I'm now looking at SCS v35. Alesia_BH, you've been alluding to some of the really big changes. I'm kind of blown away at what this does for Enchanters.
Here’s what the school change does, in my view
1) It weakens the case for the invoker as the best kit.
Prior to the change, the invoker lost only one spell of consequence, Malison. Now they lose Malison, the game’s best high level disablers, and some of the best choices for Spell Trap looping. The invoker kit is still useable but it’s suffered a major downgrade.
2) The diviner is now one of the strongest kits.
Focusing on the spells I use, a diviner would only lose MAA, FA and Glitterdust. Those loses are very easy to work around. By way of comparison to the invoker, none of those spells are as valuable as Malison, PW:B and the PW:K/PW:S Spell Trap looping combo
I like sorcerers unless I’m looking for a flavor pick, but if I were to chose a mage kit based on power, there’s a good chance I’d go with diviner now. I’d need to think about it more.
3) It helps enchanters and hurts conjurers, but I doubt anyone will notice.
The disposition of that -2 on the symbols doesn’t matter a ton, since those spells aren’t especially effective in the player’s hand. As for the AI, the player will need to be ready for -6s on the Symbols in any case, because we usually don’t know the kit of the mage we’re facing
4) It makes SI:E a strong choice in a variety of circumstances. It makes SI:C far weaker.
SI: C has historically been my third most used Spell Immunity behind Abjuration and Divination. Between the insect spell nerf, and the school change, it’s gone from contextually indispensable to marginally useful at best. SI: E, in contrast, is a beast now.
4) It’ll be harder to identify spells based on incantations.
Focusing on the tough saves, and assuming you don’t know your opponent’s kit, an Enchantment incantation now means you need to be ready for a -6 against confusion or a -6 against stun. In the past, Enchantment tipped confusion and Conjuration meant stun. In my solo games I routinely used that to prep counters. Things will be a bit trickier now, for better or worse.
5) It scares the bejesus out of me
There’s a reason why most legal systems operate on a precedent system: it limits capricious change, and it promotes consistency and long term stability. Change can happen, when it must, but an overwhelmingly compelling justification is required to overcome the presumption in favor of precedent. That’s good.
Mods like SCS should operate the same way. There should be a presumption in favor of the original mechanic. Changes should only occur if there’s overwhelmingly compelling evidence that they will significantly advance a core design goal, like redressing a clear error or improving the efficacy of the AI. Changing the school of two majorly important spell types just because you’d like to see more high level enchantment spells is not ok. Not ok at all. Idiosyncratic preference can not justify a change to the original game mechanic.
I fear we’ve moved from the light touch days of early SCS to a time when changes happen simply because a development team with a perfectionist streak is looking for something to do. It’s an easy trap to fall into when engaged in a labor of love. G3 and Spell Revisions have both made the same mistake during periods of their histories. I love, love, love SCS but I sincerely hope they’ll refrain from making changes like this in the future.
Anyhoo, those are my thoughts for what they’re worth.
Cheers!
A.