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Old December 29, 2017, 22:00   #27
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 869
Philip is on a distinguished road
Mages have indeed consistently been the class with the most control. Buffs (including Haste and Resistance, and GoI once upon a time), great detection (though Priests were better late game, awkwardly enough), excellent teleportation, door creation, destruction, banishment, recharage and all perfectly reliable (0% fail, except for recharge). Their damage output has been and should be unimpressive. Why should they be competitive with a warrior or even a ranger, with that level of control.

One thing that seems like it would be a good idea would be to put a wand of magic missile into the starting inventory for people who start with a kit. Maybe a scroll of recharging too, to give people an idea of how the mechanics works? Sort of teach people the new way to play mages.

It is my opinion that if Mages were ever able to ignore devices as a way to do damage (and they were), then that was a problem. Fortunately, if your idea of spellcasting involves exploding things, then Necromancers ought to satisfy that nicely (I hope), with them using devices for the support stuff Mages really excel at.

Also, while I don't want mages to be exclusively for experts, I do believe playing them should require awareness and control as a style of play. Perhaps the help files should emphasize the importance of choosing your battles to avoid wasting charges of magic missile early, through the use of say, stealth. I also think the idea of an early buff to boost stealth is a good idea, though the way stealth and mana costs and regen work now, it could end up being either too powerful (letting you pretend to be a Rogue with 0% fail) or useless (oh good, burn a turn to get +1 stealth for a little while, that may even pay for itself in the amount of time it would cost). Perhaps some new way of avoiding monsters (or an old one - teleportation or sleep monster or such)?
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