OK so I think that all of the schools are too much alike and don't have enough actual depth to them. So I'm proposing specializations such as school specific passives. Like for example myth school would be able to summon more than one minion at a time. Instead of their minion spells only summoning one they would instead fill the empty spaces on their side with that specific minion. Ice could get more resist Storm more damage fire gets an increase damage to dot spells life gets an hot for each non hot healing spell they cast balance spells now give weakness whenever used and death gains an extra pip when they use a life steal spell. Lol stuff like that I just thought it would make the game more diverse for each individual school and make them stand out more between each other.
OK so I think that all of the schools are too much alike and don't have enough actual depth to them. So I'm proposing specializations such as school specific passives. Like for example myth school would be able to summon more than one minion at a time. Instead of their minion spells only summoning one they would instead fill the empty spaces on their side with that specific minion. Ice could get more resist Storm more damage fire gets an increase damage to dot spells life gets an hot for each non hot healing spell they cast balance spells now give weakness whenever used and death gains an extra pip when they use a life steal spell. Lol stuff like that I just thought it would make the game more diverse for each individual school and make them stand out more between each other.
The schools are unique if you take the time to analyze them a little.
Balance - Is able to do a little bit of everything, allowing them to fill in for any missing role. Also has superior blade capabilities compared to other schools.
Ice - The most tanky school and the most defensive, Ice wizards trade base spell power for defense against all forms of attack. This includes Balance, Astral, and Shadow. They also have the highest base health pool.
Fire - Specializes in, and has the most, Damage Over Time attacks; nibbling down enemies health to nothing.
Storm - Sports some of the highest damaging attacks across all schools, but they have lower accuracy and a mediocre maximum health as a result. They can also shatter the blades of enemies quite well.
Life - Healing. Enough said.
Death - Able to debuff the enemy well enough, or even turn enemies to your side temporarily, and can damage and support themselves at the same time. The only other school with a drain spell like Death is Shadow.
Myth - Shatters defenses (Mainly) and blades, or is able to easily get around them with attacks like Orthrus and Minotaur. They also have a wider variety of minions to summon and manipulate.
Sun - Enchants your spells to make them more effective. One enchant per spell.
Star - Enhances your spells or statistics depending on the aura.
Moon - Changes your wizard for 6 rounds to another school to give you an advantage, or for the current round to attack and provide buffs and debuffs. Not a school to be used without a second thought.
Shadow - Enhances your wizard with great power or support at a price you may pay later, depending on actions.
So as you can see, the schools can be quite different if you take a closer look. Some may seem similar, but in practice, they play quite differently.
Also, Death gets a pip every time they steal health? Please no, that would make Death so broken.
The schools are unique if you take the time to analyze them a little.
Balance - Is able to do a little bit of everything, allowing them to fill in for any missing role. Also has superior blade capabilities compared to other schools.
Ice - The most tanky school and the most defensive, Ice wizards trade base spell power for defense against all forms of attack. This includes Balance, Astral, and Shadow. They also have the highest base health pool.
Fire - Specializes in, and has the most, Damage Over Time attacks; nibbling down enemies health to nothing.
Storm - Sports some of the highest damaging attacks across all schools, but they have lower accuracy and a mediocre maximum health as a result. They can also shatter the blades of enemies quite well.
Life - Healing. Enough said.
Death - Able to debuff the enemy well enough, or even turn enemies to your side temporarily, and can damage and support themselves at the same time. The only other school with a drain spell like Death is Shadow.
Myth - Shatters defenses (Mainly) and blades, or is able to easily get around them with attacks like Orthrus and Minotaur. They also have a wider variety of minions to summon and manipulate.
Sun - Enchants your spells to make them more effective. One enchant per spell.
Star - Enhances your spells or statistics depending on the aura.
Moon - Changes your wizard for 6 rounds to another school to give you an advantage, or for the current round to attack and provide buffs and debuffs. Not a school to be used without a second thought.
Shadow - Enhances your wizard with great power or support at a price you may pay later, depending on actions.
So as you can see, the schools can be quite different if you take a closer look. Some may seem similar, but in practice, they play quite differently.
Also, Death gets a pip every time they steal health? Please no, that would make Death so broken.
adding to this with my personal names...
is your God class... able to use every school, yet not being every school
is your IronClad Brick Wall class.... name implies for itself
is your ScatterGun class, rather than doing a one shotter, you spread/scatter the damage and watch them suffer
is your Glass Cannon class, class name explains everything
is your Sweeper class, as you put, and as of the spell Earthquake, it sweeps the feild
is your medic class, self explanatory
is your Last Man Standing class, since you probably killed the opponent by draining their health
are your Table flip classes, able to easily change how the entire battle was going to go out, is your Adrenaline class, giving you a massive power and strength, but later will ruin you
Storm- hitting Ice- tanking Fire- can be a hitter, support-cleanser or placing the annoying wards and stuff Myth- hitter or cleanser/placing annoying stuff Death- could be a hitter but isn't generally made for one, tanker, supporter Life- Healer and tanker Balance- could be a hitter but is rare to see one as a hitter, sometimes a healer, supporter especially with blading, can be a tank and loves to place wards and stuff like that everywhere (weakness/spirit/elemental)