Celtic Heroes

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Re: Why mages are mad.

#11
Hi thanks for feedback, we made some changes in the last patch which increased mage dps and mage energy regen. We will keep looking at game balance on an ongoing basis and will make changes as necessary in future patches. In the mean time clear objective feedback is very welcome as it helps us with balancing the game. I'm going to ask for some more tests to be done which will give us some more empirical information.
Admin - Thank you very much for taking the time to look into the current Mage issues. I'd like to offer a few suggestions that would go a long way in helping the Mage community. If there is any chance you could ask your team to review these suggestions, I think the entire community would be very appreciative.

1) Combining Lures - Recommendation would be to combine all "magic" lures into one spell and all "physical" lures into another spell.

Lure of Magic - Reduces the enemy's Fire, Frost and Magic resistance by xxx
Lure of Soldiers - Reduces the enemy's Pierce, Slash and Crush resistance by xxx

The reasoning behind this is twofold. First, this would cut down on the prep time it takes a Mage before they're able to contribute to damage. Second, it would give Mages more breathing room in their skill choices, opening up opportunities for more Mages to invest in skills such as Sacrifice or Energy Boost to aid their energy woes.

2) Changes to Energy Shield - Recommendation would be to lower energy cost and either provide an armor boost while active OR reduce cooldown.

One of the primary struggles of our community when it comes to leveling is the extensive energy cost of Energy Shield. By lowering the energy cost by approximately 50%, you'll help the community when it comes to leveling. However, the energy cost will still be high enough that Mages will have to make intelligent decisions on when and if they should be casting Energy Shield during longer fights.

I recommend a minor secondary buff to the spell as well. The recommendation would be to either slightly lower the cooldown or to add a + armor bonus while Energy Shield is active. If the cooldown was reduced, this combined with a lower energy cost would allow Mages to level without having to pause and rest for the cooldown before taking on the next enemy. This could also be achieved by providing the Mage with a boost to their armor while the spell is active, allowing the shield to last longer.

3) Reducing Energy Cost of Primary Spells - Recommendation would be to lower energy cost by roughly 25% on all damage spells

This speaks for itself but in longer fights this will allow Mages to continue to provide a benefit outside of their lures. This will also help address leveling speed.

I'm very confident that if these changes were to be tested and made it into a patch the community would be extremely grateful. I also believe that none of the changes requested would cause Mages to become all-powerful and the only "DPS" choice for a group. Bottom line, it would help the community level quicker, with less frustration and would allow us to feel like we're contributing properly to boss encounters.

I welcome any other suggestions!
Darteos -- Level 191 Mage -- Crom -- General of Seed
Synergy -- Level 93 Druid -- Arawn -- Clansman of BadaBing

Re: Why mages are mad.

#12
Hi thanks for feedback, we made some changes in the last patch which increased mage dps and mage energy regen. We will keep looking at game balance on an ongoing basis and will make changes as necessary in future patches. In the mean time clear objective feedback is very welcome as it helps us with balancing the game. I'm going to ask for some more tests to be done which will give us some more empirical information.
Admin - Thank you very much for taking the time to look into the current Mage issues. I'd like to offer a few suggestions that would go a long way in helping the Mage community. If there is any chance you could ask your team to review these suggestions, I think the entire community would be very appreciative.

1) Combining Lures - Recommendation would be to combine all "magic" lures into one spell and all "physical" lures into another spell.

Lure of Magic - Reduces the enemy's Fire, Frost and Magic resistance by xxx
Lure of Soldiers - Reduces the enemy's Pierce, Slash and Crush resistance by xxx

The reasoning behind this is twofold. First, this would cut down on the prep time it takes a Mage before they're able to contribute to damage. Second, it would give Mages more breathing room in their skill choices, opening up opportunities for more Mages to invest in skills such as Sacrifice or Energy Boost to aid their energy woes.

2) Changes to Energy Shield - Recommendation would be to lower energy cost and either provide an armor boost while active OR reduce cooldown.

One of the primary struggles of our community when it comes to leveling is the extensive energy cost of Energy Shield. By lowering the energy cost by approximately 50%, you'll help the community when it comes to leveling. However, the energy cost will still be high enough that Mages will have to make intelligent decisions on when and if they should be casting Energy Shield during longer fights.

I recommend a minor secondary buff to the spell as well. The recommendation would be to either slightly lower the cooldown or to add a + armor bonus while Energy Shield is active. If the cooldown was reduced, this combined with a lower energy cost would allow Mages to level without having to pause and rest for the cooldown before taking on the next enemy. This could also be achieved by providing the Mage with a boost to their armor while the spell is active, allowing the shield to last longer.

3) Reducing Energy Cost of Primary Spells - Recommendation would be to lower energy cost by roughly 25% on all damage spells

This speaks for itself but in longer fights this will allow Mages to continue to provide a benefit outside of their lures. This will also help address leveling speed.

I'm very confident that if these changes were to be tested and made it into a patch the community would be extremely grateful. I also believe that none of the changes requested would cause Mages to become all-powerful and the only "DPS" choice for a group. Bottom line, it would help the community level quicker, with less frustration and would allow us to feel like we're contributing properly to boss encounters.

I welcome any other suggestions!
Combining lures would help the problem a lot, but also jeopardize coding and is easier said then done. I think you covered most things but not all, like DPS, and a real job from mages in CH and ect.
“Be the change that you wish to see in the world.”
― Mahatma Gandhi

Re: Why mages are mad.

#13
Combining lures would help the problem a lot, but also jeopardize coding and is easier said then done. I think you covered most things but not all, like DPS, and a real job from mages in CH and ect.
Agreed, I'm definitely not a coder but I can see this taking work to accomplish. As far as DPS is concerned, I think addressing the lures would assist with that as we'd have less "ramp up" time. Our damage will always be much more random than other classes due to evades/resists unless that whole system gets reworked. However, when all spells are landing and lures are up, I think we are fairly competitive early on during fights until energy becomes an issue OR we hit a bad chain of evades.

Correct me if I'm wrong though, I'm level 108 currently so I can't speak for true "endgame".
Darteos -- Level 191 Mage -- Crom -- General of Seed
Synergy -- Level 93 Druid -- Arawn -- Clansman of BadaBing

Re: Why mages are mad.

#14
Druids and mages can throw down around the same dps if the Druid really tried
Actually yes, mages do need help, i agree. The thing is, one of my friends was a mage, she called me and other clanmates to redbane original (no other description when targetted in the name box below), and i was last to come. By then they had already started, when this happened, note that i was a level 106 druid. My friend, one of the higher levels in the clan was a level 134 mage. She is an ice mage, meaning that she favors ice lures, and other ice magic to boost her up. When my druid is needed on support, i heal a lot. But when i am running around dps, i do serious damage. Anyways, the bottomline is that the mage class needs a lot of tweaking, not just with this recent update but even more, to be even with the other classes or less superior, just not too over powered. The end point of the story is that i out dps's her, and got the kill. (HaHa i actually realized it when one of the clanmates mentioned to me "LoL You know what's funny?... Roy killed it haha" so then, i scrolle up and realized he was not joking.) the point is that i came late and did late dps, but still out dps's my friend.

Think about this admin, the mage class is one of my favorite classes, once i reach a high enough potential for my druid to be a foundation of the clan and be called and not complain that my heals is too low. I will make a mage anytime soon after that point (i am now level 112).

Interesting Fact : i was going to make a mage as a primary character when i first started.

Regards, RoyalSeraphim of Taranis

Re: Why mages are mad.

#15
Wow uwdanno and CHBM_WTF have got it dead on.

You can see posts back 2 months indicating mage issues.

And the first best fix that OTM can come up with is a generic 20% across all skills.

Logical deduction would think that this was a quick fix decided a week ago.

-----------------------------------------------------------------

You want to fix mage. Get rid of lure of ice and lure of fire. That eliminates half your problem right there.

Match the warrior/mage, rogue/mage, ranger/mage. Have them attack the same target. Look at the numbers. Adjust mage accordingly. Simple huh??????

----------------------------------------------------------------

As others have said. Is there something about keeping the mages weak?
Last edited by Tony_Lam on Fri Oct 12, 2012 1:55 am, edited 1 time in total.

Re: Why mages are mad.

#16
Wow uwdanno and CHBM_WTF have got it dead on.

You can see posts back 2 months indicating mage issues.

And the first best fix that OTM can come up with is a generic 20% across all skills.

Logical deduction would think that this was a quick fix decided a week ago.
The biggest complaint was energy regeneration and a lack of decent armor if I remember correctly. The second issue fell on deaf ears. The first issue, well, the first issue was met with "improvements" that actually amplify the first issue.

No, this was not an attempt to correct anything wrong with the Mage class. If anything, it was to gently prod Mage players to buy sigils. At least that's what I gather from it. You don't correct the slow regen speed of non sigil energy buy making it faster to run out of energy.

Energy boost? Well that skill is laughable given the amount of skill points you need to give up to have it.

That's my .02
Image

Re: Why mages are mad.

#17
Ok im just gonna make this clear, hopefully I dont sound really stupid in the future but here it goes:

Lures will never. Ever. EVER. be combined into 2 major lures, we can dream and dream but I assure you.. It will never happen unless mages are entirley reworked and a big UPDATE to the game will be on mages.
For example, starter quest. They will have to change that.
For example, Spell books. They will have to refund all magic lures, assassin lures. All that.

It would be great if the Admin were very specific and straight forward to say which ideas will never happen.
Is it possible the devs will work days and nights to make lures combined? Of course it is, but im gonna be real here... It wont happen - Im sorry

Im gonna compile a list of things that could be done to change mages - Ideas i like most at the top

1. Haste gloves, faster cool down by 30%
2. Sacrafice improvement [Same formula as nature touch]
3. Energy boost improvement [Same formula as embrace]
4. Mages hit %20 higher AKA firebolt does 1200 instead of 1000
5. Lures are %30 Stronger so we dont need to put as many points into them
6. Incinerate needs to be double as strong so we can match up to other classes DPS

If all of those are added, Im sure everyone will be happy, and also energy shield is fine [Stop complaining]
Of course these are gonna need testing realistically but thats a really good start.

We could always move onto irrational things like
7. Combining lures
8. VERY cool new skill that does 10k damage but has a 15 second cast time [That is easily interruptible so people dont use while training] and a 5-10 minute cooldown
9. Make mages armor way strong


Here comes something I dont see in many other mage rants - My personal view on how mages should be changed

Mages should have #1-5 as stated above, plus have a new focus Percentage that effects damage enormously
Next update i expect mages to have a very very very underpowered armor and mages should be the fastests to die so they are forced into filling up their health - BUT if a mage wishes to be DPS they can fill thier focus and max it making them hit almost double as how much a rogue should hit.

If you guys don't get me, I wanna be a little bug with a nuclear device in his hand, I wanna run around dodging my enemy shots, and throw down a nuke. And new skills next update would be:
Ice barrage: "Our new nuclear skill"
and
Vaporize: Cast time 0 seconds: Become invisible "Vaporize into thin air, effects remove with attack"
This can be used to get to bosses and such
Every class can have their strengths, but I want mages to be the highest DPS in the game... "WAIT! what about rogues?"

Rogues will be the highest DPS for mage and druid bosses, and Mages will be the highest DPS for Warrior, Range, And Rogue bosses

Sorry for my spelling, Grammar ect. [Im still in school]
Deanksk89 150 Mage - LoneWolf

These are MANY ideas, not AN idea
“Be the change that you wish to see in the world.”
― Mahatma Gandhi

Re: Why mages are mad.

#18
I agree with Crews .02. :D

LOL Dean.
Ok im just gonna make this clear, hopefully I dont sound really stupid in the future but here it goes:
Actually the malcontents on this board describe these as whining. :)
Lures will never. Ever. EVER. be combined into 2 major lures, we can dream and dream but I assure you
Yes, lures are permanently part of this game now. Hell will freeze over before its gone or combined.
It would be great if the Admin were very specific and straight forward to say which ideas will never happen.
Is it possible the devs will work days and nights to make lures combined?
Good luck with that. To me it looks like these guys only work 3 days a week. With all the plat sales these guys are raking in.
1. Haste gloves, faster cool down by 30%
2. Sacrafice improvement [Same formula as nature touch]
3. Energy boost improvement [Same formula as embrace]
4. Mages hit %20 higher AKA firebolt does 1200 instead of 1000
5. Lures are %30 Stronger so we dont need to put as many points into them
6. Incinerate needs to be double as strong so we can match up to other classes DPS
Good!

We shouldn't even need energy shield. I'm PVP'ing people in the castle. I only PVP people whose levels are 10-20 above me. So I'm PVP'ing 130-150. And one ice shards and few firebolts and bam their dead. WTF. These guys have that little vit and win against mobs and bosses??? I have 3000 health and eshield 1000 = 4000 and I can't do what these guys do against mobs.
Rogues will be the highest DPS for mage and druid bosses, and Mages will be the highest DPS for Warrior, Range, And Rogue bosses
That's never gonna happen either.

:D :D

Re: Why mages are mad.

#19
Ok so i tested mages in beta and i suggeted the focus and skill boasters on mage diamond armor but we never got to test frozen, and i just have to say mages in beta where much better then now.
And I think that i think ive found a preatty good fix to the skill point problem, because mages have more skills then any other class, so my suggestion is make a lure of elemental damage and a lure of physical damage. So these frees up a ton of points that would be better used in hmm, lets think energy boost, sacrafice and other stuff.
Zagic lvl 185 mage
Zhealer lvl 100 druid
Zrute lvl 94 warrior
Zologolas lvl 82 ranger
Zhief lvl 57 rouge
clan Wolfgang
world mabon

Re: Why mages are mad.

#20
I would just also like to add, in beta the mages where amazing they could acctualy compete with other classes without energy shield...
I tested mage,ranger, and warrior. On warrior i could kill oak heat sentinels np
Ranger same, but Mage i could do it the same without shield!!! (This was at lvl 105)
But now i couldn't solo a oak heart sentinel with energy shield at lvl 118 (same exact friggen build!!!!)
Zagic lvl 185 mage
Zhealer lvl 100 druid
Zrute lvl 94 warrior
Zologolas lvl 82 ranger
Zhief lvl 57 rouge
clan Wolfgang
world mabon

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