1.9.2: Drain does not transfer life; plus Drain balance

Updated: NO drain transfers life.

Expected behavior: Overcharged Drain deals damage to all creatures in area, and heals the caster for each creature affected.

Actual behavior: Caster receives no healing.

Reproduce: Cast an Overcharged Drain on any living creature. (For bonus karma, make sure it grants healing proportional to the creatures affected.)

By the way, Drain doesn't seem to be a good use of resources. It deals pretty low damage, requires melee range, and costs 1 mp per shot, which makes it inferior to doing a charged staff strike even if the player and the target monster start in adjacent squares. At least, against anything that doesn't die in one Drain. Advanced Drain tricks, such as weakening an enemy with charged staff bolts and doing a Drain coup de grace, are even less mana-efficient.

One possible improvement: allow Drain to partake of staff charges. Damage increased like staff melee; healing is charge level + 1; mp cost is 1 + twice the charge level. The result is that you get staff melee, but can also choose to do an inefficient mp/hp trade. This might be too powerful, but in its current form Drain seems too weak.

Simpler improvement: keep its current damage and healing, but give it at least a little range. Even two or three squares would allow a Drain user to pick up a little extra health in the right circumstances.

If I'm missing something obvious about Drain, ignore this suggestion.

MageGuild v2 Beta Tester
Nahjor's picture

Drain bug is fixed in the dev

Drain bug is fixed in the dev code.

As to the balance issue, Drain has always been something of a problem child; over the versions, it's swung from best-spell-in-the-game to utterly useless.

I'm not a particularly big fan of having a single spell draw off staff charges. I've definitely considered making all spells chargeable in that manner, but it's not a road I've explored yet. I like the idea of giving Drain a small amount of range better, and that may be a good way to go with it.

In the past, I've toyed around with the idea of making Drain (in addition to its health-draining properties) permanently weaken whatever it hits, reducing the damage from its attacks, which would make Drain significantly handier against tough melee critters.

Administrator