Jeremy Knutson
United States Ames IA
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In another thread on this forum there was some discussion about how some players thought that the Sorceress is a much worse character than the Wizard (especially due to her having only 6 magic points.)
I'm interested to know what other players think about the Sorceress character. I'm especially interested to hear what people think about the usefulness of the Alternate Form spell and her item the 'Iris Staff'.
Personally, I think she holds up pretty well in comparison to the Wizard. These are the thoughts that I posted on that thread:
'The Open Portal spell is useful, and Mystic Flare is the same spell as the Magic Missile, which is one of the Wizard's best spells, and he can only cast it once, while the Sorceress can (and will) cast the spell many times.
I'm not so sure about how useful Alternate Form is, however. (Like one commenter said, it is cute, though). If anyone knows how to maximize its usefulness (strategically or by a fair house rule), I'd be interested to know.
I'm disappointed in her Iris Staff, though. Spending a precious magic point to make a critical hit doesn't seem that great, especially since she can do 2 damage through the Mystic Flare anyway. Does anyone have a differing opinion on the Iris Staff (I'd like to hear it)? I was thinking, that maybe if the Iris Staff was house ruled so that the sorceress player could spend the magic point retroactively (after a good melee shot), then maybe I'd feel better about that item.'
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Brent Lloyd
United States League City Texas
Canadian Game Design Award: http://www.fallcon.com/design
Canadian Game Design Award: http://www.fallcon.com/design
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The Sorceress is a trickier hero than the Wizard to play for sure. She is both stronger and weaker, she takes finess to play properly.
I have yet to figure out a great use for the Alternate Form ability myself. It is a VERY situational ability. I can see using it when she is low on HP and there are some dangerous monsters drawing a bead on her. The problem is it takes her whole action to use it and it also costs a magic point...serious drawbacks. You also don't want to use it early in the room because it makes her smaller which reduces her lines of sight for the Magic Missile.
The ability to buy back magic points is great, however usually there are HP that needs also to be purchased.
The Teleport Spell is really a strong spell and should not be underestimated.
The Iris Staff does do 2 damage points with just one flick, though I tend to agree the two Magic Missiles shots are more versatile.
The Wizard is much more straight forward to play, you have these 14 (I think) things to do and once used it is gone.
I like the Sorceress and the Wizard and think both are roughly equivalent.
Peace
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Christian Busch
Broomfield Colorado
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I can't say that I find them equivalent. This could mean that the sorceress just has a steep learning curve and I haven't crested it yet but it seems a lot harder to pace her out throughout the whole game. I agree that the alt form ability is situational at best. I really think it shouldn't take your whole turn to use. Her magic missile-like ability is ok but the incapacitation is pretty painful. Likewise the teleport ability takes too long to set up. If you could do it and move, it would be great. The trade off for improving these abilities is to just increase the cost.
As is, I think she is easily the weakest character. Her item set doesn't really make her any better either, it's actually worse because she is banned from using the one item that would make her fun. Her staff is ok (at least it doesn't make her swoon). It could be pretty devastating if the wizard teleports her behind enemy lines and she hits multiple enemies while the crit hit is up. I could see it clearing out a level 2 room really quick. The issue is that you can't rely on getting the one item for your character in the game.
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Clay Cooper
United States
Florida
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We have come up with a house rule that if she uses her Alternate Form, she remains that way for the rest of the game unless she gets hit. (No damage necessary) Think of it as a reverse Mario.
At the beginning of her turn, she can also choose to revert back to normal size, without having to spend a magic point, and can move that same turn. This would usually only be used if she decided to try to block a monster.
I've never used her Iris Wand but I like the idea of being able to use the magic point retroactively...like we do with the Special Action on the Paladin's Gauntlets. Either way, being able to do 2 damage multiple times in the same room, without being incapacitated, could make short work of a Catacomb Lord if she had support. The War Hammer (Critical against Undead), the Ice Sword (Critical against Infernal), and the Poisoned knife (First damaging Melee Shot of the room is Critical) can each perform Critical hits. But, the Iris Wand is the only weapon in the game (so far) that can perform Critical hits multiple times in the same room against ANY creature, including the Catacomb Lord.
As for her Open Portal? Everyone had a good laugh around the table one night when the Thief threw off her Cloak of Invisibility and stabbed the unprotected Vampire in the back with her Poisoned Knife. The surrounding skeletons, the vampire had previously summoned, turned menacingly toward the already haplessly hurt and limping Thief...seeking retribution for their creator. In a flash, the Thief was replaced with a hulking Paladin. Looking down at the husk of the former Vampire, the Paladin gave quick thanks for his new found companions and fellow adventurers before turning his eye toward the advancing skeletons. With a knowing sneer and unblemished armor, the Paladin charged the remaining undead.
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