Early game, we are stuck with three elements, and only so many skill points.
I went with lightning, and when something is immune to electric damage I am kind of relegated to barrier duty and tossing some pitiful off-spec damage here and there with spare mana.
We cannot switch weapons in combat either, which hurts mages a lot as sometimes you're stuck with basically a 0 DPS staff if facing an enemy you haven't pre-emptively equipped for. And my best single-target damage spell(energy barrage) pre-specialization is uses the staff's element.
Yes, I am aware that you can adapt once you've learned the encounters or have an idea of what resists you're gonna be dealing with in an area - like cold in the fallow mire. That doesn't change the fact that it's simply not an enjoyable feature however, I haven't encountered any fights where elemental resists made anything more interesting to deal with. All it means to me is more inventory and re-spec micro-managing. And that is extra-harsh since the inventory design is awful for PC. I also don't like needing to craft 3 staves for each of my mages.
As a side-note, CC immunity is also annoying. Having spells that just do nothing is not fun, at least they should have adjusted/downgraded effects against "boss" types or whatever.
It would also just be nice if we had some non-elemental damage options pre-specialization. The base mage class is straight up boring on top of its annoyances and you have to play with it for quite awhile if you're doing a lot of the side content.





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