-DEVs many of us play games like DragonAge like they are a MMO...we like to strategize and make our character as powerful as we can, then put on the highest difficult setting, and see how much butt we can kick. That's what's "fun" is atleast for some of us. Spells that are game breakingly overpowered remove a lot of that fun because then u either take the overpowed talent and playing the game isn't as fun, or u live with knowing you purposesly are choosing not to make your character as strong as they could be, and that's not fun either....so....here's what needs to get fixed:
Mana Clash - What were u guys thinking? Game Breaking
Huge Area Effect insta-kill anything with mana, even most bosses. See a group of blood mage/Spirt healers, they all die to one insta cast on night mare. This spells is game-breaking. The damage for starters is often 4-5x more than normal spells like fireball, but only increases against boss type opponents to like 10-20x damage as they have more mana. Game Breaking. Even if you reduced damage substantially (which i expect u will in some future patch), leaving a caster-class with no mana is almost as bad for an insta cast - should be a percentage drain (with a max effect) - e.g. reudce mana by like 40% (with max effect cap) so u can try following up with other spells to reduce mana further. Or consider turning it into a "silence" type spell, so the affected come out of its duration w/ mana intact ready to open up a can of Whoop****
Entropic Death - Another what were u guys thinking.? Game Breaking.
Damage way too high. Only slightly better in that death cloud requires a few seconds to cast. Combo should give a marginal added benefit, not be like 10x better. I know chance of shattering (insta kill) reduces on nightmare by a lot (and doesn't work on elites+), but unlike shattering this stkll combo works even on nightmare bosses and for the amount of damage it does - its nearly as powerful (well moreso, cause as i said shattering has already been balanced not to effect tough npcs).
Glyph of Negation - Overpowed, Removes the "fun" mages bring to an encounter.
Anything that drains all the mana from a mage in one insta cast, no chance to resist spell, is over powered.
U turn a dreaded mage (sometimes a group of them) into half an archer with not special abilities for an entire encounter in one spell. Again I would consider turning into a silencing spell, if you step on it you can't cast a spell for x duration. You can leave intact that no magic can affect anything standing on the glyph, that mechanic seems ok.
----OK, now some other thoughts, for expansions/sequels---
Root Spells - Where are they?
Everything seems to be paralyze, petrify, etc... Which means the game is balanced around your opponents being entirely incapacitated. Which means the duration of the spells goes way down in higher difficulties. But if you had a root line, where warriors/rogues could switch to archery, mages could still cast, then u wouldn't need to diminish the duration of rooting as much as paralyze, etc, when you ramp up difficulty. Besides this would bring up some strategic decisions between ranged/melee balanced parties, and abilty to remove effects like root.
Knocback Spells - Would be nice.
Some sort of way to keep corral your opponents into AE's. Instead of just having to fix them where they already stand. Something like Force-Wave or something to send a group of enemies flying backwards. Glyph of replusion, one of the most popular spells kinda fills this role.
Spell Shield - Lame
Because the mage is almost always being hit by some sort of AE magic, and spell shield only blocks single target. Fireballs, Chain Lightning, Cone of Cold, etc. First, because that's what enemies seems to cast. And Second, because the enemy has probably been taunted onto a warrior character. Working some sort of mechanic for blocking/reducing AE damage (with the accompanying drain on mana fro each blocked spell) would vastly improve the shield, and open up strategic options like casting a fireball ontop of yourself when your surrounded by enemies.
Dark Spell Lines:
Demonic/Necromantic Summonings - Like a Balor demon from lord of the rings, a succubus healer/mage , a six handed shiva archer.....

- Needs more development than just animate dead. Perhaps even a spell that lets you recruit/bind certain demons to be party members for evil characters. Sonya Dryden would make an awesome zombie tank, and quite the interesting romance option
Modifié par Andari_Surana, 14 février 2010 - 12:36 .