Asmodeous wrote:Why would a mage ever require dex to hit with spells?
I had a thought about this a while ago. Boost melee speed. Let them attack while moving. Reduce cooldowns for freeze and fire. Let them use the attack that bypasses armor and eityer freeze or fire at the same time.
For dwarf. Make spell resistance half the damage of spells then do dex calculation. Make beserk last twice as long. Reuduce cooldown by 1/4. Let them use both.
Ogre. Make alightly faster than it is. But not as fast as dwarf or swordsman. Increase hp by a lot. Im thinking by 50% afterall its an ogre. He should be frank the tank. Im not sure about their skills though.
Its not that a nerf is needed for mages. When you start nerfing things it starts a reaction of possible nerfs. Instead boost the other classes.
Archers. Reduce cooldown of double speed. I dont play archers so im not sure on them.
Thoughts?
I'm *so* creating an ogre called Frank the Tank...genius!
For rebalancing the mage, I submit that mana should be treated like health. No character can heal while moving, as such mages should not regenerate mana while moving.
For the archer, using the mage's mana bar as an example, give the archer a quiver bar. Right now, archers have unlimited arrows. A quiver bar that works like the mage's mana bar will bring the archer back in line. Also like my suggestion above, the quiver can not reload while the archer is moving.
Mana and the quiver can only refill when the character us at rest, just like health.
I've suggested the no mana regen while moving before also, but the problem with it is that a mage who is grinding Becomes too easy a target then... i don't remember who it was who pointed that out to me, but I agree with it.. the arrow bar for archers is really interesting...
Yes many maps arch can move to with avaialable skill then upon entry have to wait. I know it has been discussed but if not fixed then nerf that dress wearin dude. (Mage)
blitzcraig wrote:I've suggested the no mana regen while moving before also, but the problem with it is that a mage who is grinding Becomes too easy a target then... i don't remember who it was who pointed that out to me, but I agree with it.. the arrow bar for archers is really interesting...
Then the mage will need to be smarter at lower levels. The only way to stop hit and run tactics is to impose practical limits. They and archers already have a severe advantage of range attacks. Melee characters are half dead by the time they are within striking distance.
Perhaps the mage should have slow mana regen while moving.. and faster regen when holding still AND not fighting (concentrating). I think this would be a limit in pvp, but a plus in pvm.
And I think the quiver bar for archers is pure genius.. one could even think of other ideas.. if made similar to the mage, archer's could have a 4th stat too, for "reloading".. it would affect the quiver regen (like mana on mage).
To go even further, it could have effect on attack speed, and/or accuracy, if a penalty for hit and run is ever implemented. I still think that archers should need a second or two to aim... and mages should need the same to concentrate