THE SECOND HAND OF THE MAGICIAN

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Gullander
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Re: THE SECOND HAND OF THE MAGICIAN

Post by Gullander »

First of all playing a mage or archer has up to recently been small for me, now I am building up an archer and these speed concerns are now obvious. I'm going to try and be logical here as I don't really have any experience with whether one class is buffed too much. Why a mage or archer cannot run has always eluded me. They cannot fire or cast a spell while running. They like all other classes have a weapon in one hand. In fact other classes have a weapon and shield but they are nimble enough to run? We could say because they are ranged this gives them an advantage over melee and maybe that is true, but is slowing them a realistic way of evening out this advantage? Isn't the greater armor of non ranged at least a partial compensation? To me the problem with ranged should not be a question of speed but of accuracy. An arrow or spell cast at range 8 should not be as accurate as at 1 or 2, to me that is a more realistic restriction. A spell shouldn't always work, an arrow shouldn't always hit it's target or cause the same damage,.Unless a melee character with their sword or axe or club are at range 2 they cause no damage at all. To me it makes more sense in a realistic sense not to limit mages and archers from running because actually they are lighter and less encumbered to do so, but rather come up with a damage per hit reduction based upon how far they are from their enemy. If we want to stretch it a bit into reality mages for sure and archers with less success ought to be able to cast or shoot while moving but this isn't allowed and is already restricted. Melee can of course throw a knife or fish or axe if the target stops at a distance. Not sure any of this would be considered or could be implemented by game mechanics and I'm sure there are other consideration i haven't thought of. Bottom line though it is illogical to restrict mages and archers speed for traveling maps, perhaps pvp is a different circumstance but I think that is as I've said restricting the wrong thing.
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SK1976
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Re: THE SECOND HAND OF THE MAGICIAN

Post by SK1976 »

Mages slow-spell are useless if melees are using unfreezes :(
Mages wands have less Mana than Melees weapos Damage has. -1000 or more.
When a Melee has 4,5k damage than a mage has only 3,5k mana.
Idk why all are saying that mages are the strongest.
All are knowing that they are the weakest in a PvP.
Sure they can heal and Arm-up by spells, but they can not tank much bec. low HPs and cant run away.
If ALL players are red hp in a fight all are knowing that the enemy runs some steps away...regain and fight again.


MAGES NEED AN UPDATE !
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TheCount
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Joined: Sat Jul 27, 2024 10:31 pm

Re: THE SECOND HAND OF THE MAGICIAN

Post by TheCount »

I agree with the most recent two posts in this thread - perhaps dexterity could have something to do with the different strike chance percentages for different ranges from the target? As, to my knowledge, this has less impact on archers and significantly less impact on mates in comparison to melee characters - I may be wrong here though, that's just what I've gathered from playing!

I definitely agree that walking takes too long for ranged characters - it's part of the reason I quit trying to level my mage/archer and complete quests with them.
Turns out I did come back after all... :D
Ogre: WARBRINGER [raw][251]
Archer: BlackBows [sige][128]
Mage: Black Rose [AD][81]
Sword: Echoes [40]
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