FIX Mages

Ksenon666

New member
Jan 31, 2022
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We need mages fixed !
Mages already have lower damage than archers, can't move while casting and useless in weapons combat.
Please fix Mounted Magery - we need to control horses while casting! We already have x2 cast time on horse... you already put mages to ***** with lack of spells and lack of possibilities
 

Tzone

Well-known member
May 16, 2021
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We need mages fixed !
Mages already have lower damage than archers, can't move while casting and useless in weapons combat.
Please fix Mounted Magery - we need to control horses while casting! We already have x2 cast time on horse... you already put mages to ***** with lack of spells and lack of possibilities
Archers are very bad and do less damage then magic if the enemy has at least molarium on which is the basic easy gear to get. Outburst does 30 damage while being hit scan and unblockable and being able to run around with charged. It has a 40m range. Mean while a arrow does the same damage but slower while being a slow projectile that players can easily dodge with out even thinking by randomly moving side to side.
30-33 damage every 2.1 seconds vs 30-34 damage every 3.2 seconds (if you hit)

And thats just outburst which is very over powered but supposed to be the basic weak spell.

Mages are extremely strong.
 

Bicorps

Active member
Jun 27, 2020
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We need mages fixed !
Mages already have lower damage than archers, can't move while casting and useless in weapons combat.
Please fix Mounted Magery - we need to control horses while casting! We already have x2 cast time on horse... you already put mages to ***** with lack of spells and lack of possibilities


Its kinda the main reason why MO2 is in this ***** state, they keep lisening to clueless nub like you that have no idee what they are talking about. Mages are fine.
 
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Rhias

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May 28, 2020
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Its kinda the main reason why MO2 is in this ***** state, they keep lisening to clueless nub like you that have no idee what they are talking about. Mages are fine.
While they might suck for solo PVE they are fine for PVP.
 
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Jan 23, 2021
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The only issue I have with magery at the moment is the extremely small margin for error when targeting something. I'm not asking for the margin to be as large as it is for issuing pet attack commands, and I know this is in part due to desync issues, but the center targeting circle has to solidly on the center mass of the target for the spell to land. At the very least, lower the damage/heal of the spell if it is not solidly on the target.

Regarding the original OP, damage is pretty well balanced as it currently is.
 

bbihah

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Jul 10, 2020
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Ecumenical is supposed to be a flexible school. And It is. It has healing, anti-healing, reflect, poison/dot cure and several different damage spells. Its not supposed to really excel at anything.


Necromancy is a Damage school with a bunch of utility spells based on an offensive playstyle. Casting while moving(albeit slowly). Blinds, Selfheal through damage, relatively short range and they have area denial, be it from summoning or the darkness spell.

Elementalist is a Defensive focused school with loads of support spells for out of combat use. Changing temperature, weather, erecting obstacles but also some damage abilities too.

Animism, even though we've never had it released, we do know what spells they had planned and cross referencing them with UO you get a; short range buff+debuff school with some melee range healing thrown in and some nature based utility spells tailored towards animals. Heck, they get to control wind direction! which was going to be useful in MO1 since wind DID impact archers and projectile magic. Oh yeah, thats another of the strengths of ecumenical, its magic is not projectile.

Then there are all the other schools, like staff magic, dragon magic, mentalism and illusions. They cover many other facets of what you could want for a mage with different playstyles, mobile vs immobile. Schools like Elementalist are basically LESS mobile than ecumenical due to pre-casting being a ecumenical thing, while necromancy is semi-mobile with cast while moving with direct cast upon completion. Staff magic would technically be the most mobile school I think.


No, you all can't have everything OP shoved into one school, if you want that, try modding skyrim.
 
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Just 80+ damage with flamestrike ignoring armor. I feel so sorry for mounted mages.
Imagine investing 90~100 points into PSY to reduce this damage by half and then still getting hit for 30 from mind blast.
 

bbihah

Well-known member
Jul 10, 2020
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Imagine investing 90~100 points into PSY to reduce this damage by half and then still getting hit for 30 from mind blast.
Uh, that is pretty weird reasoning.

Around 100 psy only gives around 30% damage reduction.
If you somehow took half damage from flamestrike the same would apply to mindblast.
I know in mo1 mindblast always did the difference between int and str to a maximum of 40 regardless of psy or defensive skills, but now it is impacted both by Def stance AND psy.


Would you rather deal % reduction on a lower number or a higher number? I mean, the higher damage spell you use, the more damage is being reduced but you'll still hit for more per hit. You'll have to start to think about damage vs castrate vs hitrate. Is it better to cast multiple low damage spells? Will you be able to hit enough of them to make your DPM higher than if you were relying on slower spells? And then there is the whole mana cost part of things to consider.
 
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