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41

Saturday, March 16th 2013, 5:16pm

Quoted from "pwnsnoobs;593106"

people..... calm down, calm down. mages werent broken because they dont have a super new awesome staff, the kbn staff is actually better for mages than tosh staff with the added mattack......... but there screwed still because the mattack in kbn was raised too much.


That's why mages are crap. 60% mattack anyone >.>

Mages dont have some weapon bonuses like +75% to two handed dmg, they only lost 200 dmg but gained 1k mattack from staff and 900 int, 1800 mattack, 2800 mattack extra from staff.


Na its not the matk that is the issue. It's the fact that all mages depend on their 5 min for damage. After that 5 min is up a mage's dps overall is complete crap. Now that bosses have in excess of 80m HP it basically places mage at the bottom...if it was say 20m hp, then sure, mage would be good...but it isnt soooo...fotm :D
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42

Saturday, March 16th 2013, 6:34pm

Quoted from "pwnsnoobs;593106"

people..... calm down, calm down. mages werent broken because they dont have a super new awesome staff, the kbn staff is actually better for mages than tosh staff with the added mattack......... but there screwed still because the mattack in kbn was raised too much.




Matk isn't even that important in PvP once you have more matk then the other player's Mdef. Sometimes I forget to summon pet/use matk food, and I see almost no difference having 97k Matk SW buffed vs 76k Matk forgetting to buff. And I'd argue that 1.5k matk won't really make a noticable difference, whereas 800 Mdam (I think thats how much we lost?) would let you see a difference instantly.

I'm still supporting the original design before release of 15% Mdam increase on staff as a trade off for 30% matk on the staff (although even then, most would probably still opt for that 5% mdam over 30% matk). But ANYTHING would be good over then current 20% Mdam nerf.

And I still don't see the logic that we should suffer because W/M are OP. In that case, I'll say R/S Vamps arrow and shot are OP, so lets nerf every bow's Pdam by 20% (which wouldn't make sense either). How'd you like THAT Tyrr?
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43

Saturday, March 16th 2013, 8:33pm

yea unless ur being obliterated by a lot of p/s or kanuchoochoo types with 200k mdef in siege the ma buff is wasted. the argument over mdmg vs ma is endless....but atm its pretty easy to get over most boss' mdef in kbn once reasonably updated on gear. (at least on w/m or m/w) so give us the fixed staff with...both 30% ma and the mdmg back on it :)

44

Sunday, March 17th 2013, 4:08pm

i look at it this way. That staff was supposed to have magical dmg, not physical dmg. It was a glitch and the items werent supposed to be that. There should be no arguement about getting this fixed.

If a quest was not working as designed (and not in a good way) everyone would agree it should be put to work as it was intended. That is the same case with the staves. It was intended to have more magical dmg, therefore it should be updated to have the amount that it was meant to have. Plain and simple.

Then let the fallout go where it may and fix things (w/m) after if it is truely needed.



Course scouts got a whole chapter of massive OP, then Rogues got time as massive OP. Warriors finally have an OP class does this shock anyone?

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45

Sunday, March 17th 2013, 4:09pm

I think you missed the point of mages suffering because W/M are overpowered. I think the problem is, if they make mages staff more powerful it will make W/M even more OP then they are now. Reason being is that they use staff as well and to add extra damage or extra magic attack for mages they would also be giving it to W/M who do not have any problem with the staves currently available. Mages are broken not W/M , and they should be able to fix mages without impacting W/M at all since they do not need it. It's just exttremely frustrating for me as a M/S to spend as much or more time and money to gear up and do so much less damage then a W/M. I don't care to be top DPS and I don't care if W/M is OP, I just want to feel useful on my M/S which is what I like to play. If they have these classes available to us then they should make them viable like every other class is all that I am saying.

46

Sunday, March 17th 2013, 4:13pm

Quoted from "Jada28;593160"

I think you missed the point of mages suffering because W/M are overpowered. I think the problem is, if they make mages staff more powerful it will make W/M even more OP then they are now. Reason being is that they use staff as well and to add extra damage or extra magic attack for mages they would also be giving it to W/M who do not have any problem with the staves currently available. Mages are broken not W/M , and they should be able to fix mages without impacting W/M at all since they do not need it. It's just exttremely frustrating for me as a M/S to spend as much or more time and money to gear up and do so much less damage then a W/M. I don't care to be top DPS and I don't care if W/M is OP, I just want to feel useful on my M/S which is what I like to play. If they have these classes available to us then they should make them viable like every other class is all that I am saying.


If they fix the stave damage you WILL be MORE viable, since your overall dmg/sec will be better. Stop comparing W/M to M/x. You should be comparing W/M to other warrior classes on DPS. As long as you keep comparing w/m to m/x then issue will never get fixed.

Did you care so much when scouts were OP? and rogues? If so, why did you care about them? You say you dont care if w/m is OP, then why keep making points that stave dmg shouldnt be fixed for mages because "it will help w/m". What does it matter if they are a little OP, or massive OP, if you dont care if they are OP like you said?

Just a huge fly in the logic ointment there.

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47

Sunday, March 17th 2013, 4:21pm

Where would the viability be? If we increase by the same about as W/M there would be no closing the gap there at all. I use W/M as a comparison because they are TOP DPS.... Yes , the gap may decrease between mage and other DPS excluding W/M, but the gap between W/M and other DPS would increase and stay the same between M/X and W/M. I do not see this as a fix to anything.

48

Sunday, March 17th 2013, 4:25pm

Quoted from "Jada28;593165"

Where would the viability be? If we increase by the same about as W/M there would be no closing the gap there at all. I use W/M as a comparison because they are TOP DPS.... Yes , the gap may decrease between mage and other DPS excluding W/M, but the gap between W/M and other DPS would increase and stay the same between M/X and W/M. I do not see this as a fix to anything.


But you said you dont care how op they are or about being top dps... then why keep comparing yourself to the most OP and top DPS class if you dont care about it? See that just doesnt make sense. You should be happy with any change that will help mages across the board, not just ones that help m/s, m/p, m/w etc. If you dont care about being top DPS or who is OP, just quit factoring in w/m at all!

Staves should be fixed, that is a given for mages, THEN they can nerf the OP class as need or buff mage specific skills AFTER fixing a giant flaw. If they dont do it that way we will never get any balance. It would be like Throwing some modifications on your car before fixing an engine problem. It is just not the order to do things. We dont want an OVERNerf like the scouts got.

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49

Sunday, March 17th 2013, 5:55pm

look, screw blah blah blah w/m would get more OP, as a m/p i dont care about being on top of scruit, mages need decent weapons and thats the bottom line, doesnt matter what class combo you are, if you use a staff you should be able to UPGRADE your weapon with the new content, besides mages in general are in fact broken anyways as we do not have sustained dps at all, granted we have a fantastic burn phase, after that we just sit around with our thumbs in our butts and wait for the fight to end. doesnt matter what armor or gear gets released with new content, it should always be stronger than the gear you currently wear, if its not then it needs to be corrected so that players of all classes and combos can progress through the game at the same rate. thank you, that is all i have to say about that.
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50

Sunday, March 17th 2013, 6:32pm

Fact is, caster weapons are severely gimped compared to physical weapons. If the bug in the mdam of these weapons is not fixed, they will continue to be considerably weaker than physical weapons. Mages and warlocks will be gimped right from the start, regardless of gear, because they won't be able to have a weapon comparable to what rogues, warriors, scouts, or wardens can get -- by level 80, if we do get weapons with higher mdam than ToSH ones, mages/warlocks will still be several cap raises behind in damage, and druids/priests will have weaker heals than we would have had.

W/M can be nerfed by itself. Keeping caster classes nerfed (yes, this even affects healers -- we can't improve our heals by much without more mdam) in order to "nerf" W/M is the most moronic solution available. Un-gimp casters, give us the mdam we're supposed to have, and then re-work W/M's skills.

Formerly Catorii, D/S/M of Faction.


51

Sunday, March 17th 2013, 6:44pm

Quoted from "effervescent;593198"

Fact is, caster weapons are severely gimped compared to physical weapons. If the bug in the mdam of these weapons is not fixed, they will continue to be considerably weaker than physical weapons. Mages and warlocks will be gimped right from the start, regardless of gear, because they won't be able to have a weapon comparable to what rogues, warriors, scouts, or wardens can get -- by level 80, if we do get weapons with higher mdam than ToSH ones, mages/warlocks will still be several cap raises behind in damage, and druids/priests will have weaker heals than we would have had.

W/M can be nerfed by itself. Keeping caster classes nerfed (yes, this even affects healers -- we can't improve our heals by much without more mdam) in order to "nerf" W/M is the most moronic solution available. Un-gimp casters, give us the mdam we're supposed to have, and then re-work W/M's skills.


Exactly what i have been saying!!! +1000000000

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52

Sunday, March 17th 2013, 10:31pm

Quoted from "effervescent;593198"

Fact is, caster weapons are severely gimped compared to physical weapons. If the bug in the mdam of these weapons is not fixed, they will continue to be considerably weaker than physical weapons. Mages and warlocks will be gimped right from the start, regardless of gear, because they won't be able to have a weapon comparable to what rogues, warriors, scouts, or wardens can get -- by level 80, if we do get weapons with higher mdam than ToSH ones, mages/warlocks will still be several cap raises behind in damage, and druids/priests will have weaker heals than we would have had.

W/M can be nerfed by itself. Keeping caster classes nerfed (yes, this even affects healers -- we can't improve our heals by much without more mdam) in order to "nerf" W/M is the most moronic solution available. Un-gimp casters, give us the mdam we're supposed to have, and then re-work W/M's skills.

Exactly.

And I'm a warmage.

No one should have to suffer because of one class combo, and I don't even think warmage is on Runewaker's radar. It's a crap excuse players are making. Runewaker needs to fix the error that we have literally been complaining about since before the KBN staves were even released. They need to just. freaking. FIX. IT.
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53

Monday, March 18th 2013, 4:47pm

i wouldnt worry too much on w/m's becoming chuck norris if they fixed the staff dmg. in hard modes the dmg penalty for being well below your target in levels puts a hard cap on our output...so at some mdmg value full burn...any more mdmg added gives little return. at least for mage it did anyway...

i was testing buff effects in tosh back last chapter with a series of fraps at burn: with 19k mdmg then losing a buff made it drop to ~16.5k = less than 20k dmg difference per crit on flame spam. (but the equation is a bit complex of course...that was with mattack below the boss' mdef...meeting their defense + big mdmg buff was significantly more dmg loss, but there still seemed to be a "wall" that i just couldnt get over until after we gained some levels.)

moot anyway..it needs to be fixed. i would love for it to make a mages a bit more competitive as dps, but without % weapon dps based skills mages will always fall flat after burn. as most classes do to some degree, but mages really hit the subbasement. w/m is so much higher constant damage, both in burn and after, it makes mages somewhat...flaccid in comparison