Alamar wrote:One of the big issues with Druids is that they use the ACTUAL lightning spell from the game. [duh]
From a game design P.O.V. what would have worked MUCH better is the druids having their OWN special version of lightning bolt ... call it D-Lightning Bolt for example. If this was done you could very easily make tweaks to the D-Lightning Bolt spell without effecting what happens when the player casts their version of Ligthning Bolt.
IMHO the same thing would apply to ANY spells that a spell casting creature has ... this gives you a far better level of control and far better ways to balance creatures WITHOUT that causing problems for player spell casting.
[Yet another dumb decision brought to you by Nival game design]
Actually this is the post that got me going. You call things in it a (nother) dumb decision by Nival game design. With the same right I call this post of yours yet another dumb know-it-all-better post. That means, I'm flaming you the same way you flame Nival and I don't think that's too impolite because you are setting the tone here.
My point is simply, that from a game design pov there should no difference whatsoever between spells (not abilities working like spells like Stor´m Strike), whether they are used by creatures or by the hero.
A simple example for what YOU mean is Assassins' Poison ability and the Decay spell which is quite comparable, but something else completely in game terms.
However, when a unit casts what is called SPELL, especially if it's "creatures" like the heroes, it makes a whole lot of sense that they work alike and things are worked upon by spell power, the way it is.
The system is flexible enough and I have no problem to fit into it anything you want from it.
Of course you COULD make a difference (game designers can do everything), but this way is much more logical and elegant.
The actual task of testers and designers is to set the values of the spells so that it works. However, as has been said, this has more to do with the base damage, the spell formulas and the way the Logarithmic spell power development for creatures work.
I'm pretty sure you can redo things within the current system to fit all purposes.