@Mycke Correct.The idea is to not have spells get unlocked straight at high level but to have all new spells follow a progression curve.Keep in mind that spells will be made linear in progression over the course of the next few weeks. Which means that the spells becoming useful only at 75 will become useful much sooner.We'll also be reviewing subskills leveling curves. and of course, if you had one of these spells already leveled above the subskill it will depend on, it won't revert back, it will just wait to be caught up with by the subskill before raising again.
perhaps give a list of affected spells so players don't waste time levelling a spell that will soon have it's level made redundant (utilities is a very broad term, are we talking begone, eye rot, storm blast, confusion, ice storm?)
Glad to see you made a discussion thread!Good example of my Air Magic right now: - 56 Quicken Spells - 63 Mana Efficiency - 65 Durable spellsAgility is level 1 air, so this will come under the durable spells level, I'm currently 12.01 Agility this will now be 65.Arrow Shield is level 1 so refer to the above.
@Mycke Yes, all 3 transfers will be based on the school level.Even the one unlocked at 30, because transfers are too important to have at equal levels.@Mycke @Society Puppet For Adept, we had an excellent suggestion from @Aristos Giannes and it is so far the better idea we've seen. We're still open for more, but the idea is to make adept a temporary "support mode go!" spell, where all your buffs and heals become much more potent, at the expense of lower damage and lower protections.It could save a friendly getting focus fired, or if you fail to capitalize, it would get you killed.This fits perfectly with the notion of the Spellchanting school, with the signature spell being sacrifice, where you give up some of your life for an ally.And what about offensive abilities?Are you for adding it to meditation, or against it?