[h3]New Active Spells[/h3]
[img]{STEAM_CLAN_IMAGE}/43885588/e6cfdcd317829fbc86b9c30762d380e3393a1b4d.png[/img]
Active spells should provide tools to solve issues in player teams, this means that spells should be flexible enough to work for multiple teams, but have the possibility to really shine in specific combinations.
You should care about what your team is doing when choosing active spells, but you should also consider what the spell does when choosing passive spells to support it, with multiple ways of going about it.
Casting active spells should feel more spectacular, this often means a clearer fantasy with improved audiovisuals, but the flow of gameplay should remain the priority.
We reworked our active player spells:
[list]
[*]The previous 16 active spells are gone and we added 16 new ones with improved synergies between teams and spell loadout.
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[h3]Changes[/h3]
[list]
[*]Spell Radius and Skill Radius were renamed to Spell Range and Skill Range and now work like Attack Range for calculating positions.
[*]The Proliferation passive spell is gone and we added a new red passive spell in its place. This is a buff.
[*]Clearer Block and Suppression descriptions that explicitly state they double Damage Reduction from Resistances.
[*]Renamed the Football Player to Athlete.
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[h3]Fixes[/h3]
[list]
[*]Fixed character highlights not being cleared after casting an active spell that affected any character.
[*]Fixed level up previews showing wrong numbers when going from level 1 to level 2.
[*]Fixed situations where you could drag your characters around while the rewards menu was enabled.
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