I've seen how a lot of people complain mages make the game too easy. I, personally, have been thinking that lyrium potions are the primary reason why mages can become so trivial. After all, mana is supposed to be a limiting factor to mage power, but the potions are so easy to come by, you can keep a mage in the fight indefinately.
But anyway... its in the lore that lyrium is a rather addictive drug. So I was thinking, a rather simple way to balance mages would simply be to have diminishing returns on the 'drug' if you use too much in a certain time period. It would also necessitate using higher quality potions instead of simply using many cheap, low level ones to get the best effect. Its lore appropriate, would hopefully be reasonable in terms of balance and implementation, and gives mages a bit more of a limitation in resources.
Just some random things I came up with that I figured was worth sharing, maybe it'll be inspiration for some modder somewhere. I love to play my mage, regardless.
Ideas regarding lyrium potions, mages, and balance concerns.
Débuté par
El-Destructo
, nov. 27 2009 02:45
#1
Posté 27 novembre 2009 - 02:45
#2
Posté 27 novembre 2009 - 02:49
What's funny is that, at some point, Bioware apparently toyed with the idea of lyrium addiction. Then they removed it. God only knows why, but my guess is that Bioware employees love their mages.
#3
Posté 27 novembre 2009 - 03:34
I have beaten the game with a couple mages on nightmare and have yet to craft a single lyrium potion. If you run out of mana outside of a boss fight, you're doing something wrong.
Where in the world are you guys/girls getting "too many potions makes mages too strong"?
The main reason they're too strong is that they can keep a nearly unlimited number of enemies unable to move and attack. A single mage with sleep, the glyph combo and blood wound can keep a group frozen for nearly a minute.../win regardless of other damage spells.
Where in the world are you guys/girls getting "too many potions makes mages too strong"?
The main reason they're too strong is that they can keep a nearly unlimited number of enemies unable to move and attack. A single mage with sleep, the glyph combo and blood wound can keep a group frozen for nearly a minute.../win regardless of other damage spells.
#4
Posté 27 novembre 2009 - 04:25
Why so touchy? It isn't as though I posted that I demand these measures be forced upon anyone, nor would they even affect you if you are as awesome as you deem yourself. Nor did I ever claim it is the only issue in existance. But surely you cannot deny that despite lyrium being 'rare' and 'addictive' in lore, the fact that one can inexpensively hold lyrium keg parties is at the very least a contributing factor. But this was never meant to be an argument over who thinks what is broken worst, as much as an idea for modders. Perhaps I picked too 'inflammatory' a title and/or the wrong board for such...
#5
Posté 27 novembre 2009 - 04:27
I think it's better to make melee have more tools at their disposal. Potions are not what's making the mages strong, but it makes them stronger in comparison to melee since melee have deep mushrooms which returns pathetic stamina.
#6
Posté 27 novembre 2009 - 04:35
Breaking wars and rogues by adding stamina pots isn't a fix to already having broken mages. Having those potions makes it so that you only have to pump magic on a mage, you can completely ignore all other stats, they might as well just remove all other stats all together if thats your suggestion.
#7
Posté 27 novembre 2009 - 04:39
Limited amount of potions one can use during a single encounter is my solution.
#8
Posté 27 novembre 2009 - 04:43
I agree, I would have liked to see Lyrium Addiction, resulting in a decreasing return. That would however, increase the allure of Blood Mage. Though Blood Mage alone is practically unlimited Mana mode.
Another Balance issue is Force Field. I saw a discussion on it earlier. And while I think its tactical advantage shouldn't be hurt at all, it should have a little restrictions, to avoid the "End all win card" Scenario. Something like rapid hostility decay while Force Field is up. Or an increased Cooldown would prevent abuse and preserve it's usefullness. Kiting techniques have the same issue. The Ogre Battle in the Tower of Ishal is a little too easy by taunting and then running around in circles. Hostility decay during pursuit "Could" be a solution there. But that has some potential for abuse as well, though less so than the original problem.
Archery really needs to be inproved too. Hopefully somewhere along the line, new Specializations will be added. One for each class. I'd like to see a Speed-built Specialization for Two handed characters too. A tract that gives a momentum like ability if you wield a two-handed weapon, as well as additional benefits focused around that. Or, failing specializations, simply (or not simply but whatever) add additional talents. Two-handed and Archery in particular need something to make themselves useful against Mages and Momentum-flurry rogues.
Another Balance issue is Force Field. I saw a discussion on it earlier. And while I think its tactical advantage shouldn't be hurt at all, it should have a little restrictions, to avoid the "End all win card" Scenario. Something like rapid hostility decay while Force Field is up. Or an increased Cooldown would prevent abuse and preserve it's usefullness. Kiting techniques have the same issue. The Ogre Battle in the Tower of Ishal is a little too easy by taunting and then running around in circles. Hostility decay during pursuit "Could" be a solution there. But that has some potential for abuse as well, though less so than the original problem.
Archery really needs to be inproved too. Hopefully somewhere along the line, new Specializations will be added. One for each class. I'd like to see a Speed-built Specialization for Two handed characters too. A tract that gives a momentum like ability if you wield a two-handed weapon, as well as additional benefits focused around that. Or, failing specializations, simply (or not simply but whatever) add additional talents. Two-handed and Archery in particular need something to make themselves useful against Mages and Momentum-flurry rogues.
#9
Posté 27 novembre 2009 - 04:47
My mage receives nearly full health from a lesser health poultice, and about 75% mana return from a standard Lyrium potion.





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