Nepene wrote:I personally found the crystal to be useful at times midgame. Rarely though.
By the time you got the dragonfire it was useless. Not enough damage. The worst enemies were the high health ones, not the hordes.
Heal was useless, far too weak for its cost.
Lightning was useless.
Pushback had a mild, if small use. I never found any use for it. If the enemy has gotten past my defences a small delay rarely does much.
Frenzy was immensely useful at all times during the game.
To leapfrog a bit on this:
Crystal is helpful mainly for polishing off things like Armored mobs (skeletons, snails) that didn't get their armor crushed by your Knight(s), but again, with static damage, it's really only useful until you start getting to the Blood Cult desert/ruined city area.
I don't think I've ever cast heal seriously even once. I've cast it "for shits" when a map has already been effectively won and I have excess Psi to play with, but really, the times that you might be able to use it to save a unit that's not being covered adequately by a healer are extremely rare.
Lightning, outside of the "here's how to use Lightning!" tutorial map, is worthless. it's a Catch 22: if you use it on early maps to mop up low-health mobs (when it has actual killing power), you don't get enough of your Psi refunded from the kill. By the time a Lightning kill would allow you to break even or even gain Psi, it's too weak to actually kill anything.
Dragonfire is the same way. It's like spending 100 Psi to deal little tiny baby amounts of damage to everything on screen, when a Mage boosted to 3 (140 Psi) would do far more damage if placed close to Azra where she can pelt multiple lanes with Blizzards (sorry, Sleet).
Pushback is actually really good if you spend all 9 points on it. At that point, it knocks any knock-backable enemy - anything that isn't a Cultist or Splitter - back about 4.5 game squares - enough to force them to run through an entire Killzone a second time. I actually found it to be almost as useful as Berserk, and if you alternate the two of them, you almost always have an "oh crap" button off of cooldown, ready to use.
Berserk: the penultimate spell, since it's the only one that scales with your units - especially on Berserkers with points in the Speed passive skill. Takes your Killzone(s) from "not quite good enough to kill all that" to "just
good enough to kill all that", especially when doing Advanced/Extreme maps that you really have no business attempting yet.
Honestly the one suggestion I would make is either to make the damage spells scale in some small
way with Azra's level (or attack stat?) OR
switch up the order in which you learn the spells. Image something like Lightning, Healing, Crystal, Dragonfire, Pushback, Frenzy. I know you'd have to go and tweak dialogue and cutscenes in order to make this work, so I don't really expect that to ever happen, but it would keep the non-scaling attack spells viable for a bit longer if you could get them (and put points in them) earlier and then get the 2 useful spells nearer the end of the game.
Other ideas: make Spell costs vary with the number of points invested. Why not take the Lightning Psi cost down a point every 2 or 3 "levels", so that rank 9 Lightning only costs 6-ish Psi? Conversely, you could make Frenzy and maybe Pushback cost a bit more for every new "rank", so that the current build of "save ALL points for Frenzy so level 10 Azra can make all units 250% better by the time you fight Ozimal" would have a tradeoff: your moste uber Frenzy would cost more than 35 Psi - maybe by rank 9 it costs 50 or 55 Psi? That early in the game, a more costly Frenzy would be harder to cast on cooldown, since you're typically not gaining more then a few Psi/kill, and thus, it wouldn't always be the no-brainer to cast on cooldown that it is now.
Eh, just brainstorming and rambling at this point. I'm just hoping that Gold (or a patch) will play with Spells a bit, since right now only 3 of them ever see use from me (Crystal for emergencies on Advanced/Extreme attempts, Pushback, Frenzy).