement keyed to that in each separate track instead of how many spells are learned. I would like to see a spellcaster have to decide on a track and complete that track through spell difficulty ranking to Virtuoso in that track (or potions, in the case of alchemy). Then if you want, they can switch tracks, but will start at baseline skills for that track, advancing again through that track to the highest level.
One other thing that originally bugged me is the seemingly conflicting nature of magic. On the one hand, spellcasters have a bloodline, which implies a genetic component. On the other hand, a normal sim can just walk into the Realm and ask a spellcaster to make them a spellcaster, implying it is an imparted ability. I guess the whole mote sight test implies the Sages are looking for some kind of magic affinity, so I’ve decided to interpret this as the genetically inherited magic trait has to be activated in order to become a spellcaster.