Thread:FixSRwiki/@comment-46261745-20201002230402/@comment-46261745-20201005201836

Hmm, I trust you on this... I respect you as one of the most knowledgeble players on this game, so I can just skip testing~

I think it's better if we thought of this as class variance, rather than a magic buff though.

The basic mechanic here is that there's class counters to magic, not that magic is more effective. I could very simply adjust all the numbers down by 10, so diviners and mages get -10, footsoldiers, monks, etc get 0, warriors, archers 10 and peasants 20. Or we can make the intervals here smaller, so it's less noticeable, if we think 2 effective INT is way too unbalanced. We can just make it +0.5 effective INT, or something like 0, 3, 6, 9, or even -3, 0, 3, 6.

So if we call that option a, then we could also have an option...

b) we reduce the base damage effectiveness of shikigami attacks and lightning. If those are the issue, then there's no particular reason to throw out the whole magic vulnerabiltiy mechanic. We can simply nerf the offending skills.

c) or we can just throw out the whole magic vulneraability mechanic... It's not required. I'm just thinking there could be some advantages, like the added outplay potential of good troop allocation, scouting, etc. I like when we have that, since it can generally make characters that fill certain specific niches, see more limelight, as other characters become more specialized in how you can use them. Making gameplay more fun relies on having more specialized characters and class outplay, and I feel this vulnerability mechanic could be a good step in that direction.