dkjestrup wrote...
Mana Clash should be changed, so it's single target, and it drains all your mana, doing damage equal to Mana lost x 1.5 or something.
Oh, it definitely needs to be fixed - and the lower things in the tree need to be buffed so they're actually worth using.
Personally, I'd be inclined to at least double the effect of Drain and Cleanse, then make Clash identical to Cleanse except that it deals damage at a 1-1 ratio. This is stuff I'll go into in more detail when the Mage Dev Question shows up.
And how does a class requiring crowd control any less strong? Easy to learn, hard to master right? It's like comparing a RPG with a Sniper on an FPS. Snipers have bigger clips, are more accurate, and move faster. They have no explosion though. So although they're stronger than an RPG, they require more skill to use. Does that make them any less powerful?
And do people call out for snipers to be nerfed in FPS games? Shouldn't the development of that skill have some payoff?
It's because it's a single-player game. If we were playing against each other, then this would be an issue, since the good players would master mages and make everything else obsolete. Since we're talking about a single-player game, however, you essentially have a theoretical-power-versus-complexity scale starting with the warrior, progressing through the rogue and ending with the mage.
Compare two parties you could be running - one has three warriors and a mage, one has three mages and a warrior. The first is probably less powerful on paper - but it's certainly a lot easier to run: you can probably largely get away with leaving the warriors on tactics, and possibly the mage as well if it's Wynne. The three-mage party gives you more options and flexibility at the likely cost of fragility - with such a group, you're probably having to pause and give orders regularly to make the most of it. Really,
shouldn't you be getting some benefit for the extra effort required to run a mage-heavy party? If mages and warriors were made equal, then you'd have a situation where the game really would be that much easier with a warrior-heavy party since you can get the same results with much less investment in the part of the player. As things are, while the mage
can be more powerful, they're much less forgiving of mistakes, meaning that playing with a mage-heavy party is of similar difficulty to a warrior-heavy one.
Effectively, it comes out in the wash: Warriors are easier because they're easier to run, harder because they
are less powerful when you get down to it. Mages easier because they're more powerful if you do things right, harder because if you make a mistake you'll probably get punished a lot more than if you make a mistake with a warrior.(I'm treating a dedicated AW as a warrior here, as such a character will often splash - although the thought does strike me that a party of three warriors and one AW/spirit healer may be the most forgiving of all...)
Now, if warriors (and rogues) were remade so they were of the same complexity to run as a mage, then sure, we can worry about putting them both on the same power level. Simply bringing the mage down to the level of other classes will remove that tradeoff, so instead of being a harder-to-run-but -more-powerful-if-you-master-it class, bringing mages beyond your basic easy-to-run healbot would simply become a de facto hardmode.
(Note, also, that I do think warriors and rogues SHOULD be given stamina potions.)
Modifié par draxynnus, 01 février 2010 - 03:44 .