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Predict the 1st round of balance changes...


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#26
IamTheAttack

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-You ll auto-sprint when out of combat, you no longer need to press the stupid Shift key or joystick to sprint.



#27
Catastrophy

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The question is: WHEN will we see the first round of change?



#28
PvtNiss

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Or how about bioware changes all enemies to gain increased health so you don't need a tank with god stats/invulnerability spam combo nobody wants to play to be able to fight enemies with decent size HP pool! It's either that mage using an AoE to drop 10 mobs in 1 single ability making everyone else useless or up the difficulty for more enemy hp and get instakilled by a single regular arrow.

 

Also they will fix enemies caught by pull of the abyss. They will stop moving and stand still as they're being pulled to the center. By attempting to move when they cannot they start warping all over the place like mad and will often mess **** up. Getting killed when i'm nowhere near the pull effect because a mob is warping in an out and lashes out at me is BS.



#29
-PenguinFetish-

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Nerf everything into the ground so none of us have any fun anymore.

Demon commander needs an instant 1 hit kill map wide aoe attack in every zone for every faction. Successful attacks crash your game and reform all the pots you just broke, gold is teleported back into them. Then the pots spawn more demon commanders when rebroken.

#30
Vishimtar

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Dragon Rage / Reckless nerf

AW multiple nerfs

Firestorm nerf (at least the CC portion)

Long shot nerf

 

In the future I'd like to see a complete rework of alchemist, lots of assassin bug fixes and QoL changes, some katari defensive buffs, templar QoL love.  Necro and keeper feel like they're in a pretty good place.



#31
DakotaCoty

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- Demon commander nerfed

- Vinatori fire queen buffed

- Potions buffed

- Arcane Warrior nerfed

- Enemy archers slight nerf

 

The damage -> income damage on the best axe in the game to be fixed. 20% damage for +200% income damage is ridiculous. 

 

Arcane Warriors are fine; they are mages and melee, they need to be able to survive with some form of shield (like warriors have armour).

 

Blood Mages to be added (I hope)

 

Reaver rampage on death to be fixed

 

Two handers to stop being so slow (accuracy is terrible).

 

Staff ATTACK damage (auto fire) to be increased; it's absolutely hindering to be constantly attuned to an element and having an enemy that is nearly immune to it. 

 

Mages (not AW) to be buffed of damage - I haven't seen a mage crit over 2,400 like archers and melee can.

 

Perilous mode to be more rewarding; better loot chances, experience and completion rewards. 

 

Perilous mode monsters damage (not health) to be reduced slightly. As a Templar / Legionnaire player I cannot really do much unless I shield-spam constantly. 

 

Demon Commander to be slowed when fearing and jumping on people - gives us a chance to actually try and dodge it. 

 

Venatori Commander health to be buffed, damage to be slightly increased.

 

Red Templar Commander to be interrupted with stuns when using whirlwind. 

 

Revenant (treasure room boss) to be increased defences against AW's blade and Reaver's Dragon-Rage (I think it's called that).

 

Modes rework would be really nice. 

 

Loots from RNG boxes no longer drop item levels lower than the ones you currently have, if that is too much to ask then:

- Allow people to have a % chance to upgrade their current weapons. I.e. - you use 5 metal, 5 cloth and 5 leather to try and increase your current item's item level. 

    - If successful, item level will be increased by 1-2, if not, then you will have a chance to decrease your item's level.

    - You have a 25% chance to obtain a regrading charm from killing treasure room bosses and other elite monsters. This charm can be used to increase regrade success by 100% (can be sold for platinum on the store as long as it's equal to the loot chance).

   - You can only upgrade an item's level by 5 times to a maximum of 21/22/23 (dependable). 

 

Removal of item upgrades and runes, not sure why this wasn't possible in the first place. 



#32
J. Peterman

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I want to have the ability to rage-heal.



#33
iphan4tic

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AW: Nerfs to Barrier self-Generation, possibly through increased mana costs or DPS reduction.

 

Reaver: Fixes done but also a unbypassable cooldown added to Dragon Rage so it can't be spammed mindlessly.

 

Necro: Slight survivability buffs

 

Assassin: Bug fixes on a couple of skills and stealth working properly.

 

Templar: Blessed Blades altered to be a Party Wide DPS buff that affects all enemies, more damage added if in the circle.

 

Keeper: Mana costs revised on some CC skills so they don't feel like a Barrier bot with Chain Lightning occasionally thrown into the mix.

 

Archer: Bug fix on Evade so they don't automatically get pulled back to the spot they evaded from.

 

Ranger: Traps able to be thrown instead of just planted at feet, radius increased.

 

Enemies:

 

Venatori Commander: Immune to all CC effects, Exploding Glyphs are not prioritized when targeting a ranged opponent (She throws down glyphs even when aggroing a ranged class)

 

Demon Commander: Massive reduction on Teleport damage, Screams less frequently, Rift Bolts and melee swipes do more damage.

 

Archers Type Mobs: Do not have full Draw by default unless threatening mode upward, sidestepping arrow now does considerably less damage, fixes to them ignoring line of sight.

 

Red Stalker: Reduced Health stat.

 

Fear Demon: Teleports around less Frequently

 

Despair Demon: Jumps away less Frequently

 

Red Templar Horrors: Reduced Damage on Shard throw, increased damage on melee attacks.

 

New Mode: Nightmare Mode.

 

That's my predictions.

 

These are pretty good and would be happy to see even half of these implemented.


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#34
Drogonion

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Dragon rage damage doubled and heals instead of damages user, devour heals 20% of max health, 2h weapons damage buffed.

Pull of the abyss increases damage mobs take by 200%, spirit blade can't be blocked.

Elementalist gains double damage on all skills because they're not OHKing everything just yet.

Archers marked for death takes up 500% more damage per hit during its duration and class rename to Assassin.

Fix for line in the sand to actually work and not let enemies pass through it like it isn't even there.

AoE taunt now taunts more than 5 metres.

Assassins renamed to shitbags, hidden blades damage halved because it can actually OHK when the stars align, too OP. Shitbags attack/leap range further reduced by 50% as to not establish aggro by dealing damage. Stealth buffed by adding beneficial aoe taunt to further increase chances of being knocked out of it straight away and take even more hits for your team. Chances of being spotted through stealth when approaching enemies increased from 10% to 50%. Hint on loading screen added to tell party members shitbags in stealth give you quadruple damage if you stand on them to further encourage teamwork and standing together (hooah!). Easy to Miss finally fixed, by changing the description to show how it actually gives no threat reduction ever, skill moved up 1 slot in the tree to make it even more mandatory. Knife in the shadows change, description fixed to say "50% chance of automatically critting after using aoe taunts". Cripple passive description fixed to "Debuffs enemy movement speed by 10% when one of your hundred attempts to backstab finally succeeds, sometime."

 

Haha.  Good laugh for the morning.



#35
holdenagincourt

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The question is: WHEN will we see the first round of change?

 

This is, by far, the more important question. It is taking AGES to get a first patch out, with multiplayer in a nigh-unplayable state for a lot of people, and with some core features of gameplay in need of immediate attention (e.g. Demon Commanders on Routine difficulty being probably the most bizarrely overly punishing video game boss on an "Easy" difficulty I've ever seen, just reduce the health by half or something in the wait time before they get a mechanical overhaul).

 

I have a friend who can't play MP at all unless she hosts, because she consistently loads under the map or can't move. Half the time when I load into public lobbies, I get an infinite black screen. Or I have no powers. Or my character doesn't move. Or even if none of those things happen, I get horrible stuttering movement for the entire match. This is the case for a lot of friends.

 

So please, any sort of bug fixing patch is way more urgent than balance changes to whatever thing the BSN is complaining about right now (honestly don't care at the moment, get the game playable and we can discuss).



#36
Chaz Darkbane

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The amount of people asking for nerfs in a cooperative game is absolutely astounding. So let me get this straight, your squishy archers and mages deal too much damage... good for them? If you want a challenge go to perilous.and quit complaining. Good teamwork and good team comps are what win the day, if your team can nuke down a room then good for them. This isn't something that should be "My tank Legionnaire can't kill 40 enemies in one skill, I am jealous". If you want to be the guy who can nuke down enemies then play them.

 

What astounds me the most is the people complaining for Reaver nerfs. Really? The Reaver is by far one of the most dangerous melee classes to play at the moment. While keeping Rampage up is what you want to aim for, it isn't like she is an unkillable god. She puts out massive dps to be sure, but is still easily shown up by the Archer and mage classes.

 

When people stop trying to improve on bad classes, and instead want to bring the classes that work well down to the level of those that don't there is something seriously wrong. Lets talk about some of the major issues that are screwing over classes right now instead alright? Like the fact the Necromancer has a Pyromancer passive but no skills that set enemies on fire, or the fact that she also has useless spirits that would rather sit on their ass rather than attack enemies like they are supposed to. Let's talk about the Templar's terrible passives or the bugs that are holding other classes back; rather than why the classes that do well are somehow bad for the game.


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#37
Catastrophy

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The amount of people asking for nerfs in a cooperative game is absolutely astounding. [...]

It's called "consensus" where I live.



#38
coldflame

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Nerf everything into the ground so none of us have any fun anymore.

Demon commander needs an instant 1 hit kill map wide aoe attack in every zone for every faction. Successful attacks crash your game and reform all the pots you just broke, gold is teleported back into them. Then the pots spawn more demon commanders when rebroken.

 

What makes it even better? Bioware should add a new special attack to all bosses. The ultimate attack from all commanders will wipe your Hard Drive.



#39
Chaz Darkbane

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It's called "consensus" where I live.

 

I prefer calling it "ignorant masses" just because a thousand people shout really loudly that they want something doesn't mean it is a good idea. Nerfing everything to the ground is not a good solution. Reaver for example is one of the most well made classes in my opinion. because all of her passives work off of each other to give proper synergy. The result is the feeling of a complete package, rather than a tree of hastily thrown in passives to take up the slots instead.

 

Should we remove the aspects that make the Reaver work in favor of something that doesn't fit like the problem classes have? Should we equate the damage a mage can do with that of a Legionnaire? Because those are the kind of suggestions I have seen right now.

 

It seems all anyone cares about is being at the top of a board at the end of a match, but they want to be able to do that with a tank instead of a damage dealer.Instead of saying "hey this class is doing really well lets gut that" we should be saying "Hey I would like it if I felt that useful, lets fix this class so it can". 



#40
Catastrophy

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I prefer calling it "ignorant masses" just because a thousand people shout really loudly that they want something doesn't mean it is a good idea. Nerfing everything to the ground is not a good solution. Reaver for example is one of the most well made classes in my opinion. because all of her passives work off of each other to give proper synergy. The result is the feeling of a complete package, rather than a tree of hastily thrown in passives to take up the slots instead.

 

Should we remove the aspects that make the Reaver work in favor of something that doesn't fit like the problem classes have? Should we equate the damage a mage can do with that of a Legionnaire? Because those are the kind of suggestions I have seen right now.

 

It seems all anyone cares about is being at the top of a board at the end of a match, but they want to be able to do that with a tank instead of a damage dealer.Instead of saying "hey this class is doing really well lets gut that" we should be saying "Hey I would like it if I felt that useful, lets fix this class so it can". 

Ignorance is bliss.



#41
Cyonan

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I prefer calling it "ignorant masses" just because a thousand people shout really loudly that they want something doesn't mean it is a good idea. Nerfing everything to the ground is not a good solution. Reaver for example is one of the most well made classes in my opinion. because all of her passives work off of each other to give proper synergy. The result is the feeling of a complete package, rather than a tree of hastily thrown in passives to take up the slots instead.

 

Should we remove the aspects that make the Reaver work in favor of something that doesn't fit like the problem classes have? Should we equate the damage a mage can do with that of a Legionnaire? Because those are the kind of suggestions I have seen right now.

 

It seems all anyone cares about is being at the top of a board at the end of a match, but they want to be able to do that with a tank instead of a damage dealer.Instead of saying "hey this class is doing really well lets gut that" we should be saying "Hey I would like it if I felt that useful, lets fix this class so it can". 

 

Most people don't want these things nerfed into the ground.

 

Saying that somebody who asks for a nerf in a co-op game wants everything to be garbage makes as much sense as saying people who don't want nerfs want to 1 shot every single enemy in the game with god mode on.

 

We want things to remain with some semblance of balance. If they do what they did in Mass Effect 3, then the highest difficulty will become a joke because they keep buffing everything and introducing insanely overpowered items in the DLC and don't nerf them. The power creep in that game was way too much.

 

Except the Krysae. May it rest in peace.



#42
veramis

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Blah blah blah please don't nerf my broken mages.

 

TIFIFY.



#43
Beerfish

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I prefer calling it "ignorant masses" just because a thousand people shout really loudly that they want something doesn't mean it is a good idea. Nerfing everything to the ground is not a good solution. Reaver for example is one of the most well made classes in my opinion. because all of her passives work off of each other to give proper synergy. The result is the feeling of a complete package, rather than a tree of hastily thrown in passives to take up the slots instead.

 

Should we remove the aspects that make the Reaver work in favor of something that doesn't fit like the problem classes have? Should we equate the damage a mage can do with that of a Legionnaire? Because those are the kind of suggestions I have seen right now.

 

It seems all anyone cares about is being at the top of a board at the end of a match, but they want to be able to do that with a tank instead of a damage dealer.Instead of saying "hey this class is doing really well lets gut that" we should be saying "Hey I would like it if I felt that useful, lets fix this class so it can". 

You have a pretty big misconception going there dude/dudette.

 

First of all what we loud voices say means nothing to BioWare unless their data backs it up.  Second of all games become fairly boring if there is one or two major win classes or weapons.  It's been proven time and again, leave things as they are and every lobby will have 3 our of 4 combos the same, which sucks.

 

Nerfing and buffing is not ideal and they do make mistakes but it is a worth while endeavor and i have been on the other end of nerfs to my fav classes or weapons.



#44
Chaz Darkbane

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There was too many words to read so I guessed what you were saying in an insulting manner that makes me not only appear ignorant for lack of a counter point but also immature for needing to resort to petty insults.

 

TIFIFY ;) Yup, me defending the melee damager dealers as well as the mages must mean I just want mages to be completely broken. I am defending my least played class type here. Go play any other character than the Arcane Warrior (who is ridiculous simply because of how absurd his surivability gets) and tell me what is so completely broken about them. They do damage based off of their weapon base just the same as everybody else, so garbage weapon = garbage damage. Combine that with the fact that staves have by far the lowest base damage out of any weapon type and you already have a semblance of balance. What mages really bring to the party is crowd control and status efffects. If you would prefer it if they were incapable of doing this then there would be no difference between them and other damage dealing classes. 

 

 

You have a pretty big misconception going there dude/dudette.

 

First of all what we loud voices say means nothing to BioWare unless their data backs it up.  Second of all games become fairly boring if there is one or two major win classes or weapons.  It's been proven time and again, leave things as they are and every lobby will have 3 our of 4 combos the same, which sucks.

 

Nerfing and buffing is not ideal and they do make mistakes but it is a worth while endeavor and i have been on the other end of nerfs to my fav classes or weapons.

 

Which is why every response I have to the matter of balance is to bring the problem classes up to a higher level and make the support classes feel like they are contributing through obvious indicators and rewards for their efforts. For more information on that refer to here http://forum.bioware...ork-you-put-in/

 

The scoreboard is a major problem considering the game is cooperative, making the Legionnaire, Templar or the Keeper feel like they put in no work because they are at the bottom will make them blame the people who perform better than them. It also gets to the point where people will forget that weapon damage means everything in this game, just because a level one Elementalist with a godly staff gets a lot of the kills does not mean he is broken it means he has a good weapon.



#45
Cyonan

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Which is why every response I have to the matter of balance is to bring the problem classes up to a higher level and make the support classes feel like they are contributing through obvious indicators and rewards for their efforts. For more information on that refer to here http://forum.bioware...ork-you-put-in/

 

This has been suggested many times in ME3's lifespan.

 

The general response is that if you only ever buff then you'll just end up stuck in a continuous cycle of buffing everything because it's quite rare for anybody to get the balance right on the first or even 6th/7th try.

 

and then you'll have to buff all the enemies to compensate, which is the same as just nerfing everything.



#46
veramis

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Chaz has no understanding whatsoever about game balancing or the concept of power creep. He thinks buffing everything makes everyone happy when all it does is trivialize the game.



#47
Chaz Darkbane

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Chaz has no understanding whatsoever about game balancing or the concept of power creep. He thinks buffing everything makes everyone happy when all it does is trivialize the game.

So you are going to ignore my previous response completely and resort to further blatant insults and flaming and still no counter point. Good to know. 

 

 

This has been suggested many times in ME3's lifespan.

 

The general response is that if you only ever buff then you'll just end up stuck in a continuous cycle of buffing everything because it's quite rare for anybody to get the balance right on the first or even 6th/7th try.

 

and then you'll have to buff all the enemies to compensate, which is the same as just nerfing everything.

 

I realize that there is no way we can expect every class to be balanced right off the bat or anytime soon. But what astounds me is the sheer amount of people who cry for a nerfs before anything rather than identifying what classes have problems and fixing them. When we can say with confidence "Yes every class in the game is useful on any difficulty and has skill that synergize well with it" then we should focus on balancing things that are easy number fixes like damage done and clear times. Right now there are some classes that do clear ridiculously fast and some who fall so flat on their face you wonder what they are even doing in the game. There are some classes who, instead of having unique passives to their class or archetype have passives that are literally copy pasted from others with a simple name change. we have some passives that don't even do things for the classes that have them (look at the Pyromancer passive for Necromancers for example; literally half of that passive does not apply to the Necromancer skills) Shouldn't we try to address those issues first to bring every class to the level where they make a unique difference and form an identity rather than nerf everything to the ground to the point where classes lose identity and unique attributes? Right now I am not worried about every class being a god, the rng grind halts that pretty well and the only class right now I would consider silly is the Arcane Warrior, and even then it isn't like he can just face tank a perilous run and is still just as limited by how strong his weapon is.

 

Right now I am more worried about making sure every class is useful, unique, and has their passives and skills synergize with their role. Once that is resolved and we see the real potential of the borked classes we can worry about balancing them in comparison to the current powerful ones.

 

Lets say we are comparing the differences between blunt and bladed weapons. Comparing a sword that is dulled and broken in half to a mace that is in perfectly suitable condition isn't really much of a comparison at all, I am sure the guy with the broken sword isn't happy about his performance and might think a mace is a more effective weapon, but maybe we should wait till we give the guy a perfectly functional sword before making a decision about whether or not maces are better.

 

(I was going to compare a rotted apple to a fresh picked orange at first, but I figure this would be more fitting because of the setting :D)



#48
veramis

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TIFIFY ;) Yup, me defending the melee damager dealers as well as the mages must mean I just want mages to be completely broken. I am defending my least played class type here. Go play any other character than the Arcane Warrior (who is ridiculous simply because of how absurd his surivability gets) and tell me what is so completely broken about them. They do damage based off of their weapon base just the same as everybody else, so garbage weapon = garbage damage. Combine that with the fact that staves have by far the lowest base damage out of any weapon type and you already have a semblance of balance. What mages really bring to the party is crowd control and status efffects. If you would prefer it if they were incapable of doing this then there would be no difference between them and other damage dealing classes. 

 

 

 

 

So you are going to ignore my previous response completely and resort to further blatant insults and flaming and still no counter point. Good to know. 

 

You can't possibly expect me to take you seriously when you want me to tell you what is broken about the mages besides AW, which btw, isn't broken only because of his survivability but because of his godly DPS. Because I'm a glutton for pain I'll answer your stupid question.

 

Keeper: Broken disruption field, freezes any mobs. Barrier up 95% of the time when using passives correctly.

 

Necromancer: Walking bomb ability with large area high DPS AoE, especially when synergizing with necromancer blizzard or any CC classes, can easily wipe out most blobs of perilous mobs. Death siphon for 20% hp per enemy dying within a large radius and 50% damage reduction for being near the massive blizzard AoE makes the necromancer tanky as heck.

 

Elementalist: Have you ever seen an elementalist?

 

Your claim that mage base weapon damage is bad is so silly. Have you ever seen their skill trees and how much % of weapon damage and number of ticks their abilities do? Have you ever seen their passives such as 5% more damage for every 10% missing mana? Have you ever seen the bountiful amount of cooldown reduction passives they have? All I can say is that you're either lying or you've never had the privilege of seeing an arcane warrior gathering 10 mobs into a single spot and blow them all up for well over 1000% weapon damage each with fade cloak, assuming he wasn't too lazy to just swipe at the blob of enemies 2-3 times to wipe them all out.

 

Mages outdps other classes because they are AoE DPS and CC, and as difficulty gets higher, AoE becomes king. Your "If you would prefer it if they were incapable of doing this" doesn't mean anything because you don't know what I think is the issue with mages nor what I think would balance them. And I won't stoop to trying to explain to you what should be done to balance the classes because it would be like arguing with a donkey.



#49
veramis

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^ death siphon 10% heal on kill, not 20%. Got it confused from using rings and staff.



#50
Chaz Darkbane

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You can't possibly expect me to take you seriously when you want me to tell you what is broken about the mages besides AW, which btw, isn't broken only because of his survivability but because of his godly DPS. Because I'm a glutton for pain I'll answer your stupid question.

 

Keeper: Broken disruption field, freezes any mobs. Barrier up 95% of the time when using passives correctly.

 

Necromancer: Walking bomb ability with large area high DPS AoE, especially when synergizing with necromancer blizzard or any CC classes, can easily wipe out most blobs of perilous mobs. Death siphon for 20% hp per enemy dying within a large radius and 50% damage reduction for being near the massive blizzard AoE makes the necromancer tanky as heck.

 

Elementalist: Have you ever seen an elementalist?

 

Your claim that mage base weapon damage is bad is so silly. Have you ever seen their skill trees and how much % of weapon damage and number of ticks their abilities do? Have you ever seen their passives such as 5% more damage for every 10% missing mana? Have you ever seen the bountiful amount of cooldown reduction passives they have? All I can say is that you're either lying or you've never had the privilege of seeing an arcane warrior gathering 10 mobs into a single spot and blow them all up for well over 1000% weapon damage each with fade cloak, assuming he wasn't too lazy to just swipe at the blob of enemies 2-3 times to wipe them all out.

 

Mages outdps other classes because they are AoE DPS and CC, and as difficulty gets higher, AoE becomes king. Your "If you would prefer it if they were incapable of doing this" doesn't mean anything because you don't know what I think is the issue with mages nor what I think would balance them. And I won't stoop to trying to explain to you what should be done to balance the classes because it would be like arguing with a donkey.

 

Once again I find that you cannot possibly finish a thought without resorting to grade school level insults. It is a forum, not a shouting match. I too realize that this discussion is pointless based only the fact that you very obviously have your own opinion and anyone who says anything that is different is obviously a stupid ignorant donkey and reading anything they have to say is clearly beneath you past the first sentence that sets you off. I have stated numerous times that I do care about balance changes, but fixing characters that are broken to the point they barely work should take priority over nerfing classes that currently work well so we can balance it right. I will address some of your previous points however as a form of closing.

 

On average mage abilities do just as much or less weapon damage % (usually around 200% for single hit abilities, lower for damage-over-time ones) as other classes but with a lower base damage. As discussed previously their main strengths lie in aoe and crowd control, and while I won't say those things aren't important (I often stress how important they are to other classes) but they are usually balanced by the fact mages have the weakest base weapon damage in the game. My Reaver can kill large groups of enemies quickly and often while healing himself, my Assassin can focus down just about anyone in a blink of an eye and and my Archer is capable of killing half a room of enemies before the fight even starts with just longshot. All of these dps classes are capable of some sort of method of insuring their safety in a fight while all having weapons with higher dps than a mage staff. 

 

A mages main difference lies not in the dps (because other classes are easily capable of doing as much if not more depending on circumstance) but in their crowd control and utility. It functions as their main form of insurance the same way Rampage does for a Reaver or stealth does for a rogue class. I will not say that the mage doesn't have a lot going for them, because they certainly do; but what I am saying is we should care less for the classes that are currently working and focus more on making sure every class is fully functional before balancing them in comparison (back to my dulled sword/rotting apple comparison earlier)