AGS: Mage is only weak in mutations. Is this a joke?

This is not the first time I have received such an answer, but it would be the first time I have received a clarifying reply. I hope it.

I think the most egregious balance issue right now affecting mages is the insane indirect buff given to melee with the recent armor changes.

Right now melees are taking bad trades (jumping into an ice shower for example) in order to land a single melee light hit, because if they land that hit, you’re stuck in melee range and they know you won’t be able to out trade them there. Once you add in the 300 STR grit perk it just becomes laughable.

The reason people have been starting threads asking devs to post videos of them playing arenas/OPRs against actual players is because it seems so glaringly obvious how unbalanced several aspects of the game are to anyone who has actually picked up a mage weapon (not just fire staff) in PvP. Have the devs actually done this at any point?

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Fire balls still dissapear into Narnia at times. They dont just go through the target but also not hit the ground and make the fire area.

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Yeah no cool down flamethrower must be so weak for ya, huh? Not like its all I see in OPR besides the abundance of rangers. Firestaff users just rolling and torching, but lets buff it because firestaff is “weak”. Now in mutations that have hellfire or ice I can see where that would require some tuning seeing as the mobs get a huge buff against those damage.

devs don’t even pvp. the latest dev update proves this.

I have this happen with gravity well a lot. Ill throw it and poof it just disappears. Happens at least 5 times a day and really annoying when trying to use it strategically

I have pretty much full BiS gear at 625 Gearscore, my Firestaff is Flame Attunement - Emp. Fireball - Vicious, and my Fireballs don‘t hit remotely close to 4k in PvP. Average Fireball damage against decently geared players is 2k-2,5k.

Against Medium players stacking Fortify from Shirking Fort or weapon abilities & passives, this goes even lower down to 1,6k-1,8k.

The only instance where you‘d ever hit the kinda numbers you think you can hit is on Rend capped targets (which you can’t achieve by yourself) or if you go really deep into INT. So not sure where you‘re pulling these random numbers from.

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Great counterargument. Still waiting to see the heavy fire staff nerfs tho!

You are probably throwing it into a maelstrom genius. There is no gravity well magically disappearing bug that I am aware of. The fact you think FS is strong tells me you aren’t knowledgeable on the weapon and probably aren’t that knowledgeable on PVP as a whole. Yea mages use flamethrower because it’s one of the only things they have. No it or anything else in FS is not nearly as strong as GA GS Hammer and other melee weapons.

ROAD RUNNER - YouTube heres a clip of me kiting a group of people in opr for over 3 minutes straight, i also have a random long 1v1 on my channel as a mage + a few bow 1v3s.

Your turn :clown_face:

8 months ago, do that nowdays with the slows :clown_face:

  • and the lower health entomb *
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Dude it has 8 months. Go make a fresh one. Please :smiley: I rlly wana see it.
Also dont use med armor, please go in light. I rlly wana see this :smiley:

ah above u did.

Huh?

doesnt has as much hp, as it used to

which is hilarious because ultimate chill lasts a whopping THREE SECONDS, enough for one heavy attack. It’s an absolute joke. No one specs this anymore, its utter garbage.

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this is so true. within that 3 secs, the only skill we can use ultimate chill with its ice spikes which may not hit accurately unless u pray daily to Shiva, the goddess of ice.

oh or maybe ice storm which helps to cool down the enemy after a hot day in Aeternum. The enemy will thank you for the non-existent dmg.

IG needs an overhaul in skills too. if not, just rename ultimate chill to ultimate jokes . Since it doesnt do any purposeful damage, why not let players to have a good laugh?

Is IG ultimate chill getting fix?! Ice pylon buff when xd

aside from current issue, i feels like mage weapon also suffer from single attribute scalling. with dual stats scaling weapon you would benefit from gaining damage with attribute+attribute node. hammer suffer same fate in ancient expedition, being outclass by hatchet/greatsword due dual attribute scaling even tho it has the highest damage bonus.

perhaps reducing the diminishing return on single stats scaling weapon could atleast reduce this effect

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This is the problem with the forums lmao - what wars are you talking about? You aren’t talking about any war on any competitive PVP server - firestaff does not exist in these wars - OPR sure - it’s a totally different pvp mechanic - firestaff is fine for OPR and arena - but it is not viable in war - no mid range DPS weapon that has no debuff or ally buff potential makes any sense in a competitive war, especially on a squishy character that will not survive long enough to do any damage with the amount of stacking damage in a war- it’s a complicated problem to fix - but I think most PVP players would agree that war is the highest level of competitive PVP so the balancing should be done around open world / war scenarios , not OPR or arena, they have already proven they have the capability to add special case fixes for arena with healing effective curve - they should be able to do the same for OPR - as far as a long term road map - that would be my vote - balance pvp around war and modifiers for the other game modes. Anyone who tries to argue that firestaff is “popping off” in wars has no concept of high level competitive wars.

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