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#11 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,912
Donated: $40
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saru--it is only one spell that does such extreme damage per turn; the other spells aren't nearly so unbalanced. Punishing players who don't double down on higher resists seems a bad way to go. (Currently, ONLY Mana storm does more than 275 damage to a fully buffed player with all resists.)
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#12 |
Scout
Join Date: Jul 2019
Posts: 33
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I assume you're referring to the suggestion of increased player damage from fastcast? Now that I think about it that could be rather annoying; back to the drawing board I guess....
I was under the assumption people had more of a problem with fastcast rather than manastorm, sorry for misunderstanding! ![]()
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#13 |
Rookie
Join Date: Feb 2009
Posts: 18
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How about if, when Fastcast ends, the player is Muted for ~10 rounds and can't cast spells?
Then you get players less willing to abuse the power of Fastcast if it's in a long fight scenario, but it's still useful as a "oh crap I need short term power" move. And smart mages can supplement their muted turns with devices. |
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#14 | |
Swordsman
Join Date: Feb 2014
Posts: 467
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Quote:
Predictably, all the fun new things I've found with 4.2.0 with mages are being nerfed :/. Mages pay a heavy price of having to play very carefully/slowly and tip-toeing around in the early/middle game. There should be a benefit for that cost. Mages are masters of magical power, the storing and usage of it. I think the 4.2.0 recharge/tap and magical device bonus should be kept as is for those. And for heavens sake don't nerf dimension door now that you've hooked me on it. |
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#15 |
Adept
Join Date: Apr 2016
Age: 50
Posts: 137
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How about ending it if the caster takes any damage at all? That way when you hit a room full of nasties or a vault, you can fastcast to get a few battlefield control spells off and maybe a couple of attacking spells but that's it. It would still be useful but may not be overpowered since any reasonably tough opponent or situation is likely to be able to damage the caster reasonably quickly
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#16 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,912
Donated: $40
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That makes fast cast useless unless you hockey stick. It is not giod incentivizing. On stunning and disenchantment attacks, sure. But the main problem is Mana Storm has damage way beyond any other spell. Cut its damage and mana by 40% and the problem largely goes away.
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#17 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,993
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To my mind, Mages are supposed to be super-powerful in the end-game. It is the compensation for the huge difficulty in keeping them alive to get to that point.
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#18 |
Swordsman
Join Date: Feb 2014
Posts: 467
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#19 |
Scout
Join Date: Jul 2019
Posts: 33
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I for one agree that it both makes gameplay (balances out weak start/midgame) and logical sense for mages to be this powerful. (I mean, a mage in my mind has so much more than potential than a warrior or ranger -- hitting them with magic, or a sword / arrow. Magic seems like it should outclass these options in the end.
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#20 | ||
Veteran
Join Date: Nov 2013
Posts: 1,351
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Quote:
I also do not like the idea of removing device skill bonus. A mage should be able to do well using magical devices (duh?). Logical support for this aside, I also prefer devices being a good way to do damage. Quote:
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