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Cantrip Update

Posted: Wed Jun 08, 2022 1:34 am
by Paint
Should this go in feedback? I don't know.

I just really like the cantrip update. It makes cantrips more useful and allows wizards to feel like wizards again. It goes a long way towards fixing the problems that plague specialists by simply giving them another tool to lean on to make up for their weaknesses. There's probably a few bugs to sort out and some balancing to do still, but overall it's very good and I am very happy with it.

Re: Cantrip Update

Posted: Wed Jun 08, 2022 3:40 am
by MRFTW
I really like it, too, especially resistance.

Re: Cantrip Update

Posted: Wed Jun 08, 2022 6:13 am
by Good Character
Surprised this hasn't been mentioned earlier! Such a great update. Love the Cure Minor change, especially.

This update definitely paved the way a bit to using spells for roleplay effects.

Re: Cantrip Update

Posted: Wed Jun 08, 2022 11:40 am
by Gremkarc
Yeah, props for this update! I'm very much in favour of mechanics that acknowledge some of the improvements 5e has made to the D&D formula (though obv I'm only assuming this change was made with an eye on that).

Locking everything behind spell slots always felt too stingy to me, espec. when D&D makes the hop into CRPGs, where you're naturally fighting more monsters, at shorter intervals.

Re: Cantrip Update

Posted: Wed Jun 08, 2022 10:22 pm
by MissEvelyn
I agree wholeheartedly! ☺️ It's probably the best update since bags were added. Thank you so much, Devs! ❤️

Re: Cantrip Update

Posted: Thu Jun 09, 2022 1:04 am
by Lass is Class
Salute to Kalopsia, the cantrips update is a marvelous work, and I am sure lots of casters would love it, both for RP and utility purposes.

Re: Cantrip Update

Posted: Thu Jun 09, 2022 2:03 am
by Flower Power
I regret already having reached L30 and being a Specialist now.