Celtic Heroes

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Re: Mage skill tweaks in next patch

#11
From what I gather, at lower levels mages are quite powerful but as the levels get higher they start to become weaker than the melee classes.
It never really crossed my mind, but you may be right, I don't think I started getting frustrated with leveling until around lvl 55-60. And definatley not for the lack of a good build. I have been using alts and rebirths from the beginning and always making sure my build was top-notch.

Also a +1 to all the other posts, thanks for taking a deep look into this :).
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

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Re: Mage skill tweaks in next patch

#13
Hi there

Just to give you a heads up, we're going to do some tweaks to mage skills to improve energy regen skills and help with doing more damage at high levels, and a few other improvements.

From what I gather, at lower levels mages are quite powerful but as the levels get higher they start to become weaker than the melee classes.

I'll make sure to post a full and precise list of changes in the patch notes so you can tell what has changed.
Admin, while I applaud you at your fast responses for forum issues.
I would like to gently remind again the core issue of the complaint is generally attributed to the current gear system whereby it simply favours Warriors, Rangers and Rogues mostly:

Lux shop: Heroic gloves 30% haste, 100/200 elemental damage per swing
Quest drop: Frozen weapon – Bane of Crom, Elemental resistance same for all classes
Mob drop: Godly charms
Summer Event: Radiant gear complete set of 300 fire damage per swing.

Yes, we do get some benefits such as mana regen and focus items but it is very mild compared to what the other classes are getting. This discrepancy will only grow larger with further updates till there is nothing left but a black hole. We understand the current game engine system doesn’t support gear improvements onto spells. But this has to be fixed rather sooner than later. Hence please make it yr top priority and also ensure better planning for upcoming gears to ensure fairness and consistency across all classes.

Thanks Admin for your time, consideration and effort for us casters.
MorphMarfa has retired from Celtic Heroes and most probably wont be resurfacing. He had a enjoyable time during his druid adventures in Taranis.

Lv 182+ Druid : Taranis

Re: Mage skill tweaks in next patch

#18
This may be a new cup of worms but IMO mages should gain 1 extra skill point every 2 lvls or even every 5 lvls.
Hear me out, as of now all classes are the same skill wise in regards to points but mages are supposed to be masters of magic and there is nothing separating them from the others ATM.
For the most part a mages firebolt is equal to a warriors pummel as ice shards is equal to giants swing, I think Druids are the only class that lacks attack skills.
So to me I think these two classes should get some type of bonus in skills even if it's intregrated into the upgraded dragon armor like putting a total full armor bonus to the skill firebolt and for a Druid natures touch as all mages/Druids seem to use these spells.

Bonus thought:
If diamond armor has a bonus towards ability total, it's not far fetched to make it a skill bonus as it requires 4 times of uprading the original warden armor to obtain.

The shocking truth:
There are 19 spells for a Mage and 21 for a druid meaning a total of 551 possible skill points to put into spells for a Mage and 609 points for a Druid.
All of this corresponds to being lover then lvl 150, at that point thr skill all go to 35.
So with the current rate at raising skills every 30 lvls is broken as I'm a lvl 147 Mage and by the looks of it my 147/551 skill points just shows that after 999+ hours of playtime I'm only at 30% full power.
So once I make it to 150 there's a total of 646 points so now I'm 150/646 bringing me to about 23% full power...

I don't know maybe I'm crazy.
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This is what happens when you challenge the better clan on sever.
Your ass shoots flames, literally your ass will shoot flames.

Re: Mage skill tweaks in next patch

#19
Hi there

Just to give you a heads up, we're going to do some tweaks to mage skills to improve energy regen skills and help with doing more damage at high levels, and a few other improvements.

From what I gather, at lower levels mages are quite powerful but as the levels get higher they start to become weaker than the melee classes.

I'll make sure to post a full and precise list of changes in the patch notes so you can tell what has changed.
Admin, while I applaud you at your fast responses for forum issues.
I would like to gently remind again the core issue of the complaint is generally attributed to the current gear system whereby it simply favours Warriors, Rangers and Rogues mostly:

Lux shop: Heroic gloves 30% haste, 100/200 elemental damage per swing
Quest drop: Frozen weapon – Bane of Crom, Elemental resistance same for all classes
Mob drop: Godly charms
Summer Event: Radiant gear complete set of 300 fire damage per swing.

Yes, we do get some benefits such as mana regen and focus items but it is very mild compared to what the other classes are getting. This discrepancy will only grow larger with further updates till there is nothing left but a black hole. We understand the current game engine system doesn’t support gear improvements onto spells. But this has to be fixed rather sooner than later. Hence please make it yr top priority and also ensure better planning for upcoming gears to ensure fairness and consistency across all classes.

Thanks Admin for your time, consideration and effort for us casters.
Yes our Frozen gear, compared to the other classes, is not remotely as helpful to Mages as it is for the other classes. WE NEED A FOCUS BONUS for more damage, not just energy.

Thanks,
Tog
Togarth Lvl 150 Mage World Sulis General of Clan Retribution 3rd Place in Marshall's Crystal Armor Event (ChuckNorris)

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