For damage seiges you need a hug group attacking them. It's possible but it's hard.
I agree with you. But not in everything . 800 ogre would die if 4k mage uses yellow spell.. 10k mage max stats for attack cans are like 20% on armor that is 1b HP so no 2b. With 1b hp and a good group of attackers the 10k mage will do a lot of damage. For mages stat attacking towers I think that 3k is the correct lvl. (I tested) and it's when the mage become strong enough to heal 2-3 missiles. But of course you need to drain first...Mr_Maks wrote: ↑Fri Apr 20, 2018 7:44 am Playing on the mage I noticed 4 huge minuses:
1)Heal block(at the expense of which it is possible to kill the magician and it must be).
2)The class melee has a potion of acceleration that lets run away on red hp to heal to full hp and return to attack(this is very angry magician and he can not do anything with this without a friend of the near class who can keep him stunned and still he will not lose pvp but will simply quit the game and remain alive).
3)Siege give full invulnerability in pvp against the magician and I myself became convinced of this in practice.Looking at how 834 ogres with sieges can not kill 3000-3500 mages and ogres just stayed on full hp made me laugh.
4)And most important is the lack of hp from the magician, so you can throw the stats into armor and this will help but only in pvp.In this regard, the magician can not enter the clan buildings of level 2850 with fire shells up to 10,000 lvl of his magician when he can have more than 2b hp and have at least some damage due to at least 10k stats in mana because half have to spend in arm.
Meanwhile, as other races will be enough 3-5k lvl just to park the siege and be useful(and the magician can also create a siege, but they have too weak characteristics of hp and damage and from them there is practically no use if compared with the siege of the swordman and ogre).
And by the way on full hp my 4k mage had 70k hp without stats in the armor do not know whether this is adequate.
And so go to the very idea perhaps it would not be bad if the magician could get for pumping statistics into mana this should be somewhere 50% or 25% of the increment of HP for one + 1str.
I think it will help the same way for mages who just started playing FT.
For get the mage balance I think that we should add:
Mana of gears increment the spells strong
The new heal spell (I play mage too, been attacked by 750mage and 750sword with 4 blockers and without wand dead once ; it was terrible)
Mana gives HP (agree with maks, all other classes get HP points when set STR , his main attribute , add HP but a little bit much , remember that a mage can heal him self)
Reduce the heal spell formula (it lets the mage heal very fast ATM so if these changes are added the mage would become OP)