blitzcraig wrote:that could work... it would just have to be increasingly better all ... it would way outpace mage gear, but Maybe that's ok... so long as you don't lose your gear :/
This brings up an issue I have with dropping gear. Why not make it so you only drop gear if in a clan and or Outlaw status. This could stem the tide of random attacks on non clan players just for the purpose of making them drop gear to steal from them.
Mike wrote:simple solution... Make a mage need to have dex to hit opponent like everybody else
This is not a bad idea, but the only issue I see with it, you get 2 points to raise skill level when you level up. Mages have the area of mana where no other class does. With this extra slot, skill points would be spread too thin I think. Maybe mana grows as your level does? This may do away with the "Mana Mage" mentality. Maybe.
Yes why not make mana calcualble similarly from str, arm, and dex just like hp? IMO str increase should give max mana biggest boost, as a mage's strength is his mana... just do away with the mana skill points altogether. Not really fair to mages that they need to upgrade four skills while the rest get 3.
And it only makes sense that if dex is needed to resist magic, it should be used in casting as well. Dex is the stat that determines your class' skill in attacking, only fair I think.
Also spells should be re-thought. They should not be inventory items, but skills like the other classes.
I had totally forgot about that, thank you for bringing it up.
Id love to see that. Mages earn spells based on level. There was talk about making the game more realistic, a level one mage would not be able to wield high damage spells. Its that way in all other games. As you earn levels your gain "knowledge" and strength in using better and stronger spells.
Not to mention the fact Mages have a handicapped back pack because having to have spells in inventory. One of my alts runs around with 21 pots most of the time, My mages can not do this. Even if not packed to the gills with pots, when grinding the mage has to make more trips sooner than the other classes I use because of the inventory having the spells in it.
I used to love the idea of spells being more like skills, but the more I thought about it, the less I like it.. here's why-the mage can use spells much more than others can use skills (i.e. no cool down time) so losing a few inventory slots seems a small price to pay... also, to be true to the class, the mage should be able to carry a bit less than the others (IMO)... what I would like to see is level restrictions on the spells, which should be pretty easy to implement...
I don't think the trade mana for str works because then mage hitting too hard without magic, plus, would get too many extra HP... it basically balances there because mage doesn't need to build str (though it is an option)
I do like requiring mage to have Dex, but not sure if it really works the same.. (first, I'd love to fix dex-window issue) ..
Make a gauge for mage where every spell casted would fill the gauge. When the gauge is full, they take damage for every extra spell casted.This cant affect the low lvs.
Melee (or even archer) deals extra damage when they are red.
Melee has a chance of blocking attacks (no damage) if they equip a shield
I think something everybody is missing with the "make mage use Dex to hit" is that , yes, mage damage will go down some by moving mana points to Dex, but archer "time to kill" (TTK) will double because he will only hit half the time instead of all the time like he does now (assuming equal dex, which is how this must be tested) .. mage damage per second will remain much higher (even in ratio to HP), so all you're gaining is that the mage's mana pool will not hold out long enough to finish off the archer (which is why the current system has archers killing mages until level 150-250, after which time the mana pool holds, and mages rule [depending on exact builds of both, of course]) ..