Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: nothing changed ...
Ok this is not a game it's a test environment. In game development you add content and systems in layers and slowly. As you do so, you will get new bugs and performance problems. We just had a huge update. Now is the time to fix what's broken. As testers we report and IS fixes them. Once that's done the process starts all over again. Till one day, all systems and content is in the game and most bugs and performance issues are addressed. That's what an Alpha is. If you can't take that process come back some time in July or Aug as we get closer to bate. That's the polishing phase. When proformance will be the main focus. Or stick around and help us report these things as they pop up.
you see the problem is. that my performance is SO BAD (5 stutters in 10 secconds!!!! when im fighting) that i cant even go in game and report bugs etc because im fighting with basic things like loading map or interacting with spells and mobs etc.... i understand its alpha, i understand there is bugs, but i have some problems with game that is not global to all players. and since other players dont have these problems then no one cares about my performance issues.. i see videos people playing dungeons etc and thats absolutely unreal for me because i have literally problem to kill one simple mob..
I get ya. After this update I can't even play the game. It 100% crashes windows and I have to hard reboot. I have turn on my crash logs and have played and crashed enough times to have six crash logs. I will be sending them today and will be waiting for IS team to figure it out. We are here for data, that's it. If we get some fun and learn the game. That's a side benefit. We are here helping build a game. Welcome to Alpha.
Re: Grief system kills the game
You don't want mobs to be trained? How will the ai learn without training?
Re: Feedback Tank Changes
Agree on all points but especially Grit. I have NO DESIRE to have to spam this every 5 seconds. It was fine as a toggled aura.
The rest of the changes feel like relatively minor adjustments to find the sweet spot. I'm glad Iron Aura is bumped up to 5. The changes to inciting strikes seems like I'll use it now. Vengeance looks like I might actually use it now. Ground pound CD reduction is great, slightly more courage, fine. Slam does still feel like just a weak "everything else is down guess I'll use this" kinda skill except that now I need to make sure I always have the courage to spam grit, so I probably wont use **40** freaking courage... I am sad about absorption field being nerfed, I love that skill, makes me feel like I contribute to the groups survival even if the cast time is weird, but ok sure, sure, we're trying to fine tune the percentages and costs and all that. I get it...
But yeah the grit change? That feels REALLY bad.
The rest of the changes feel like relatively minor adjustments to find the sweet spot. I'm glad Iron Aura is bumped up to 5. The changes to inciting strikes seems like I'll use it now. Vengeance looks like I might actually use it now. Ground pound CD reduction is great, slightly more courage, fine. Slam does still feel like just a weak "everything else is down guess I'll use this" kinda skill except that now I need to make sure I always have the courage to spam grit, so I probably wont use **40** freaking courage... I am sad about absorption field being nerfed, I love that skill, makes me feel like I contribute to the groups survival even if the cast time is weird, but ok sure, sure, we're trying to fine tune the percentages and costs and all that. I get it...
But yeah the grit change? That feels REALLY bad.
1
Re: Feedback Tank Changes
At this point its a Dev issue. Akin to AGS Dev failings in New World.
i mean it was clearly not playtested in any real sense. After 30 minutes of gameplay it'd have been REALLY OBVIOUS that it changes how the class feels, (since it's a fundamental redeisgn), the no visual indication when it's fall off a VERY obvious issue, and apart from that it's just unfun.
Let's combine this with the fact that many normal mobs mechanics feel like they are there just to spite us.
The most egregious is, the firestarters fireblast. There is precious nothing i can do about their oneshot fire skill. Now you might say that "yea just trip" or "it's a bard mechanic to shield" but at the end of the day our job is protect our teammates and we can't do that. I've tried the taunt humiliate and it's just not enough, and i think to myself "damn i failed, somebody died before me".
Other examples are 100% heal prevention puddles, the mushrooms headbutt that changes you around for no reason whatsoever. Flowers stealing all your mana? yup.
In a cognizent and logical part of my brain I understand that none of these mechanics were made to spite us, but it still what it feels like.
All of these mechanics would be fine for a boss like Belowsmasher. It's charge ability is nice, needs a coordinated group to pay attention and you're golden.
3
Tank changes: We can still salvage this archetype
I think the tank changes on the last patch definitely headed in the right direction. I believe the tank archetype still needs some work to make it an indispensable archetype in PvP, both small and large scale.
First of all, non-tank related: Please increase PvP TTK. With this TTK, if the tank is 10x more tanky than a DPS archetype, all it means is the tank dies in 10 seconds instead of 1. It is very difficult to tune a tank class when TTK is so short. You either become too OP and don't die, or you last a few seconds more than other classes. Your abilities to defend other players mean nothing as damage way out scale hp/defense. Additionally, debuffs have a very low effect as they are inefficient compared to just dealing damage. With a long TTK, you can make tanks very tanky, you can make your support abilities effective and still have a counter for those abilities with mitigation/anti-healing debuffs (like shaken and wounded)
Secondly, the PvE mob damage is disproportional at the moment. Tanks don't feel very tanky because they can only take like 2 or 3 mechanics before dying. Ofc they are way tankier than other archetypes because they will be instantly dying to the first mechanic, but since the damage is so high, it doesn't really matter. Creating a PvE encounter where damage is more constant, with more frequent mechanics and higher damage on basic attacks, rather than relying on instant kill mechanics can make tanks feel tankier, spread out damage across the whole party, and increase the difficulty and add mobility and dynamism to all party members.
Finally, I think some of the debuffs are very underwhelming at the moment and don't feel like they do much difference. Debuffs, like dazed, shaken, weakened, and staggered, should be able to be stacked twice.
Now, tank-related feedback:
Overall, I'd say the biggest tank flaw is that they are underwhelming in large-scale pvp. They are tankier than all other archetypes, but as soon as they try to perform their role (shielding allies from damage) using abilities like aegis, protect, they melt. I think this could be fixed by simply increasing TTK, but I also feel like some of the tank kit doesn't really encourage you to close the gap and stay close to your enemies.
For me, a good large-scale pvp tank would:
1. Make enemy DPS want to keep their distance.
2. Protect allies from damage
3. Control the battlefield and positioning with denial of terrain
I think the tank has the potential to do all that with the kit at hand, but I'd say it falls short on all of those aspects. For that, I think tanks gonna need:
1. Higher TTK
2. Some improvement on their kits to incentivize mitigating allied damage
3. CCs and debuffs to reduce damage classes' DPS like trips, interrupts, Humiliate, Dazed, Disarmed, weakened, and Fear debuffs.
Courage:
Issue
I feel like courage gain is in a weird place right now. For a low number of players/low damage mobs your main way of generating courage is through basic attacks. That is not very good because weapon attacks take a long time, so you don't really have time to generate courage, keep grit active at max, and use courage for all your other abilities at the same time. On the other hand, in larger-scale pvp, tanks can more comfortably keep a courage pool because of the amount of damage being dealt in these scenarios.
Suggestion
Increase the courage gained by taking damage by a little bit. Give a bonus to courage generated through blocking damage. If necessary, introduce a cap (like courage/second) to stop tanks from having infinite courage on a larger scale.
Tomahawk:
Issue
Pretty much not used, you have so many other tools to trip that it becomes redundant.
Suggestion
Change the trip to a simple interrupt. Doesn't stack with the other CCs diminishing returns (like trip) and can interrupt an ability being cast. Reduce the range from 20 to 10 meters maybe.
Intimidation Aura:
Issue
I don't think it makes sense that the intimidation aura's damage is based on magical damage. I also think the aura adding stagger is redundant
Suggestion
Change intimidation aura damage to a % of a defensive status (max hp/phs mitigation/armor/etc). Add a percentage of that damage back as healing. Change stagger application for something like dazed, demoralized, or weakened. Could also make it dazed for magical archetypes and weakened for physical archetypes.
To balance it, you could make it cost mana per second, courage per second, or even make it an active ability. Maybe also reduce the range for a melee-adjacent range (10 meters)
Grit:
Issue
It's too taxing at the moment to keep looking at the tiny buff under your nameplate or count 8 seconds all the time to renew grit
Suggestion
Better visual indication when the ability is wearing off so its intuitive when to renew grit
Shake it off:
Issue
The way the equation is done is just extra complexity that is not necessary. It also makes the ability kinda useless for recovering HP in group play.
Suggestion
Make shake it off a simple % of damage received in the last 4 seconds.
Taunt:
Issue
Tank's taunts are very underwhelming in larger-scale pvp. Tanks are literally worse than bards at taunting in these scenarios
Suggestion
Add a taunt passive spec that turns the taunt's humiliate into an area. Bard's aoe humiliated should be changed to demoralized
Protect:
Issue
Protect is a bit underwhelming at the moment. TTK is so low that removing 30% of damage from an ally does nothing much to keep them alive and jeopardizes the tank's ability to survive. For it to be worth it, it would have to significantly increase the chance of your target to survive.
Suggestion
Increase the value of dmg redirected to 50%. Also, allow a % of healing that both linked targets receive to be shared with the other person.
Charge:
Issue
Knockback is not very useful, it just throws the target away from your melee range.
Suggestion
Instead of knocking back, the charge drags all the targets caught by the charge along with the tank until the end of the movement.
Reflect:
Issue
Reflect does nothing to help another player. It only helps if your enemy is aiming at you. This feels very underwhelming in PVP.
Suggestion
This is a suggestion for reflect at first but ideally, I'd like to see this implemented for the tank archetype's general block. Reflect blocks any incoming projectile that comes in contact with it. For instance, if a ranger threw a sniper at a player, a tank could jump in front of it and block it with reflect.
Ideal world: Tank passive that allows for tanks to block (active block) line of sight and any projectile that comes in contact with their shield, acting as if the attack was targeted at the tank. Reflect would remain as is
Inciting Strikes:
Issue
Pretty useless skill, but not really worth it for the damage and threat generation are abundant at the moment. Not a lot of courage generation either.
Suggestion
Remove courage generation, apply weakened in a short area.
Wall:
Issue
Walls are not very useful right now as they either don't do much (open field) or they harm your group as much as the other group (choke points). They have a very niche use which is trying to separate a group
Suggestion
Wall spec that allows friendly players to shoot through your wall / traverse your wall
Wall spec with energy fields that do one of the following once they enter the field (knockback to outside the field, drain mana while standing in it, reduce attack speed, reduce damage dealt) (this could possibly be left for augmentation)
Slam: (this could be an additional ability, but I am adding the suggestion for slam because the ability could use some utility)
Suggestion
disarms weakened targets.
Aegis:
Issue
Aegis is probably your quickest way to generate courage at the moment in large-scale pvp. But the issue is you are increasing the damage amount on your tank by a ridiculous amount. So especially with the low TTK tank is not going to survive long with aegis active in a big push from a big group
Suggestion
Aegis should have a flat % of damage reduction (i.e. the tank takes 50% less damage from redirected damage)
Since courage fills so quickly with aegis, I'd also say that while aegis is active, you get up to 10~20% mitigation depending on how much courage you have (like it was previously, but now only while aegis is active).
to balance it, I would say you'd have reduced movement speed while Aegis is active, and you can't cast offensive abilities (slam, charge, pulverize, etc) only defensive buffs ones (indomitable spirit, fortify, shake it off, etc)
First of all, non-tank related: Please increase PvP TTK. With this TTK, if the tank is 10x more tanky than a DPS archetype, all it means is the tank dies in 10 seconds instead of 1. It is very difficult to tune a tank class when TTK is so short. You either become too OP and don't die, or you last a few seconds more than other classes. Your abilities to defend other players mean nothing as damage way out scale hp/defense. Additionally, debuffs have a very low effect as they are inefficient compared to just dealing damage. With a long TTK, you can make tanks very tanky, you can make your support abilities effective and still have a counter for those abilities with mitigation/anti-healing debuffs (like shaken and wounded)
Secondly, the PvE mob damage is disproportional at the moment. Tanks don't feel very tanky because they can only take like 2 or 3 mechanics before dying. Ofc they are way tankier than other archetypes because they will be instantly dying to the first mechanic, but since the damage is so high, it doesn't really matter. Creating a PvE encounter where damage is more constant, with more frequent mechanics and higher damage on basic attacks, rather than relying on instant kill mechanics can make tanks feel tankier, spread out damage across the whole party, and increase the difficulty and add mobility and dynamism to all party members.
Finally, I think some of the debuffs are very underwhelming at the moment and don't feel like they do much difference. Debuffs, like dazed, shaken, weakened, and staggered, should be able to be stacked twice.
Now, tank-related feedback:
Overall, I'd say the biggest tank flaw is that they are underwhelming in large-scale pvp. They are tankier than all other archetypes, but as soon as they try to perform their role (shielding allies from damage) using abilities like aegis, protect, they melt. I think this could be fixed by simply increasing TTK, but I also feel like some of the tank kit doesn't really encourage you to close the gap and stay close to your enemies.
For me, a good large-scale pvp tank would:
1. Make enemy DPS want to keep their distance.
2. Protect allies from damage
3. Control the battlefield and positioning with denial of terrain
I think the tank has the potential to do all that with the kit at hand, but I'd say it falls short on all of those aspects. For that, I think tanks gonna need:
1. Higher TTK
2. Some improvement on their kits to incentivize mitigating allied damage
3. CCs and debuffs to reduce damage classes' DPS like trips, interrupts, Humiliate, Dazed, Disarmed, weakened, and Fear debuffs.
Courage:
Issue
I feel like courage gain is in a weird place right now. For a low number of players/low damage mobs your main way of generating courage is through basic attacks. That is not very good because weapon attacks take a long time, so you don't really have time to generate courage, keep grit active at max, and use courage for all your other abilities at the same time. On the other hand, in larger-scale pvp, tanks can more comfortably keep a courage pool because of the amount of damage being dealt in these scenarios.
Suggestion
Increase the courage gained by taking damage by a little bit. Give a bonus to courage generated through blocking damage. If necessary, introduce a cap (like courage/second) to stop tanks from having infinite courage on a larger scale.
Tomahawk:
Issue
Pretty much not used, you have so many other tools to trip that it becomes redundant.
Suggestion
Change the trip to a simple interrupt. Doesn't stack with the other CCs diminishing returns (like trip) and can interrupt an ability being cast. Reduce the range from 20 to 10 meters maybe.
Intimidation Aura:
Issue
I don't think it makes sense that the intimidation aura's damage is based on magical damage. I also think the aura adding stagger is redundant
Suggestion
Change intimidation aura damage to a % of a defensive status (max hp/phs mitigation/armor/etc). Add a percentage of that damage back as healing. Change stagger application for something like dazed, demoralized, or weakened. Could also make it dazed for magical archetypes and weakened for physical archetypes.
To balance it, you could make it cost mana per second, courage per second, or even make it an active ability. Maybe also reduce the range for a melee-adjacent range (10 meters)
Grit:
Issue
It's too taxing at the moment to keep looking at the tiny buff under your nameplate or count 8 seconds all the time to renew grit
Suggestion
Better visual indication when the ability is wearing off so its intuitive when to renew grit
Shake it off:
Issue
The way the equation is done is just extra complexity that is not necessary. It also makes the ability kinda useless for recovering HP in group play.
Suggestion
Make shake it off a simple % of damage received in the last 4 seconds.
Taunt:
Issue
Tank's taunts are very underwhelming in larger-scale pvp. Tanks are literally worse than bards at taunting in these scenarios
Suggestion
Add a taunt passive spec that turns the taunt's humiliate into an area. Bard's aoe humiliated should be changed to demoralized
Protect:
Issue
Protect is a bit underwhelming at the moment. TTK is so low that removing 30% of damage from an ally does nothing much to keep them alive and jeopardizes the tank's ability to survive. For it to be worth it, it would have to significantly increase the chance of your target to survive.
Suggestion
Increase the value of dmg redirected to 50%. Also, allow a % of healing that both linked targets receive to be shared with the other person.
Charge:
Issue
Knockback is not very useful, it just throws the target away from your melee range.
Suggestion
Instead of knocking back, the charge drags all the targets caught by the charge along with the tank until the end of the movement.
Reflect:
Issue
Reflect does nothing to help another player. It only helps if your enemy is aiming at you. This feels very underwhelming in PVP.
Suggestion
This is a suggestion for reflect at first but ideally, I'd like to see this implemented for the tank archetype's general block. Reflect blocks any incoming projectile that comes in contact with it. For instance, if a ranger threw a sniper at a player, a tank could jump in front of it and block it with reflect.
Ideal world: Tank passive that allows for tanks to block (active block) line of sight and any projectile that comes in contact with their shield, acting as if the attack was targeted at the tank. Reflect would remain as is
Inciting Strikes:
Issue
Pretty useless skill, but not really worth it for the damage and threat generation are abundant at the moment. Not a lot of courage generation either.
Suggestion
Remove courage generation, apply weakened in a short area.
Wall:
Issue
Walls are not very useful right now as they either don't do much (open field) or they harm your group as much as the other group (choke points). They have a very niche use which is trying to separate a group
Suggestion
Wall spec that allows friendly players to shoot through your wall / traverse your wall
Wall spec with energy fields that do one of the following once they enter the field (knockback to outside the field, drain mana while standing in it, reduce attack speed, reduce damage dealt) (this could possibly be left for augmentation)
Slam: (this could be an additional ability, but I am adding the suggestion for slam because the ability could use some utility)
Suggestion
disarms weakened targets.
Aegis:
Issue
Aegis is probably your quickest way to generate courage at the moment in large-scale pvp. But the issue is you are increasing the damage amount on your tank by a ridiculous amount. So especially with the low TTK tank is not going to survive long with aegis active in a big push from a big group
Suggestion
Aegis should have a flat % of damage reduction (i.e. the tank takes 50% less damage from redirected damage)
Since courage fills so quickly with aegis, I'd also say that while aegis is active, you get up to 10~20% mitigation depending on how much courage you have (like it was previously, but now only while aegis is active).
to balance it, I would say you'd have reduced movement speed while Aegis is active, and you can't cast offensive abilities (slam, charge, pulverize, etc) only defensive buffs ones (indomitable spirit, fortify, shake it off, etc)
5
Re: What is GPH and why should you care about it?
Sign our petition to reduce Grit's duration to 1.5 seconds so we can really measure peak sigma tanks.
Don't listen to Dr. Fauci, certified beta male and peddler of tanking conspiracies! 1.5 seconds is a joke, we all know that true Chads like myself want grit to be a held ability, so that we must actively clench our asses during every single second of every single play session. Everyone should sign MY petition to require tanks to hold down an active skill that if we stop using it for longer than one second we simply die. If you want anything less you should admit you would rather re roll as a Ranger.
We could settle for a held ability, but we would require some type guitar hero/dance dance revolution mechanic to go with it.

1
Re: Major Graphic Upgrade Needed.
jimmyhoffa wrote: »Real gamers don't care much about graphics. The game looks fine as is, I'd play it even if it had star wars galaxy graphics.
I want to feel wow. Now I feel blah and boring. After looking at this for a month it is just awful.
I keep seeing on these threads "real gamers don't care" or if you suggest an improvement "Its not the game for you." Or if you want to add to the game (not saying anything about reducing the PvP or systems) "Its PvP, its not for you.." This notion that adding to the game or suggesting improvements will hurt PvP is wacked. If suggestions to improve the game to get more players or player satisfaction are actually treated this way by Intrepid they will have failure. I hope Intrepid doesn't listen to these people saying adding things subtracts from PvP or wanting more should be ignored by Intrepid.
Graphics mostly come in the polish stage, wow will come. Right now they just trying to get all the systems in and working. Allot of the game is placeholders. Even the storms and rain are placeholders.
Please, please test this before releasing the Rogue!
I know you are aware that enchanted level 10 gear is currently the absolute best gear in the game. This, in itself, is a huge issue—it makes so much of the other content irrelevant. Enchanting is, in my opinion, way too strong and has an outsized impact on the game.
But before you release the Rogue as a new class, I urge you to create one, level it to 10, and equip it with full legendary +10 enchanted gear. Then ask yourselves: Is this really something we want to unleash into the world?
Because make no mistake—this will happen. The moment any of the more ambitious players hit level 10 on their Rogue, they will be fully geared with +10 legendary enchantments.
I have no idea how this will impact the game in the long run—it might not break everything—but at the very least, it will make any balance data completely useless, aside from further proving that enchanted level 10 gear is absurdly strong.
Please, test it. See what happens. Because once it's out there, there's no taking it back.
But before you release the Rogue as a new class, I urge you to create one, level it to 10, and equip it with full legendary +10 enchanted gear. Then ask yourselves: Is this really something we want to unleash into the world?
Because make no mistake—this will happen. The moment any of the more ambitious players hit level 10 on their Rogue, they will be fully geared with +10 legendary enchantments.
I have no idea how this will impact the game in the long run—it might not break everything—but at the very least, it will make any balance data completely useless, aside from further proving that enchanted level 10 gear is absurdly strong.
Please, test it. See what happens. Because once it's out there, there's no taking it back.
3
Re: Please, please test this before releasing the Rogue!
I know you are aware that enchanted level 10 gear is currently the absolute best gear in the game. This, in itself, is a huge issue—it makes so much of the other content irrelevant. Enchanting is, in my opinion, way too strong and has an outsized impact on the game.
But before you release the Rogue as a new class, I urge you to create one, level it to 10, and equip it with full legendary +10 enchanted gear. Then ask yourselves: Is this really something we want to unleash into the world?
Because make no mistake—this will happen. The moment any of the more ambitious players hit level 10 on their Rogue, they will be fully geared with +10 legendary enchantments.
I have no idea how this will impact the game in the long run—it might not break everything—but at the very least, it will make any balance data completely useless, aside from further proving that enchanted level 10 gear is absurdly strong.
Please, test it. See what happens. Because once it's out there, there's no taking it back.
I would argue that the larger issue at play here is the current state of the crafting system. The general progression of crafting is extremely counter intuitive. You should be able to reasonably pace your crafting with your level so we're not in a state like we are now, where we're level 25 crafting Novice recipes that we out-leveled AGES ago. The cost and experience required to craft your way up through apprentice recipes to get to Journeyman is by and large NOT WORTH IT. In my opinion, the longer crafting sits in its current state, the worse it will affect any new changes or features coming into the game such as Rogue.
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
I loved ana in heroes of the storm, where your heals were done by skills shots.
Because of targeting in ashes of creation, maybe it would be nice if you were able to put a spell on your mace or melee weapon and you could slap people to full health as a cleric. Making it more an active play than just standing in the back throwing spells around. and then give the ability from brightwing where you would teleport to someone to instant heal.
I also like rythm games which would nice as a bard where you have to play notes to activate specific buffs and then when you complete a full combo, you get a crescendo, or big buff/heal.
Think about abilities that would make the backline of your party a bit more active. It gets pretty boring just standing in the back throwing spells around.
Lotro also has a combo system where specific classes start a combo and other characters continue or finish the combo.
Healthstone from warlock in wow. Basically a spell you can fire off once. could be interesting as a mage to give out spells to people that they can use once.
priest mind control from wow, where you could temporarily control an enemy.
mages polymorph. Just a fun spell for crowd control.
I'm kinda dissapointed in the fighter, if i recollect from a fighter in dnd games that they are proficient in all weapons. So why not have abilities that can only be used if a specific weapon is in the inventory? So that he becomes a walking armory. So his skills are also based on his inventory.
Grease, where people walk over it, they have a chance of tripping over.
Enlarge, make someone huge on the field.
Mages are powerfull but tbh, they miss some sort of kickback. A shotgun can't be fired without a serious kickback. Wizards from the warhammer universe are in constant fear of dying or turning chaos. Virmentide puts a meter which fills with every spell you cast and if the meter is full you die instantly.
Because of targeting in ashes of creation, maybe it would be nice if you were able to put a spell on your mace or melee weapon and you could slap people to full health as a cleric. Making it more an active play than just standing in the back throwing spells around. and then give the ability from brightwing where you would teleport to someone to instant heal.
I also like rythm games which would nice as a bard where you have to play notes to activate specific buffs and then when you complete a full combo, you get a crescendo, or big buff/heal.
Think about abilities that would make the backline of your party a bit more active. It gets pretty boring just standing in the back throwing spells around.
Lotro also has a combo system where specific classes start a combo and other characters continue or finish the combo.
Healthstone from warlock in wow. Basically a spell you can fire off once. could be interesting as a mage to give out spells to people that they can use once.
priest mind control from wow, where you could temporarily control an enemy.
mages polymorph. Just a fun spell for crowd control.
I'm kinda dissapointed in the fighter, if i recollect from a fighter in dnd games that they are proficient in all weapons. So why not have abilities that can only be used if a specific weapon is in the inventory? So that he becomes a walking armory. So his skills are also based on his inventory.
Grease, where people walk over it, they have a chance of tripping over.
Enlarge, make someone huge on the field.
Mages are powerfull but tbh, they miss some sort of kickback. A shotgun can't be fired without a serious kickback. Wizards from the warhammer universe are in constant fear of dying or turning chaos. Virmentide puts a meter which fills with every spell you cast and if the meter is full you die instantly.
1