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61

Monday, March 14th 2016, 4:58pm

what? xD there is 3 scouts there... how is it purely magical? xD

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62

Monday, March 14th 2016, 5:32pm

you can argue with proof, pictures, videos and Warriorking will still argue you are wrong, even tho he was never there running with you LMAO. He would be able to argue that your house is not your house, it is his and you have to get out now!!! loll :beer:

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63

Monday, March 14th 2016, 5:42pm

Going to say this in the most sincere and politest way I can, no meme's please, GM's seem to use it as an excuse to close threads. And for once I would like a mage balancing thread to actually stay open.



On to the actual post.

Well well, my little pet project as picked up quite a bit of traction. What I love most is that so far the people that have been against mages getting an upgrade is a random priest, a non end game s/d that doesn't play anymore. And then there's Cerberus and Blankminded/Rovie, 2 text book definition of typical melee jocks. Melee's are like what America is to rest of the world. its perfectly fine and good for America to have a gigantic army and thousands of active nuclear war heads, but as soon as someone else tries to get one America gets all up in their business to try and deter them from it. Well guess what who died and made all the melee's the judge on whether mages need an upgrade or not?

The typical end game mage spends more time and resources gold+dias to keep their 2 sets of gear up to date (for m/w since other mage primary combo's have 0 chance of doing any considerable contribution to dps) compared to their melee counter parts. And after all that mages still need to do all sorts of fancy shenanigans in order to try and keep up.

Maybe I should start a thread on how melee combo's need a buff and then all the mages can go there and be the nay sayers.


The only exception to this is Cenre, who is a respectable and perfectly good end game mage....oh wait he/she now plays wd/w. Har Har har, surprise surprise -he says sarcastically while rolling his eyes-.








The thing I see here most is saying how mages are equal. They are not equal the closer you get to end game.


What are you talking about man. 3-4 mages doing the same dps as one melee is considered equal now days.
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64

Monday, March 14th 2016, 6:50pm

Hmm alright, I'll bite.

1. "US parties don't use mages in the videos" - I haven't even seen videos other than mine of people running endgame very recently (I.e. Bone peak) but as far as I know there are like 3 endgame guilds that can run CoE+ left on us servers. Bteam has been in here saying they run with 3-5 mages, yungjesus and his guild I'm pretty sure bring mages? And of the 8 people still willing to dps in ppk, 5 happen to be warriors, so it makes no sense to bring a mage.

2. Now for the important topic of mage viability... They're completely viable in every party that doesn't contain 3+ w/s's. It's not a coincidence that most of the PPK videos you can watch have mages like Magio and Nirvasa easily keeping up and often outdpsing the melee dps right up until a few of us switched to w/s. So you might say w/s killed mages, but before you jump to conclusions let's look at the new instance (because as people have said you can do Coe with any 5 well geared endgame dps classes so idk why it's even in discussion)

Boss 1: so easy a caveman can do it. Bring a couple r/s's and combat master it to death if you want.

Boss 2: One of the best strats I can even think of is a mage stun rotation, but kiting the mobs and the general utility of a Mage makes this a great fight for them.

Boss 3: the boss literally drops a fear in melee range that mages can completely ignore and is the main obstacle for burning it. It also has much lower magical crit resistance (afaik).

Boss 4: Frontal aoe that, again, mages get to ignore.

Boss 5: Long as hell run in that mages don't have to bother with.

Boss 6: So broken even Germans can't do it

Boss 7: ???


and that's not even considering the fact that you can't pull a trash mob in the instance without pulling the entire room, which is literally what mages were born for.

And AND because the bosses have so damn much hp, they no longer die the minute AD goes on the boss which was the main reason that mages did so poorly in the first place in CoE burn parties with w/s and such.

I know nothing about HoC, but considering that Bone peak is the only other place that should be in discussion for this topic in the first place (because the rest have literally already been cleared with proof with like every decent class combo in the game), I'd say mages have a lot going for them.

/rant

Are w/s OP? Sure
Could mages use a buff? Sure
Is this all only an issue in the first place because runewaker fired their entire instance design team and replaced it with monkeys? Obviously

But you can still play mages at endgame and do perfectly fine

65

Monday, March 14th 2016, 6:56pm

M/w can out s/r and r/m and some others but it can't out dps a good wrd/w and it can out w/s with bleeds and it can't out dps a good r/m only s average r/m and it can't out dps good s/wrd. But whatever bring ad back to 13s buff w/r I gave some suggestions on it on my w/r thread buff r/s gives w/m 100%. I'm done all I got to say
Lol wot ^, s/r has a better burst then wd/w... (in terms of ceiling), and for ppl who complained about the 3 k/w's, literally the only reason it had to be done is because to solo pillar on ANY class there has to be a trillion debuffers in the party, and mages dont have as many as melee, like s/r, ch/m, etc dont apply to mages, but i mean its not like it matters cuz you would never bring that many alts into a real party lmao. The whole point of the screenshots was to show that mages are capable of doing many things melee are, and their dmg is significant enough to be played in endgame runs, and it is.
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This post has been edited 1 times, last edit by "Yungyeezus" (Mar 14th 2016, 7:01pm)


66

Monday, March 14th 2016, 7:43pm

I am finally home and able to take the time to chime in.

Magic DPS is not weak. Weak, in my opinion, would mean not able to down hard mode bosses. It's just the fact that the melee damage ceiling, specifically Warrior/Scout, is much higher. Add to this the fact that most mages run in melee parties and the disparity becomes magnified.

I believe the difference really became apparent after the Scout rework and when we started running instances way below level cap (because the level cap ones were broken). Suddenly you had Scout/Warden, Scout/Rogue, and Warrior/Scout dishing out superb burst DPS

Before then my weak Mage/Warrior would keep up with the R/M's and Wd/W's in PoM HM, HoE, CoE HM when they were actually endgame. Even beat them at times while I didn't have Ironblood Will yet and everyone else did.
a non end game s/d that doesn't play anymore
Funny how you harp on Cike so much, yet he is very knowledgeable and brings some the best arguments most of the time. Although I said it before here ;) One does not to be endgame to know the workings of the game. So stop being that guy. Really hope you have a leg to stand on at least.


Cike already said what's the difference between both types of DPS. Melee DPS speed cap is "soft". Meaning white attacks do cap at .5s. But the formula for their damage doesn't. Meanwhile Mage DPS cast speed is capped .5s.

Quoted

Zerienga

Melee classes can only have a maximum of two white attacks every second. A character's mainhand dps is calculated by the equation: Mainhand_DPS == Physical_Damage / Attack_Speed. Attack_Speed == Weapon_Speed * (1 - Attack_Speed_Decrease_%). If Attack_Speed <= 0.5, then there are two white hits per second. However, this does not stop your Mainhand DPS from being halted at 0.5 seconds.
^ that quote can be found here




So yeah, we've been over this before. Adjust the casting cap and the damage ceiling for Mage will increase. Maybe add it to Intensification or Energy Well. Either would work.


Long story short. Mage is not weak. Melee, mainly Warrior/Scout, is just stronger. There's a difference in those two statements.
Attack/Casting speed, and Tactical Attack, is where the biggest chunk of the difference in power lies.


P.S. I was doing amazing damage as M/Wd in CoE HM at level cap. So M/W is not the only good Mage combo.
Magío • Mithras

67

Monday, March 14th 2016, 7:57pm

They couldn't make the mage dmg cap like melee tho or that would be insanely broken, cuz if you think about it, your getting a 3s skill to .5s so you have the dmg your getting from a cast skill aswell as all the cast speed your getting to get it that low, would be super broken, nowhere near remotely balanced, would have to make it like scouts, to not get the straight dmg increase, but even less then scouts tbh, maybe like 20% at the most lol, even that seems kinda high tbh, idk if that would really balance it... prolly other better ways to do so. As for the cast time, i don't think that would be significant enough if you want to really balance it with the top melee, but who knows
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68

Monday, March 14th 2016, 9:01pm


2. Now for the important topic of mage viability... They're completely viable in every party that doesn't contain 3+ w/s's. It's not a coincidence that most of the PPK videos you can watch have mages like Magio and Nirvasa easily keeping up and often outdpsing the melee dps right up until a few of us switched to w/s. So you might say w/s killed mages, but before you jump to conclusions let's look at the new instance (because as people have said you can do Coe with any 5 well geared endgame dps classes so idk why it's even in discussion)



With all due respect, I never once said that mages are not viable. If mages weren't viable then I wouldn't have wasted 3+ years behind the class. The main purpose of me creating this thread is to answer a simple yes or no question (I don't know why everyone is making it so stupidly complicated). Since mage and melee are considered "balanced" dps, then given all the same external criteria's i.e. buffs and or debuffs, can a mage achieve the same dps feats their equivalent melee can? Yes or No. Yes = they are balanced, No= they are not balanced.

Now to explain this in a more real life term. Can a crappy little car like a ford fiesta go almost as fast as something like say an F1 car? well it wont go as fast but I'm certain after a lot of modification (the modifications in this metaphor are of course all the fancy buffs a mage has to grab) it can be made to go almost as fast. So at the end of the day can both cars be considered to be equal? I don't think so.

Now the next point, how many viable dps mage combo is here compared to melee? and I speak of mage the class itself, (not w/m and k/m, those are 2 melee classes who just happens perform better using mage gear over melee). I mean I can easily think of over 5 melee combo. Why is that? m/w Is definitely one, m/wd...I suppose, im a bit ehh about it since it needs a m/d to do anything. I mean that measly 20% dmg boost for scouts made so many scout combo's suddenly so much more viable and appealing. And yes m/w is really the only option available for anyone wanting to play mage dps, and the amount of work needed for it just deters people.
a non end game s/d that doesn't play anymore
Funny how you harp on Cike so much, yet he is very knowledgeable and brings some the best arguments most of the time. Although I said it before here ;) One does not to be endgame to know the workings of the game. So stop being that guy. Really hope you have a leg to stand on at least.



Knowledge was never the issue I had. Presumably this fello is a casual gamer or w/e (which is perfectly fine by me), but I am going to assume he/she never played an end game m/w. If he/she had played an end game m/w then he/she would realise how annoying it is to make stat/plus/drill/rune 2 complete sets of gear. Farming dreamland for hours to get the requires str/stam (have you ever been to dreamland? that place is a death trap for your mind). And then after all that when actually running an end game instance (and by that I mean one that's at lvl cap or near lvl cap), going outside every 15 min or every freaking time you die to get your stupid buffs. And then after all that just about manage to keep up with the equivalent melee's who just makes one set of gear like everyone else giving them more time and resources to work on other things like runes/high tiering their gear etc. And to top it all of doesn't have to run outside every 15 freaking minutes and still manage to easily dps living crap out of the boss.

What I am saying is that for the amount of work needed for a mage their performance is very poor compared to their melee counter parts. Why is doing more work and getting the same results as those that does less work considered balanced and or equal? mage gears aren't easier to get hold of compared to melee, mage stats are no longer given on crafted gear...so at what point does the balance of effort input vs performance output shifts? So that it is considered that playing a mage is harder than playing a melee hence the reward should be greater.






So yeah, we've been over this before. Adjust the casting cap and the damage ceiling for Mage will increase. Maybe add it to Intensification or Energy Well.


I am relatively against the idea of buffing intensification (I mean by all means if RW/GF wants to do it then go ahead), w/m and k/m would be going nuts in pvp and people always complains a lot more over pvp then they do for pve.
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69

Monday, March 14th 2016, 9:12pm

They could maintain the current "minimum cast time" as is, at 0.5s. They simply add bonus dmage for some amount "under" 0.5 that your true time is. If you get 0.25 cast time on a spell, you still have the 0.5s time, but gain bonus damage, similar to how white hits are capped at 0.5 but attack speed continues to increase damage output.

Not that I really think its necessary. People keep trying to make every class equal in all things, which they shouldn't be. You know what's better than having immunes or a dodge? Not being in range to get hit in the first place. Ranged casters have much less risk in gameplay compared to melee (in pve content), so it should be somewhat expected that there is some buffer for that safety. Perhaps this is in the form of having lower damage compared to melee.

Mages/w, just like w/m, are much more than just "spam flame" or "white hit and afk". Pve is more than just how much burst damage you have. People are still wiping on trash mobs in pillars of morfan, and from the sounds of things, bone peak has challenging trash also. Mages are much better at dealing with groups of monsters than warriors are. You have a no-buildup group stun (discharge), silence, interrupt (lightning), you can single mobs out via static field, and none of these are secondary class or elite skills. While warrior/scout has shout (3min cd), blasting cyclone (huge cost), terror and a single target stun (stun shot), i'd rather a mage for crowd control and aoe damage output over a warrior.

I'm not against increasing mage burst damage because I play physical classes. I'm against mages getting buffed because I'm not so narrow minded that I think "whatever a warrior can do, a mage should be able to do also". If you want to have equal burst dmage to a warrior scout...go play a warrior/scout.

70

Monday, March 14th 2016, 9:14pm


Now the next point, how many viable dps mage combo is here compared to melee? and I speak of mage the class itself, (not w/m and k/m, those are 2 melee classes who just happens perform better using mage gear over melee). I mean I can easily think of over 5 melee combo. Why is that? m/w Is definitely one, m/wd...I suppose, im a bit ehh about it since it needs a m/d to do anything. I mean that measly 20% dmg boost for scouts made so many scout combo's suddenly so much more viable and appealing. And yes m/w is really the only option available for anyone wanting to play mage dps, and the amount of work needed for it just deters people.

There is a kind of false equivalency there. You shouldn't compare mages to ALL other melee classes. A fairer comparison would be M/x vs Wd/X or M/x vs R/x, etc.

Mage vs Warden - M/W, M/Wd vs Wd/W, Wd/S - meh

Mage vs Rogue - M/W, M/Wd vs R/M, R/S - meh

Mage vs Warrior - M/W, M/Wd vs W/M, W/Wd, W/S - you might have a beef.


Mage vs Scout - - M/W, M/Wd vs S/R, S/Wd, S/W - you might have a beef (burn only).
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71

Monday, March 14th 2016, 9:15pm

Well m/wrd was mentioned and word make max cap 0.4 or boost fire wall and intensification was mentioned also Centre you have all the magic buffs needed in that party so of course your dps will rival melee as a w/m but wrd/w and w/s party can easily do twice as much as that party.
Also we know m/w is viable but other mages are not and if you compare to w/s and wrd/w they are weak and can't rival them

72

Monday, March 14th 2016, 9:26pm

Here is my 2 cents, I think mage dps is totally fine I think cenre's screenshot is proof enough of it. I feel like the reason m/w have a reputation of doing lower damage then melee classes mostly comes from instances like coe, hoe or even pom where it is possible to nuke the boss in about 5 seconds most of the time. Most of the popular melee classes have a huge burst of damage in those 5 seconds with tactical attack for the warriors or wound attack for the rogues. I'm convinced if the fights were to last longer the dps would be much closer.


yes you can't compare mages with melee if you are running a melee party nor could you compare melee with mages if you were running a mage party and having a hybrid party is not really doable. Mages do not require more specific settings then say w/s if you think 6-7 slashes in a group is not a specific set up idk what is. Given that it is hard to straight up compare mages and melee straight up I think the best way to go about it is to look at the results. It seems to be without a doubt possible to burn every burnable boss in Bone Peak hm with a mage party and therefore mage is a viable endgame class.

Would you end up with a shorter fight with a group of w/s? maybe.
Does it matter? nope, a dead boss is a dead boss.
Do i think mages need a change? nope they seem just fine.(if anything i would make wisdom of bravery give a similar amount but not require a 2nd set of gear to make mage more accessible)


I think mages are similar to scout as far as party utility, they mainly have a strong 15 seconds burn and the damage falls off a lot right after. I would say mage have lower ceiling but a lot more consistency compared to scout. It also brings more crowd control for trash which is highly valuable in a place like bone peak. I think the main reason it is rare to see mages in endgame groups, at least on Mithras, is because you have to choose between a melee or magic group and most of the endgame dps on the server are melee.
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73

Monday, March 14th 2016, 9:28pm

Although I agree with most of your post about the work, it would be easy to fix. Remove stackable magical attack buffs and add mdef reduction on Tactical Smash. Simple.




Then you're comparing Mage to every other melee class. That's just wrong. If anything compare classes or gear sets.


These lists are Endgame DPS meta as far as I know. So drop your pitchforks.


Primary Class:


1) Rogue --> R/M (Universal - any race can play it)
2) Warrior (physical) --> W/Wd (elven) and W/S (elven/human).
3) Warden --> Wd/W (elven)
4) Scout --> S/R (elven/human), S/W (elven/human), S/Wd (elven).
5) Mage --> M/W (universal), M/Wd (elven).
6) Champion --> Ch/M (I'm not sure on anything else).

Armor Sets:

1) Leather set --> R/M, S/Wd, S/W, S/R
2) Chain set --> Wd/W, W/Wd, W/S, Ch/M
3) Cloth set --> M/W, M/Wd, W/M, K/M




I am relatively against the idea of buffing intensification (I mean by all means if RW/GF wants to do it then go ahead), w/m and k/m would be going nuts in pvp and people always complains a lot more over pvp then they do for pve.



How would putting a 2nd effect on intensification to lower casting speed cap affect W/M and K/M at all? Enlighten me with your vast knowledge please.
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74

Monday, March 14th 2016, 9:46pm

so it seems like many people's issue with m/w is the requirement for 2 sets of gear. that's an easy fix: just make their buff recalc instantly just like EVERY SINGLE OTHER BUFF IN THE GAME.

after that, then maybe start talking about mage rebalancing.

it's not a fair comparison when we look at 2 edge cases that by most game mechanics is unrealistic (gear swapping m/w and stacking slash tact attack), and then compare them to every other class combo in the game.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

75

Tuesday, March 15th 2016, 3:13am

wow, i would totally make another set of gear anyday if it would get me to 1m PA lol. Gotta do what you gotta do to play the class you wanna play.
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76

Tuesday, March 15th 2016, 3:16am

-_- the fact is you dont have to, to do decent dps and speak for yourself on that one know one wants to use exxtra gold and they arent getting what they should out of it



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This post has been edited 1 times, last edit by "mohammed1234" (Mar 15th 2016, 3:23am)


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77

Tuesday, March 15th 2016, 4:03am

Wow, this thread got derailed quite a bit by WarriorKing, making statements about the current conditions of mage that are obviously false.

Magic DPS is not weak. Weak, in my opinion, would mean not able to down hard mode bosses. It's just the fact that the melee damage ceiling, specifically Warrior/Scout, is much higher. Add to this the fact that most mages run in melee parties and the disparity becomes magnified.

I believe the difference really became apparent after the Scout rework and when we started running instances way below level cap (because the level cap ones were broken). Suddenly you had Scout/Warden, Scout/Rogue, and Warrior/Scout dishing out superb burst DPS

Mage is not weak. Melee, mainly Warrior/Scout, is just stronger. There's a difference in those two statements.


Agreed with Magio, which is the pont I've tried to make, though I think he did a much better job. In hindsight, my original post that started this thread may have been somewhat confusing, since when I refered to "terrible classes", I was not referring to mage. I was referring to all the unused combos.

we can start by breaking down magic combat into the base components, then figure out what needs to be adjusted.

i'll start: cast speed cap making further cast speed buffs (one of only ways to increase caster dps) pointless is one of the biggest things holding mage dps back imo.


Imo, the current design of using 0.5 cast flames was an awful idea for class design. Its the only reason why mages have only 1 skill to use during burn. Even if harder hitting 3 second skills with CD's were introduced, because each cast is 0.5 seconds, without diyce, it would be hard to actually weave in a rotation with each spell being 0.5s. You'd probably miss 1-2 flames just in the delay between stopping your fingers from spamming the flame key and starting to click on the other skill, and same when switching back to flame. Anyway, end un-related rant since that's a different issue entirely.
1. "US parties don't use mages in the videos" - I haven't even seen videos other than mine of people running endgame very recently (I.e. Bone peak) but as far as I know there are like 3 endgame guilds that can run CoE+ left on us servers. Bteam has been in here saying they run with 3-5 mages, yungjesus and his guild I'm pretty sure bring mages? And of the 8 people still willing to dps in ppk, 5 happen to be warriors, so it makes no sense to bring a mage.

and that's not even considering the fact that you can't pull a trash mob in the instance without pulling the entire room, which is literally what mages were born for.

I know nothing about HoC, but considering that Bone peak is the only other place that should be in discussion for this topic in the first place (because the rest have literally already been cleared with proof with like every decent class combo in the game), I'd say mages have a lot going for them.

I agree with you that BPH (and coming instances) more warrents a discussion on mage, but for a different reason (stated in my earlier post). So I'll leave my reply to 1) in the spoiler, so that it can be hidden, since its not really an important point.

Spoiler Spoiler






Mages/w, just like w/m, are much more than just "spam flame" or "white hit and afk". Pve is more than just how much burst damage you have. People are still wiping on trash mobs in pillars of morfan, and from the sounds of things, bone peak has challenging trash also. Mages are much better at dealing with groups of monsters than warriors are. You have a no-buildup group stun (discharge), silence, interrupt (lightning), you can single mobs out via static field, and none of these are secondary class or elite skills. While warrior/scout has shout (3min cd), blasting cyclone (huge cost), terror and a single target stun (stun shot), i'd rather a mage for crowd control and aoe damage output over a warrior.


Ideally, instances are supposed to work that way. The situation that Heim described, where he said their reroll to W/S "killed mages" should not happen under the ideal instance design. But unfortunately, we play RoM =/

Not that I really think its necessary. People keep trying to make every class equal in all things, which they shouldn't be. You know what's better than having immunes or a dodge? Not being in range to get hit in the first place. Ranged casters have much less risk in gameplay compared to melee (in pve content), so it should be somewhat expected that there is some buffer for that safety. Perhaps this is in the form of having lower damage compared to melee.
Well, that depends on how you define "equal". I don't think anyone is asking for M/W to have the same mechanic as W/S. We, like everyone else, just want to ensure the viability of our class in endgame DPS in a sea of melee runs, and until the endgame meta changes, that means first 20 seconds of burn (40 if they keep doubling boss HP like they have been doing).

Also, discharge, which is the only group stun, is close ranged. So if you want us to go get up close and personal for CC, we're equally susceptible to being killed for mob CC.

so it seems like many people's issue with m/w is the requirement for 2 sets of gear. that's an easy fix: just make their buff recalc instantly just like EVERY SINGLE OTHER BUFF IN THE GAME.

after that, then maybe start talking about mage rebalancing.

it's not a fair comparison when we look at 2 edge cases that by most game mechanics is unrealistic (gear swapping m/w and stacking slash tact attack), and then compare them to every other class combo in the game.
That change would probably crush mage DPS.
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This post has been edited 5 times, last edit by "ruisen2000" (Mar 15th 2016, 6:58am)


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78

Tuesday, March 15th 2016, 5:55am

ruisen: I slightly misspoke. when I said change m/w gear swapping then adjust mage DPS, I meant in the same patch so no DPS is lost (I.e. nerf 1 skill and then rebalance others to compensate).

I do agree with cast speed cap being a bad mechanic. tbh, another alternative would be simply changing a large majority of the current cast speed buffs to mdam/MA/mcrit, allowing full benefits from the entire suite of buffs (though you then run into m/wdn balance issues)
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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Tuesday, March 15th 2016, 6:53am

ruisen: I slightly misspoke. when I said change m/w gear swapping then adjust mage DPS, I meant in the same patch so no DPS is lost (I.e. nerf 1 skill and then rebalance others to compensate).

I do agree with cast speed cap being a bad mechanic. tbh, another alternative would be simply changing a large majority of the current cast speed buffs to mdam/MA/mcrit, allowing full benefits from the entire suite of buffs (though you then run into m/wdn balance issues)
In the long run, that would probably be a good thing, if this game can secure new players. In the short run, a lot of mages would be outraged that the second set of gear they made is now useless, especially bleeding edge people with decked out swap sets.

One additional comment on mixed magic and melee runs: To be honest, I don't understand why instance runs need be "full party of casters" or "full party of melee with 0 casters". It seems quite odd to me that a lot of people seem to agree that the game should not allow class diversity with both casters and melee in a run.
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This post has been edited 1 times, last edit by "ruisen2000" (Mar 15th 2016, 7:00am)


ancientgear

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Tuesday, March 15th 2016, 7:31pm

ruisen: I slightly misspoke. when I said change m/w gear swapping then adjust mage DPS, I meant in the same patch so no DPS is lost (I.e. nerf 1 skill and then rebalance others to compensate).

I do agree with cast speed cap being a bad mechanic. tbh, another alternative would be simply changing a large majority of the current cast speed buffs to mdam/MA/mcrit, allowing full benefits from the entire suite of buffs (though you then run into m/wdn balance issues)





I would be relatively happy if they got rid of wisdom and bravery all together and replaced it with a passive weapon damage boost for mages, or increased the damage boost from elemental catalysis from 20% to 50-75%, and left everything else as is.

Because personally I think the dps boost from that elite isn't really worth the amount of work involved, but its the only major dps booster for m/w atm and other mages combo doesn't have it so they get left out.

And lol I see people keep saying that mages have crowd control. LMAO when was the last time was this actually employed? Last I checked the trash in end game instances now days are so freaking buffed that they need to be silence pulled one at a time and then have the entire raid help kill it.

Back when belathis was end game, I could go in bela hard mode on w/m, stated int/matk int/stam 4:2 ratio and still one shot or more or less one shot the or at least solo kill a general trash using just a t11 staff of justice. And now days I would be lucky if I can even get close enough to a mob and fire of discharge before dying.
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REACHED 13.57M PDEF ON 29/09/2016, NO SIGIL, HAIDON, ZODIAC OR RELATIONSHIP BUFF.

Retired until mages are buffed or melee's are nerfed

This post has been edited 1 times, last edit by "ancientgear" (Mar 15th 2016, 7:37pm)