So what im hearing with the lures will just make lure mages more angry. Each physical lure is based off fire magic. Combining them would cause lure mages to go in a uproar, mainly cause their LURE mages and fire magic is their baby. Its reduce the amount of spells they have to increase fire magic 10 fold. Mines maxed at 1100/1100 due to lures. Im happy with them the way they areAdmin - 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.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.
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!
Re: Why mages are mad.
#131Zniper lvl 175 ranger
MEMBER OF ELEMENTALS -Belenus
Android Beta Tester