"Aim to improve the viability of magical weapons in PvE…"

Soooo IG and VG weren’t listed…? I understand that the ‘meta’ support style build for ig/vg is strong and occupies a decent number of slots in war. However there are many things on both of those weapons that still need some love/tuning. Would be nice if they had at least some potential to be an actual main handed “not support” style mage weapon.

–Void blade (needs something, maybe 5s of Grit on activation, make the perk ‘Leeching Blade’ actually heal from damage dealt instead of weapon damage, make it drain a small amount of stamina or mana on hit, allow it to stack 4-5 disintegrates instead of 3, or at the very least improve/fix the tracking on it… something needs improved on it to make it more viable to run in PvP)
–Baleful Tether (this isn’t used in any situation, the only things I can really think of for quick changes to it would be to change ‘Tethered Focus’ into stopping the target’s mana and/or stamina regeneration while tethered or even leeching the targets stamina/mana, making Soul Eater heal you for x% of damage dealt to the tethered target, being able to reactivate tether to end it early but apply a root for x sec, making tether chain out to other targets within x meters of the first target hit by it, removing this spell and add a new one or completely redesign it.)
–Essence Rupture (I don’t really have any ideas for this one, it’s sometimes used in PvE, but rarely. I almost feel like this one just needs a complete redesign or deleted and add a new spell… or make it apply a “warlock” style DoT or something idk…)
–Orb of Decay (This is just me being completely biased since most of my play time is vg/ig, but would be nice to get like ~10% of Orb’s damage back from when it was cut down by like 30-40% dmg.)
–Glimpse of the Void (I think this really needs looked at, if it is however, the entire right tree will probably need changed/adjusted)

–Ice Spike (Since ice spike’s nerf into 4 lil spikes instead of 2 it has mostly felt underwhelming, I feel like it needs a slight buff since IG doesn’t have all that much offensive capability. Nothing too big though or it’ll get back into that ‘too strong’ range. It used to feel extremely rewarding hitting a well timed spike back when it had 2 smol spikes that came out. It also had a very nice skill ceiling of learning how to time it and where to aim it. Much of that was lost when it was changed, would be really cool to see this return back to 2 spikes, but reduce some of its damage or something, if that isn’t doable then maybe increase it’s damage by ~10%, or give it a couple more meters of range, or a lot of these can be fixed by just raising magic weapons’ base ‘weapon damage’ since they are much lower than other weapons for some reason.)
–Wind Chill (Where to start w/ this one…, the buffed perk when placing on an IG was a nice addition and made it feel like it was actually doing some damage, but the mechanics of the spell definitly still need something, the 2 ideas I like the most are either/and, widen the hitbox of the spell making it more of a cone so that it can it more enemies at once, slightly increase the duration and make it increasingly slow targets the longer they remain being hit by it leading up to a “freeze/stun/root” after x seconds of being hit by it.
–Light/Heavy Attack (This applies to all mage weapons, it still feels so clunky when auto attacking with mage weapons, they need a faster recovery time or not to be slowed as much or something to improve them, on top of that IG/VG/FS/LS are the only weapons that have a cost to use them, would be cool if they did a small splash (at the very least on heavy attacks) when colliding with a target or other geometry, the splash being just big enough to hit a couple/few targets if they’re tightly clumped since it’s costing mana to use them.)

Hopefully AGS takes a look at these, if someone knows the peeps that look through these could you please tag them for me <3, also please add any ideas that you think would work best for these 2 weapons, the ones I presented do not mean I want each of them applied, I’m just tossing ideas out that they could potentially pick and choose which ones they think would work.

2 Likes

If they buff firestaff it’s gonna be a meme. FS is already extremely powerful if built right and if they buff it I’m gonna go ahead and guess all the dex in OPR will be replaced with fire staffs.

10 Likes

void blade should be on permanently and have no countdown to when it turns off

2 Likes

i agree. i have a feeling they just listen to the loud, probably not so good players and completly overtune firestaff.

4 Likes

Nah. It has too much utility to just be on all the time.

Like the flamehtrower?

Nah. Flamethrower is just its own damage + burn dot.

Vb is damage, rend, lifestealing, HoT/DoT(voidcaller), and let’s not forget that you would get fortification just for turning it on and empowerment for turning it on near someone.

True. But then again flamethrower gets fortify and haste for turning it on though but they have a cooldown. So they can just add a cooldown for that on the voidblade as well.

The haste isn’t super useful imo. Both the weapon perk and the passive from the tree.

The fortification is kind of whatever too…10%

True. I never had big issues with the VB cooldown personally so its probably fine as it is. But it does need some love in some way though. There is just no way to really survive with a VB versus other melees right now.

Same, I can usually reset the cooldown for it fairly easily. I also like the theme of it where it’s pulled out and used in windows to punish a misplay or misposition.

I really hope they don’t buff fire staff, I feel like it’s in a perfect place right now tbh

1 Like

ok buddy

I am more afraid not about full OPR of firestaffs.

I am more afraid of full opr of muskets and fire staffs.

1 Like

That’s why I’m really hoping they take a look at this post and at least consider some of it… right now the only viable “Offensive”/“Damage” mage is Firestaff. Ig/Vg are only used as offhand/support weapons, if Ig/Vg offensive capabilities were tuned we would hopefully start seeing different mage builds running around.

It was turned on, it got scaled down, because builds like SNS+Ice one shot appeared.

I main fartstaff and the only ability that does damage with that weapon is the flamethrower.

fireball - is ok tho any good player can easily iframe it most of the time
incinerate - anyone that gets hit with this ability are just bots
meteor - troll
burnout - only useable if youre meters away from anyone, easily disrupted hit a flint and youll prolly trip on your own
pillar of fire - this ability for me does 2k - 2.5k crit while my heavy attack can do up to 1.8k - 2.2k crit on same light target so theres really no reason for me as to why i would waste points for this ability over the flamethrower that can consistently do 500-1000 damage per tick and has no cooldown.

Im doing kinda ok with my fartstaff atm but its all thanks to my secondary weapon. All my fartstaff do is do the 10% initial damage then switch to my secondary weapon which does all the 80% damage then switch back to my fartstaff to finish the 10% hp.

The only reason im still maining fartstaff atm is I just like staves in any mmo i play.
Just kill the flamethrower ability please and buff or do some changes for the other abilities.

From someone who plays light melee and just having a bit of fun with voidblade lately, the pain is you cant weapon swap back. Theres just so much setup needed to try and lock on someone its not reliable

Light/heavy is pretty easy to hit and does huge damage 2-4k per shot, fireball is easy to dodge the first one but has a very short cd and again massive damage.

But the main thing that makes fs strong is the essentially permanent 10% fortify perk that becomes 30-35% if paired with ig. Throw in some armor and gems and fs/ig is basically at fort cap. all the time. I’ve seen fs/ig light mages absolutely facetank burst that would destroy even a medium melee.