I wonder just how much damage spells would have to do in order to satisfy some of you guys? Should a single fireball obliterate an entire group of enemies? I feel right now like having a mage/cleric/druid (or all three!) is critical on the higher difficulty levels right now, and spells and magic in general feel really good. I was just playing and here is an example -
Aloth has Noxious Burst, a level 3 spell.
He targets a group of Lions, enemies that most of my party hits for between 9-18 damage looking back through the log, with their fine and fairly solid equipment. He hits them all for about 30 or more damage.
He also Sickens them at the same time, for essentially the duration of the fight.
Now, damage wise that’s a little more than a quarter of the Lion’s max health in a single cast. And let’s not forget Aloth only has a 12 in might, so a mere 6% bonus to his damage. When I had a Mage as my main that was 18 or 20 Might, and those numbers climb quick. To me, this is a pretty solid use of one per rest ability. He can do this 3 more times at this level, and has 7 additional spells to cast. Lions are hitting really hard, so I’m going to need to rest here soon anyway, so the next time I fight I may drop a few more spells to “burn them off” since my rogue is nearly out of endurance and most of my guys are getting fatigued from walking to the map.
I know there is a lot of folks that don’t like the “per rest” stuff, but I think it balances out very nicely. I’m curious how they change this going forward, that’s for sure.