I don't really mind the less spells, since we have no idea what the passives are actually, they could be more meaningful than before, then again, i still don't mind.
What i DO mind, and will speak out against, is that the aesthetics of Mages are really messed up, for me, and maybe for some others as well.
What do i mean by that? It's simple. First, elements, have way too much impact on Mage gameplay, it's like you need to pick something out of fire, water(ice), and lightning, with the occasional earth spells. I don't like it, but i can live with that.
The placement of an earth spell, Stone Fist, if it is indeed that, in the Rift Mage Spec, is, in my opinion, just wrong. The aesthetics of a specialization should feel different than the generic primal Mages of DA2 or DA:O.
A Specialization, which you can choose only once, should be, and feel unique. Taking old spells, and putting them there "because they might make sense", well, takes away from the "unique", and puts generic into the specializations as well. I mean, Stone Fist and Firestorm are something unique to Rift Mages now?
I don't like "an earth spell" and "a fire spell", in specializations. They should have unique aesthetics, away from the elements.
If the "stone fist" is just one exception, i get it. But i would prefer it, if each spec had its unique abilities, and didn't resort to borrowing spells from old games' basic Mage trees. Having some spells of previous specializations, i can get behind, but taking a generic elemental ability and naming it a spec ability?
I don't think so.
P.S. I kind of hope these trees were not final because they didn't want the streamers to spoil all the trees yet, but i doubt it.





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