Logic behind that was to prevent infinite kiting - like bows could do before last patch. So moment you chose to do dmg, you chose to allow enemy to close gap. Was junky but not game breaking. Now whole game build is terrible:
dodge nerfs and mele slow = no counterplay vs LMB spam from few mele weapons
attacks slows = no option for kiting
So we cant stay at range and we cant get out from close combat. Sounds like smart design imho
Problem is bow players can still do that, because they stay further away to beginn with and have free movement speed boost + reduced stamina consumption via dex passive. I feel like bows are now still in a better position than mages were even before the patch, when it comes to mobility and kiting
Ofc what you say is correct. Dex + rapier was original reason behind infinite kiting problem in first place. Light armor was not the reason. But only ppl who play game knew this. Devs dont. So they pointed out wrong reason and nerfed mages while they targeted bow/muskets imho.
I just realized how many mistakes i had in that post. Lol, i need to proof read.
The problem is, this is assuming that you “get the damage off” and that is the true problem of mage, namely, that there are mechanics at play that prevent it from getting off. Removing stagger from heavy attacks on melee would massively benefit the mage class (almost exclusively).
This is true, it also does not have self sustain (self heal).
That assumption paires with better positioning. If you overextend you will not benefit.
Nah we’ve removed enough staggers from the game imo. Besides I don’t like advocating for nerfs to one class to potentially buff another unless there’s something game breaking going on. Smoother & shorter AA animations may be a better fix here.