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Were mages overpowered?


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#1
Norwood06

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I always preferred mage gameplay in DA.  I completed a consecutive DAO-DA2 playthrough prior to DAI launch, and approx 30 hours into DAI, my inquisitor mage feels like a feeble shadow of my warden mage & hawke mage. 

 

First, the lack of nuking.  My inquisitor fire mage lacks the 'oomph' that hawke had, with his fireballs and rains of fire falling on screaming hordes.  Also lacking are the *massive* aoe abilities like inferno or storm of the century from DAO.  Instead I feel stuck in a combat controller role with feeble damage.  (though the upgraded fire mine is fun). 

 

Second, the limited 'spellbook'.  By the end of awakening, my warden mage knew dozens of spells:  arcane, primal, spirit, a little entropy.  The 8 slot quickbar in DAI is so limiting!  I have 4 fire spells + barrier, and now must think carefully if I want dispell or save room for a fully realized rift mage tree.  Strategic, sure, but enfeebling. 

 

Third, the spell trees & gameplay.  They feel stripped down.  Now the tree complaint isn't fair:  DAO only had 4 fire spells and DA2 less, but it oddly still feels shallow, maybe its due to the quickbar.  In game, the low mana-pool that I have plus the high mana-cost of spells makes for tough choices (do I barrier the tank or immolate boss?) but adds to the feeling of feebleness. 

 

Maybe this will change as I level, but if not, is the DAI mage's damage where the class should always have been?  Is my grumpiness due to the fact that hawke-mage and warden-mage were grossly over-powered?   


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#2
panda_express12

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In Origins mages were op especially arcane warriors. I don't think they were op in DA 2 but still pretty powerful.



#3
Blackstork

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Mages are most powerful and easy class to play as in DA:I. At least least effort needed and least micromanaging/positioning required. 

I wont even talk about KE.

 

Also 8 slots - learn to use tactics and healthy limitation is something that many will swear by.


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#4
Norwood06

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Mages are most powerful and easy class to play as in DA:I. At least least effort needed and least micromanaging/positioning required. 

I wont even talk about KE.

 

Also 8 slots - learn to use tactics and healthy limitation is something that many will swear by.

 

Well I haven't tried the other DAI classes yet, so I can't compare.  In comparing DAI mages to DA2 and DAO, the weakening trend is clear. 

 

I don't like your "use tactics" point.  How is choosing the right spell from the many available on a DAO/DA2-sized quickbar not using tactics?

 

re: "healthy limitation," in DAO you had the abilty to nuke at any point, but doing so could kill allies.  So the limitation was tactical: 'when can I safely nuke?'  In DAI nuking isn't on the table: less tactical choice.   

 

Haven't gotten any specializations, yet.  Maybe KE is different. 



#5
OdanUrr

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Mages are most powerful and easy class to play as in DA:I. At least least effort needed and least micromanaging/positioning required. 

I wont even talk about KE.

 

Also 8 slots - learn to use tactics and healthy limitation is something that many will swear by.

 

I regularly play Ops in SWTOR. We definitely use tactics and I certainly have more than 8 slots for my abilities so the two are not mutually exclusive. In fact, DA:I could probably benefit from using a similar system. If the current setup doesn't show the strong influence of consoles in designing DA:I, I don't know what does.


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#6
Hazegurl

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IMO, being a mage isn't as fun as the previous DA  games. Constently respeccing abilites and skills, can't act as real support for my team which appealed to me the most. I really enjoyed healing and crowd controlling the battlefield but those options are limited.  I like Knight Enchanter but I was under the impression that I would be fighting with a blade all the time not just "one click" swinging. oh well.


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#7
Kantr

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I miss the force mage abilities


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#8
Blackstork

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Look how 4 skills affect multiplayer. Sure some scrubs do not like it but it forces player to do very strict selection and planning of what we will be doing with his build. 8 abilies limit create more importance and difference in similar tree allocation cases , where the field tactics and team composition are factors important for decision of what actual skills you will choose to put on your bar. I hate wow/ rift systems with 3 bars x12 skills. Its dumb cumbersome.
Having less on bar means you need to think about tactics more, about your pros and con's, things u can and can not do, it denies you to be universal, and that's good.

#9
mickey111

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basically OP is complaining that mages have to be team players because they've been downgraded from superman-tier.

 

I like my mages to be team players and I didn't like that in the previous games when my mages are 10x better than the enemy mages who tended to be way more conservative than me in their use of powers that could cripple and disable.


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#10
AshesEleven

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I miss the force mage abilities


Yeah :(. That was such a fun spec.

#11
Salaya

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You are not alone. I miss old mages. This new crowd control role is far from fun; so far, it has been the most disappointing change in Inquistion for me.


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#12
VonDodo

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It seems the norm in VG and RPGs that mages are no more supposed to be the damage dealers.

I also hates that.

 

Is like playing an NPC to defend your tanks and scouts.



#13
mickey111

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You are not alone. I miss old mages. This new crowd control role is far from fun; so far, it has been the most disappointing change in Inquistion for me.

 

Well, the combat roles in a game like this are all derivative of three class roles

 

melee

ranged

support

 

The OP says he was happiest when mages were basically just a ranged damage dealer, and to be frank, I fail to see how that is an improvement. Maybe what OP really wants is for ranged combat to be much more explosive and flashy?



#14
Travie

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I've always liked mages in a DPS role rather than a support role, which seems like DA:I's direction. Disappointing, but I'll probably still do a mage on my first playthrough anyway. 



#15
Salaya

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Well, the combat roles in a game like this are all derivitaive of three class roles

 

melee

ranged

support

 

The OP says he was happiest when mages were basically just a ranged damage dealer, and to be frank, I fail to see how that is an improvement. Maybe what OP really wants is for ranged combat to be much more explosive and flashy?

 

No, OP says he misses old roles for DA mages. As for me, I would have rather played a mage that is a damage dealer, not a support character. I certainly wasn't expecting it. Before, mages could be damage dealers or party supporters; now, they can only be this... crowd control fellas. I don't like it.



#16
Kantr

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I'm finding that as a mage I do a lot of damage. 



#17
ShioriHaru

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Ive always played the DA series on Nightmare mode, my experiences :

The only way to play DA:O was to be a mage - the other classes were shallow and pretty much useless
However after a balance patch, that game just became to easy even on NM diff with a mage, guess they got OP, too much burst damage with short cooldowns, yeah no wonder it was a mage who defeated the Archdemon in the default story.

DA2 it was more fun and less op as a mage, given the great number of support/disrupt spells and limiting the nuke spells, even after the balance patches, but i found a one-hander offensive warrior to be far more superior and ultimately the most fun class.

I started out as a mage in DA:I to learn how to play and make a one hander offensive warrior later on when i got used to the controls and game mechanics but...this mage here is not more than a revive machine with some borderlands/defiance style energy barrier and some cool flashy moves...no heals, no buffs, no curses...im only hoping that this will change when i unlock specializations, but im feeling too meh as a mage and already looking forward to play the one hander instead, cuz Cass looks like an intimidating badass in combat, with fun moves.


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#18
Salaya

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I'm finding that as a mage I do a lot of damage. 

 

So, you don't think DA:I mages are more related to party support than to damage dealing? Honest question here, I'm curious about your opinion.

 

I'm having just the opposite feeling. Most of the time I have to paralyze/fear/froze enemies and put barriers. Damage seems to be secondary.



#19
mickey111

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So, you don't think DA:I mages are more related to party support than to damage dealing? Honest question here, I'm curious about your opinion.

 

I'm having just the opposite feeling. Most of the time I have to paralyze/fear/froze enemies and put barriers. Damage seems to be secondary.

 

 

I did both in origins. Found the support mage was most powerful. Would buff up my three melee characters with weapon upgrades, haste and armor, paralyze/scare/freeze enemies. Usually that's the point where I stopped paying attention to the fight and came back from the fridge a minute later. I was on nightmare difficulty too.



#20
AshesEleven

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So, you don't think DA:I mages are more related to party support than to damage dealing? Honest question here, I'm curious about your opinion.

 

I'm having just the opposite feeling. Most of the time I have to paralyze/fear/froze enemies and put barriers. Damage seems to be secondary.

 

I don't know, mages seem to be really strong damage dealers in this game.  The whole point of Inferno is doing as much damage as possible, as quickly as possible.  Haven't tried the Spec trees, but I hear Rift Mage does a lot of damage?  



#21
Bayonet Hipshot

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Mages in DAI are still powerful. Just not as powerful as the Blood Mage Arcane Warrior of DAO.

 

Saying mages in DAI are weak as compared to DAO would be like saying that Wonder Woman is weak compared to Superman. She is not weak, just not as godlike powerful. 

 

Knight Enchanter turns you into a Jedi Knight of sorts and allows you face-tank almost anything in the game and not die.

 

Rift Mage gives you unlimited mana, the most damaging spells, low cooldown and AOE debuffs.

 

Necromancer makes you a DoT monster, gives you are very powerful pet and you can keep on fighting and close Rifts even after you die. 


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#22
CapivaRasgor

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I don’t know... Solas seems to deal some serious damage here, kinda lost count how many times his AOE spells turned the battlefield around for me. Also I believe that it is more like the mages of Origins being overpowered than the sequels being underpowered, hell, mages’ spells in Origins were OP to the point of being lore breaking (seriously, you could nuke away without risking a breach in the Veil). That being said, I do miss fireballs and ice cones a great deal…

#23
Bayonet Hipshot

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I don’t know... Solas seems to deal some serious damage here, kinda lost count how many times his AOE spells turned the battlefield around for me. Also I believe that it is more like the mages of Origins being overpowered than the sequels being underpowered, hell, mages’ spells in Origins were OP to the point of being lore breaking (seriously, you could nuke away without risking a breach in the Veil). That being said, I do miss fireballs and ice cones a great deal…

 

This or Ferelden Circle > Ostwick Circle, Tal Vashoth & Lavellan Clan magics.



#24
Paul E Dangerously

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I regularly play Ops in SWTOR. We definitely use tactics and I certainly have more than 8 slots for my abilities so the two are not mutually exclusive. In fact, DA:I could probably benefit from using a similar system. If the current setup doesn't show the strong influence of consoles in designing DA:I, I don't know what does.

 

Don't blame us, the previous hotkey + radial system worked just fine on consoles.

 

It's change for the sake of change, not simplification to fit console/controllers.



#25
recyclebin2000

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They are still the kings of versatility, making them the best class overall. If it wasn't for locked doors, needing a war for bashing the environment, the best party would be 4 mages.  

Same lower single target damage, high area damage as the first two games.  It's even easier at the start than the last two games as you can cherry pick the best spells right off the bat from each tree. Barrier, immolate (upgraded), Winter's Grasp, Chain Lightning, toss in great passives, Clean burn and Winter Stillness and your set.

I believe you can have all that at lvl 5. Go humans. You could beat the game with just them 4 spells.