Malfurus wrote...
Let me start by stating that everyone has a right to their opinion so I hope you respect mine and try to understand where I'm coming from and I'll try to extend the same courtesy. Having said that:
While I disagree with your view point, I can respect your opinion. Hopefully, ensuing discus
Malfurus wrote...I understand the concern everyone has with Mages being overpowered and I truly believe if you play the game in Hard mode and so on, the game in itself fixes itself. Let me explain. YES, they may be overpowered in Normal mode, and thats probably why, having created a Mage character, the game was a breeze for me and thats why I went back to play it on Hard mode with a different Mage. And lets clarify, the so called "OP" part of the Mages is the Primal tree, the other trees aren't really that overpowered, not even in Normal mode and that makes sense, since they're not the primary damage tree if you get what I mean.
I refuse to play on Normal or lower. My first run through was on Hard and my second is on Nightmare. I still found mages to be overpowered.
Pre patch, the overpowered ability was Cone of Cold, where the duration of the freeze + run time lasted longer than the cooldown of the ability. Coupled with a nominal damage factor, the ability could be repeatedly used to kill off an entire group of enemies without the mage coming to any harm.
Post patch, the ability is still extremely strong when coupled with "shattering", but the extended cooldown has balanced the primary problem with the ability.
The other Primal power is Blizzard, though the problematic part is more to do with the AI and less to do with the ability itself. The range of the spell allows it to be cast without detection against unsuspecting mobs, and in toe-to-toe fights the AI is not smart enough to target your mage first and focus on interrupting spells.
Enhanced into the extreme power of Storm of the Century, any fight where you have preparation time is trivialized. Additionally, any fight where you can squeeze out blizzard, the CC abilities of the spell will likely keep them delayed long enough for you to cast Tempest.
Despite that, I do not feel that Primal is the only Overpowered section of mages. Nor do I feel their raw damage potential is what makes them overpowered. Rather it is the fact that they can do everything. They naturally fulfil the damage dealing and support roles, and with Arcane Warrior, they gain survival for tanking roles. That's why mages are overpowered.
Malfurus wrote...
I truly believe that in Hard mode the power diminishes greatly, yet still making my character a formidable foe. For instance, Easy mode I tended to run behind my tank, cast Flame Blast, followed by Tempest and usually finshing up the combo with Cone of Cold. As soon as they "Defreeze" I would Mind Blast them, while having my other party members continue to damage them. Or in really big fights I would cast Inferno, then Tempest, maybe even Blizzard for the hell of it, gain the aggro, and Forcefield my character. Within a few seconds anything Yellow is dead and usually most Oranges are almost dead (Excluding big fights like High Dragon)s (Yellow and Orange being level of monster etc)
So yes, I agree that was way too easy.
In Hard mode on the other hand I felt like a true RPG mage. Powerful, formidable, but a lot more cautious. I couldn't use the former mothod because I would end up damaging and hurting my party members, which is precisely, in my opinion, what "depowers" the mage. I took more advantage of my single spells, and had to be more careful when I used my AOE spells or else I'd find myself along with my party laying, unmoving on the stone cold floor. Not being able to use Flame Burst, or Fireball, or Tempest, or Inferno or Cone of Cold so easily, it forced me to be more strategic and had me think about what combos I would use, when to use them, and since I wasn't able to spam the above mentioned, it made gameplay more intriguing.
Again, Hard mode did not give me a different impression. Clever positioning allowed me to set up my line of combat such that just the edge of the blizzard hit my enemies and avoided hitting my own people. The radius marker and the highlights of who will be hit are very useful.
Additionally I would often load my sword/board tank up with Spell resistance and elemental resistance gear so that he wouldn't care if he got hit by the spell. Friendly fire is a non issue to anyone who is patient or clever enough to position or gear his party correctly.
If all else fails, there are plenty of spells that do not friendly fire but apply very useful CC measures in a large AoE. I mentioned that I didn't feel Primal was the only overpowered section. Mind blast and Sleep are in Entropy and are extremely powerful. Walking Nightmare, if a bit random, can also change the tides of the battle completely.
Malfurus wrote...
A mage in lore is supposed to be a powerful being, commanding fear, respect or both. He should be able to deal with a group of three soldiers coming after him with relative ease, but when surrounded can just as easily fall. Will you do less damage overall without a Primal mage in your party? Absolutely! Should a Warrior be able to take down four monsters at once as fast or as ferocious as a mage..Absolutely not! He may be able to kill one after the other with somewhat relative ease, but not all at once, AOE shouldn't and is not a warriors job.
Please don't use the Lore argument. It's highly selective as a mage in lore is also supposed to be a target for Demons, and interaction with the Fade is supposed to be highly dangerous as it allows for the possibility of Demon possession. So if you want to argue the lore, you must logically include both benefits and drawbacks to mages. Thus far, the lore arguments I see only push for the benefits and wish to do away with the drawbacks.
Currently, the AoE damage is not the problem with mages. The problem is that they can deal damage (AoE or single target) and dole out immense amounts of CC at the same time. What they should have done is split the Attributes (another problem that leads to the OP nature of mages). Mages need only focus on a single Attribute: Magic, while every other class needs to invest in at least 2 attributes.
If they perhaps split the Damage potency and CC potency of mage attributes it would be more balanced. Say...Cunning. Cunning governs the difficulty of the resistance check versus CC spells while Magic maintains its use as governing the value of damage dealt by damage spells. The problem is not that mages are good at CC or that they're good at damage, but it's the fact that they can be good at both at the same time...what's worse is that with Blood mage, they can be good at CC, Damage, and Tanking all at the same time, thus trivializing the other classes.
Malfurus wrote...
So overall, I think (again my opinion) that if the game is played on Hard difficulty setting, which I highly recommend (I don't like my 2h warrior taking down mobs too fast in Normal, I want battles to last longer) then it makes for a much more fascinating, fun, lasting experience and at the same time "depowering" the Mage's abilities but still making him a fearsome foe.
I also recommend Hard. I feel it is the way the game is meant to be played. However, from what I've seen, mages are just as good and a reliance on mages is only further emphasized at higher levels of play due to the single attribute issue I mentioned earlier. Warriors have an increasingly harder time surviving and holding aggro in higher difficulties, thus the reliance on mage CC and healing is needed.
Malfurus wrote...
As for those few who don't wish to have a ranged or Mage party member but would rather have a group of four consisting of warriors and rogues and complain that the damage is not up to par and the game is more difficult then I say...good. Its SUPPOSED to be that way. The game mechanics, in fact a lot of games, urge the player to create a party consisting of different classes to be better Equiped in handling a variation of different encounters.
I don't think this is an issue right now. Mages are definitely better at handling mobs of enemies, but warriors and rogues are better equipped at single target damage and thus better at cutting down a single boss character efficiently. However, this is not to say that mages are incapable of doing so. And again, most of the "Mages are OP" issues stem from the fact that they can fulfill multiple roles at the same time and without needing to specialize (except for Tanking).
No other class in the game allows a character to truly fulfill two roles simultaneously.
Sword/Shield's damage is just never sufficient to fill the role of a true damage dealer because they need to split their stats away from Strength and into Dex or Con.
A Dex rogue can tank in situations that don't have a mage as they cannot handle damage that bypasses their defense score. Likewise, if they get grabbed by a wolf or dragon, they're as good as dead.
So end note is that the versatility is the problem.