menasure wrote...
nope i have only read about that one on the forum
Try it out sometime.
Puts all templars to shame.
menasure wrote...
nope i have only read about that one on the forum
DariusKalera wrote...
Inherently, what kept mages in check was that they could not cast an infinite number of spells. They could only cast what they memorized and once those were gone, their combat effectiveness was pretty much done for. This meant that they would have huge damage spikes while warriors and rogues would have more constant damage. Since, in this game, a party can carry hundreds, if not thousands, of lyrium potions, this check has been removed and mages can cast pretty much as long as they want to. While the actual mechanics governing mages are not broken, other mechanics were not well thought out that tie into them. Go back to the old school mechanic of only being allowed so much weight per toon and any problems surrounding mages and their power would be rectified.
Modifié par F-C, 22 novembre 2009 - 09:44 .
DariusKalera wrote...
Inherently, what kept mages in check was that they could not cast an infinite number of spells. They could only cast what they memorized and once those were gone, their combat effectiveness was pretty much done for. This meant that they would have huge damage spikes while warriors and rogues would have more constant damage. Since, in this game, a party can carry hundreds, if not thousands, of lyrium potions, this check has been removed and mages can cast pretty much as long as they want to. While the actual mechanics governing mages are not broken, other mechanics were not well thought out that tie into them. Go back to the old school mechanic of only being allowed so much weight per toon and any problems surrounding mages and their power would be rectified.
F-C wrote...
DariusKalera wrote...
Inherently, what kept mages in check was that they could not cast an infinite number of spells. They could only cast what they memorized and once those were gone, their combat effectiveness was pretty much done for. This meant that they would have huge damage spikes while warriors and rogues would have more constant damage. Since, in this game, a party can carry hundreds, if not thousands, of lyrium potions, this check has been removed and mages can cast pretty much as long as they want to. While the actual mechanics governing mages are not broken, other mechanics were not well thought out that tie into them. Go back to the old school mechanic of only being allowed so much weight per toon and any problems surrounding mages and their power would be rectified.
well those same mechanics effectively made mages of little use beyond a buff bot too.
in nwn2 for example, the only reason i kept a mage in my party at all was to keep up spells like persistent haste on my uber melee character while he basically solo everything on his own.
as the mage in nwn2 leveled up sure he got more spells to memorize, but only the highest level spells were worth anything compared to a well made melee damage output, and once they were gone he was useless.
on the flipside i could take a mage and make him into a buffbot, a cleric as a healbot, and run around and basically solo everything with my melee guy alone. he never ran out of resources, his damage never went down, and all he ever needed was the occasional heal and some buffs to make him god-mode.
so in comparison i dont see the DAO system as broken at all, at least damage mages are actually worth playing.
DariusKalera wrote...
What used to make mages worth playing was the challenge.
Modifié par F-C, 22 novembre 2009 - 10:31 .
Modifié par Skemte, 22 novembre 2009 - 10:36 .
F-C wrote...
DariusKalera wrote...
What used to make mages worth playing was the challenge.
i just find this comment very amusing as most the complaints about mages are they think the game is more difficult using other classes.
heck in nwn2 i remember one character i made, was a cleric/stormlord/beserker with time/healing cleric specializations... after about halfway through the game i didnt even need a group anymore, he was a one man army. had his own buffs including haste, his own heals, and melee damage output that would rip anything to shreds.
anyways in DAO a melee class can run out of stamina, turn on persistents, and still be at full dps forever and ever.
mages staff attacks dont even compare at all, so without the mana potions they wouldnt be able to compete.
in order to change the game to your personal needs they would need to completly remodel mages to where their staff damage was on the same level as a melee auto attack damage with persistens on and so on.
they arnt going to do any major class rebalancing at this point, they have already said that, so its a pretty futile arguement.
break open your toolkit and change it to your personal needs, you will be happier than complaining on the forums.
MANoob wrote...
I had a mage that was dealing about 150 damage per hit with his staff (the target was under hexes), so this argument is not really valid. Btw mages have unlimited mana even without potions, just get +mana regen gear and forcefield yourself (using this on my solo nightmage mage run sometimes which is ridiculously easy so far). And Ive heard that with wardens keep dlc abilities its even more ridiculous.
Btw, if you think that mages were UP in nwn then you're just totally wrong. Go and ask any decent nwn munchkin about the best class in the game. You will get one of 2 answers:a ) wizard(sorc)
cleric(fs). Im not even mentioning pnp D&D because mages can rape reality there.
F-C wrote...
break open your toolkit and change it to your personal needs, you will be happier than complaining on the forums.
JaegerBane wrote...
Well this makes lots of sense. Mages are overpowered because you can put powerful gear on them. I like that logic.
Ever hearrd of Bigby's Forceful Hand? Shadow Simulacrum? Mirror Image? Displacement? Disjunction? Its impossible to beat a well played wizard/sorc in pvp there. Wail of the banshee, undeath to death, banishment and EK prc for goblins cover the pvm side. Your statements just prove you arent competent enough.Actually, no, you'd get an answer of Cleric or one of those daft Bard/Barbarian/Red Dragon Disciple/Frenzied Berzerker builds. No one in the right mind would try to claim a pure Sorcerer is in the top two most powerful classes. Don't talk such rot. If you combine a Sorc with Paladin and make a gish out of them, then okay, that's a bit better, but that's little more than creating a mage that can fight like a paladin.
Modifié par MANoob, 23 novembre 2009 - 11:05 .
MANoob wrote...
Ever hearrd of Bigby's Forceful Hand? Shadow Simulacrum? Mirror Image? Displacement? Disjunction? Its impossible to beat a well played wizard/sorc in pvp there. Wail of the banshee, undeath to death, banishment and EK prc for goblins cover the pvm side. Your statements just prove you arent competent enough.
Modifié par F-C, 23 novembre 2009 - 11:11 .
F-C wrote...
MANoob wrote...
Ever hearrd of Bigby's Forceful Hand? Shadow Simulacrum? Mirror Image? Displacement? Disjunction? Its impossible to beat a well played wizard/sorc in pvp there. Wail of the banshee, undeath to death, banishment and EK prc for goblins cover the pvm side. Your statements just prove you arent competent enough.
i never cared about 'pvp' in nwn2, but only the game itself.
and as i stated earlier, sure mages had some nice high level spells that were useful, but after 1 or 2 encounters you were out and needing to rest, dealing with getting ambushed, doing 1 or 2 more encounters and resting again...
while my uber melee guy was clearing out the entire area without even slowing down between running from group to group and never needing to stop and rest. if you stacked your mage and healer up with buff spells you could do several zones in a row before needing to stop and rest at all.
if you think mages were good in nwn2 outside of some stupid pvp then you had no idea how to build a melee.
Modifié par MANoob, 23 novembre 2009 - 11:26 .
MANoob wrote...
Thats not about gear. Of course you rely on some gear, but abilities make the difference. It would be kinda stupid if you say that a warrior sucks because he deals crap damage with fists.
Ever hearrd of <arbitrarily chosen list of the very best arcane spells and no mention of any downsides to arcane casters>
JaegerBane wrote...
Yep, funnily enough. Heard of all them. I've also heard about +5d6 elemental blades of doom, +10 strength belts and the concept of having to rest to regain spells, but not required for anything combat related. This is a very old argument Boob, it doesn't speak highly of your understanding of the matter that you think it can be solved just by moaning about Bigby's and concealment.
MANoob wrote...
You can use instant death spells against mobs and dont care about damage. If rest is very limited, and gear is very OPed just get EK and youll be able to clear the trash with ease, while being much more effective vs tougher opponents than a regular warrior.
Modifié par JaegerBane, 23 novembre 2009 - 11:31 .
JaegerBane wrote...
MANoob wrote...
You can use instant death spells against mobs and dont care about damage. If rest is very limited, and gear is very OPed just get EK and youll be able to clear the trash with ease, while being much more effective vs tougher opponents than a regular warrior.
Yes, I'm quite aware that I can use spells to kill things.
My point is not that spells don't work. My point is that magic has a huge barrier slapped in front of it in the form of the rest mechanic, one which warriors simply do not have to deal with.
The fact that you're claiming mages are powerful by being able to use EKs to resort to combat pretty much proves the point that playing a pure mage in NWN2 is the lesser option. It never bothered me as I love playing gishes, but any claim that Sorcs and Wizzies fall under 'the most powerful' banner in NWN2 is a claim made by someone who doesn't know what they're talking about.
That's a major reason I enjoy DA:O. Being a pure mage is actually such a powerful option that I actually considered turning away from playing my beloved gish-build (it didn't work, but meh). Hell, my AW/BM mage doesn't even wear armour.
Modifié par MANoob, 23 novembre 2009 - 11:39 .
MANoob wrote...
NWN 2: OC. Unlimited rest. Mages are just ridiculously powerful.
NWN 2: MOTB: They tried to limit rest, but there were ways to devour your summons and lower hunger so again unlimited rest and mages are ridiculously powerful.
NWN 2: SOZ: Did a better job limiting rest, so you needed EK or SD, or at least some invisibility spells and stealth skills to solo it as a mage. Pure mage still totally viable and powerful in a party.
Modifié par JaegerBane, 23 novembre 2009 - 11:48 .
JaegerBane wrote...
MANoob wrote...
NWN 2: OC. Unlimited rest. Mages are just ridiculously powerful.
NWN 2: MOTB: They tried to limit rest, but there were ways to devour your summons and lower hunger so again unlimited rest and mages are ridiculously powerful.
NWN 2: SOZ: Did a better job limiting rest, so you needed EK or SD, or at least some invisibility spells and stealth skills to solo it as a mage. Pure mage still totally viable and powerful in a party.
*sigh* For the last time, I'm not debating that pure mages are viable, or that spells work, or that individual campaigns had their own methods for minimising the impact of resting.
My point, all along, is that pure mages are artificially handicapped in NWN2 in comparison to warriors. Yes, unlimited resting blah blah blah, I know. The point is not that mages were unplayable, the point is that compared to warriors in each case, they suffered major handicaps. It doesn't mean anything to say 'you can devour your summons so they are ridiculously powerful' when you could be playing a warrior with Perfect Two Weapon fighting and a pair of +8 Alchemical Silver longswords with +5d6 damage and health regen gear. The warrior didn't need to devour anything.
Seriously, the damage potential between a sorc/wiz and a warrior in MotB was like night and day. Damage spells capped out. Instakill spells eventually ran out, or didn;t work on certain enemies. Warriors simply didn't have that problem when they were hitting for 100+ damage per hit with 10+ frigging attacks.
MANoob wrote...
Cast wail of the banshee or undeath to death vs undead. Watch things die. You dont care how much HP they have. They die in a second. You dont care how much damage your fireball deals. Then eat your elemental and rest. The fact that it was easy to finish MOTB with a warrior doesnt change the fact it was equally easy as a wizard.