Mage Class and how we stop nerfing them while keeping them balaced

I play ice gauntlet and with the bugs and now nerf it just feels underwhelming and less useful what are some ways that they could buff the class while not breaking it.

I’m thinking more synergies with the skills so have it so if they are being hit by x skill then they take more damage from y.

any other ideas? or objections and why?

By making build/“class” adjustments from the top down and not the bottom up.

could you explain?

Who cares need em all. We need more great axe users who can one shot everyone.

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+1…

Got no chance of buffs, the hammer/axe crowd would cry to much.

They got mages and healers nerfed, now they are after muskets

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i would appreciate some actually helpful responses

In what form? Are you looking for players to give suggestions on how to buff IG without breaking it?

It’s just hard to object/change/add to an already vague idea :thinking: give us some meat on the bones of your idea my friend

yes, as i have played all the mage classes they all seem underwhelming. i could play battleaxes and one-shot things or play a mage and fight things 20 lvls lower then me and have to hit them 4 times.

so im looking for some ideas on how the developers could change the mage classes to make them feel stronger without making them so strong they they become an issue. the above was an idea.

for example in the ice mage build if things are in your ice zone they take more damage. so im thinking that they increase that amount or add other synergies like it to other mage classes.

or if people just think that the classes are fine and im just bad

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Mages are fundamentally dead right now outside of wars.

  • Abilities are clunky
  • Projectile speed of ice/fire is terribly slow for the weak damage it does compared to bow/musket
  • Our abilities seemingly do less damage than our heavy attacks
  • Quickcast needs to be a thing
  • Our dash and escape abilities need to be instant, the wind up and wind down is terrible
  • Light armor is all but useless on a mage, just too weak, anything heavier, too easy to catch
  • There is NO armor sets based around mages, tanks and other DPS get it all, runic thread is a joke btw
  • If our abilities require us to be within “x” distance, i.e. close up, we need more escape tools to get in and out, and the ability to live more than two hits

It really doesn’t feel like a mage class. All ice abilities are quite close range. Fire abilities are also close range aside from fireball. I’m actually giggling at which dev thought flamethrower would ever actually be an iconic ability.

They’ve become a class where the only way to come close to succeed is 600 LG GS resilient gear with max stats and consumables.

  • Meanwhile my new friend puts on a crappy heavy set, a life staff, and a great axe and kills my fully twinked mage without me being able to kill them. My other buddy two shots me with a great axe. Fun.

There doesn’t have to be groundbreaking changes to the mage kit you are over thinking it. The mage nerf was hard because they nerfed too many aspects of the weapon all at the same time with significant nerfs. If they nerfed just a few components and not so harshly mage would be fine. Just start tuning back to where they were little by little until it feels balanced.

Come to El Dorado OPR’s and tell that to the mages critting my heavy tank bro in 600 GS for 2-3 k they are under powered. They wreck. You may have just not found the right combination of perks.

Personally I find that if you combine enchanted and keenly empowered with a non int gem, it does a lot of damage. One of my buddies also swears that 50 points in dex got him increase crit chance… thought that was for melee only but whatevs.

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Critting for 2-3k is not an achievement when archers and muskets are surfacing 10k.

Greataxes regularly crit for 2-3k.

Your point?

I’m in El Dorado, and I play OPR everyday.
I am FS/IG user, and I usually get no.1-4 in OPR with most kills and/or dmg. (just wanna mention I at least know how to play.)
There are many good mage players (FS/IG, FS/VG, etc.), but it does not mean the class is over nerfed.
As other people post, the dmg is frustrating. Not just under par, but actual dmg (comparing with investment) is the worst.
For example, Dex weapons show tons of dmg w/ crit(headshot) even 5k-10k.
(I know it happens a lot, but I have many experiences that I got one-two shots. I have abt 8-10k health w/ buff.)
It depends on the attribute, but it usually has a lot of damage w/ risk a.k.a. Glass Cannon.

I run glass cannon build (350int, 50 con), and the highest dmg I can see now is 2.5-2.8k w/ Crit (depending on the enemy’s armor though.)
You need to run away using all the skills, dodge whenever you have stamina, drink pots every time u take damage.

Fire Staff is made to play with critical chance, critical damage, and burning DoT (you can tell when you check the passive in skill tree.)

  • Two DoT passive skills are bugged.
  1. Singe (light attack applies Burning DoT): Not only working, but it also reduces crit chance abt 5-10%.
  2. Watch It Burn (Crit dmg applies Buring DoT): Not working occasionally.
  • Clear casting skill(not taking dmg for 3s, you have 5% more dmg. iirc) is not working.

All the crit chances that you could get from the passive changed to ‘apply SKILLS ONLY’ even when Devs delete 'Fireball Crit Chance.’ (I know they announced there was no crit, but it’s too obvious that you did more FB dmg when there was Crit animation.)

I won’t talk about Ice gauntlet since it is not just about the nerfed dmg. It has fundamental problems such as swap animation bug, aim problem (ice storm), etc.

I cannot disagree that VG is OP. It has strong CC, high Crit chance, insane debuff for the enemies while buff the user. New weapon, you know. I can tell it deserve to get nerfed.

Fire Staff and Ice gauntlet were undertuned. It does not need to be roll-backed, but needs general tweaks or somewhat changes.

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They need to normalize all instanced PvP.

Period.

GS shouldn’t be relevant. It should all be about skill and organization.

Wars and Outpost Rushes need to be normalized.

World PvP will never be balanced and trying to do so is a waste of time.

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