Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Re: Sick and tired of Mages being so weak

#41
Kinda shocked to see you write that admin :O

Mdiamarco posted a topic to direct you to mages forum to see what you should update, and you said you would. There are pages full of list's on that topic, and you choose to write here?
I will occasionly browse the forums, but for the most part im done.

If you wish to contact me, please feel free to message, as my E-mail is hooked up with the messages :D

Thank you everyone, for making this a special game.

Re: Sick and tired of Mages being so weak

#42
I love the idea of combining lures. With that change alone you allow mages to place skill points into more damage abilities (Incinerate/Firestorm). The other option that would help is slightly reducing the cooldown on Ice Shards and reducing mana cost of all spells roughly 25% or so to allow more longevity.

Lure of Magic (Fire/Ice/Magic)
Lure of Soldiers (Pierce/Slash/Crush)
Darteos -- Level 191 Mage -- Crom -- General of Seed
Synergy -- Level 93 Druid -- Arawn -- Clansman of BadaBing

Re: Sick and tired of Mages being so weak

#44
LadyRosethorn wrote:
admin wrote:Thanks for the feedback - if you could make one change to mages what would it be?


sigh,

Im afraid the mage class needs more work than what would be acomplished with a single change....

Not saying anything new here, everything that was said before are good solid ideas that would improve the class.

About the PVP...yea its fun and all- but pvp is NOT what the game is focused on. you dont get gold or armor or complete quests by being great at pvp, its a side game thats fun. thats it. its irrelevent to the overall journey of the mage. if your worried about tweeking mages bc it would make them over powered in pvp- make a few spells non-pvp-able.

I think the lure idea was fantastic. mages have a hard time spreading the points around as it is without putting points into something that doesnt help the mage, only the group.

Mages do need to deal more damage or lesser cool down and have faster energy regen. Sacrifice does help, but again- its not enough. And this is a lvl 110 mage with NO SIGNALS WHATSOEVER talking...

as for energy healing...kinda hard to heal what you cant see. and if im using sacrifice to heal a clannie, my health gets so low that i die with one blow. it would be helpful to tweek it so it give a larger boost of energy to a smaller amout of health lost. alot of mages dont have a whole lot of health to begin with since we are pretty much are forced into using energy build to compensate for energy shield and ice shards. (was forced to use it and switch to an energy build at lvl 98 when i couldnt even solo 1* mobs at my own lvl with maxed damage and lure spells)

we are one of the smallest class communities- but we are screaming at the top of our lungs to fix our class. isnt it sad that it looks like a melee build for a MAGE is the best option out there?

Sincerely,

Lady Rosethorn of Rhiannon
Guardian to Rapture Eve


All of that +1
Although if had to pick one, it would be energy regen first. It's been suggested quite a few times to change the formulas. Matching energy boost with nature's embrace and sacrifice with touch. Thaf would get the biggest issue solved at once. Then we could see what othee changes are needed.

Re: Sick and tired of Mages being so weak

#45
admin wrote:Thanks for the feedback - if you could make one change to mages what would it be?


Without question fix energy
Papi wrote:+1
Options:
1. Your natural regen ability is 2 per tick when you are level 1. Why does that never change? Your natural regen should go up as your focus or vit go up, +1 for every 10 points in the stat. Or you could make them sigils so it's just out of combat.
2. Make E boost and sacrifice use formulas for natures embrace and touch.
3. Bronze, silver, golden, heroic, bracelets of sigils. 1000g per sigil
4. Make sigils tradeable so non plat players can buy them.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."

Re: Sick and tired of Mages being so weak

#46
Admin, with recent developments it is a close call between reducing eshield cooldown and making wands viable.

But since H2H is waaay better than any wand in the game currently (probably even frozen) , my vote is make wands hit harder, and be able to choose which element.
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

Copy this sig! :)

Wiki: http://www.wisdomunderground.com/wiki

Re: Sick and tired of Mages being so weak

#47
I do tend to agree Mages need more than just one change. Hence I am going to write down what I have gathered so far from numerous posts:

1) Balance greatly required between Damage and energy cost / restore – At best, a player can get 75 energy regen per tick with current lux gear which equates to 900 mana regen per minute. This may seem a lot but it is not. Mages do not have the luxury of resting 3 to 5 minutes in boss /solo / group fights for their mana pool to be restored. Hence they are *encouraged* to buy energy sigils to help hasten the process. Yes, admin has introduced several energy solution skills but it basically means more skill points to be taken from damage skills and lures. Even after spending say 4000 plats to get 500 energy sigils, high lv mages are still dishearten to find themselves being out dps by equal lv warriors. Yes, people always talk about Mages dealing awesome 1k to 2k ice shands but it has a huge reloading time. (Probably about 3 fireballs worth?) Remember DPS stands for damage per second and hence 1k to 2k ice shand damage is really low compared to non-caster classes swinging their auto swing per second enhanced by event gear and heroic haste 30%. So after spending 100$ just to cushion the mana regen issue, mages still don’t really rock in damage. So to balance it, its either to increase the damage of existing spells due to the current penalty of energy cost and regen or to reduce the energy cost for the current lack of overall damage of spells

2) Lux Gear– Caster class only have Mana regen or Focus gear from lux shop. High lv casters will agree that the 150 focus (Book and helm) really does nothing for them due to potential rate of returns from 500 / 600 focus and above. So to fix it, please introduce the highly rumoured / anticipated caster gloves for either increased casting speed or reducing energy cost. This will be a huge cheer from Mages & Druids. We honestly need it and it is high time we have it.

3) Armour Gear resistance – Currently, all classes have the same resistance (magic, ice & fire) Surely this cant be right? I can accept caster classses having terrible armour compared to warriors. But I cannot understand why mage / druid resistance shouldn’t be higher than the other classes. This should not be right. The higher resistance in magic, ice & fire should be compensated for our low armour. I really hope this gets reflected in dragon gear.

4) Frozen Weapon – Bane of Crom is a joke for all casters which I need not explain further. Hope this gets amended in dragon weapon too.

5) Energy Shield cool down and wands – Numerous posts about this already

At the end of the day, we are all here to enjoy CH, an online developing game designed by IMO. While we all know and appreciate admin and his merry team for all the hard work and fast responses, along with the summer event and new map approaching, we casters do feel it’s really time for Admin to fix issues that have been floating for a long time as the issues mentioned matters to us, a lot. We have commented along with giving constructive feedback on fixing it. Hope it gets addressed asap. Thanks
MorphMarfa has retired from Celtic Heroes and most probably wont be resurfacing. He had a enjoyable time during his druid adventures in Taranis.

Lv 182+ Druid : Taranis

Re: Sick and tired of Mages being so weak

#48
arcana wrote:
LadyRosethorn wrote:
admin wrote:Thanks for the feedback - if you could make one change to mages what would it be?


sigh,

Im afraid the mage class needs more work than what would be acomplished with a single change....

Not saying anything new here, everything that was said before are good solid ideas that would improve the class.

About the PVP...yea its fun and all- but pvp is NOT what the game is focused on. you dont get gold or armor or complete quests by being great at pvp, its a side game thats fun. thats it. its irrelevent to the overall journey of the mage. if your worried about tweeking mages bc it would make them over powered in pvp- make a few spells non-pvp-able.

I think the lure idea was fantastic. mages have a hard time spreading the points around as it is without putting points into something that doesnt help the mage, only the group.

Mages do need to deal more damage or lesser cool down and have faster energy regen. Sacrifice does help, but again- its not enough. And this is a lvl 110 mage with NO SIGNALS WHATSOEVER talking...

as for energy healing...kinda hard to heal what you cant see. and if im using sacrifice to heal a clannie, my health gets so low that i die with one blow. it would be helpful to tweek it so it give a larger boost of energy to a smaller amout of health lost. alot of mages dont have a whole lot of health to begin with since we are pretty much are forced into using energy build to compensate for energy shield and ice shards. (was forced to use it and switch to an energy build at lvl 98 when i couldnt even solo 1* mobs at my own lvl with maxed damage and lure spells)

we are one of the smallest class communities- but we are screaming at the top of our lungs to fix our class. isnt it sad that it looks like a melee build for a MAGE is the best option out there?

Sincerely,

Lady Rosethorn of Rhiannon
Guardian to Rapture Eve


All of that +1
Although if had to pick one, it would be energy regen first. It's been suggested quite a few times to change the formulas. Matching energy boost with nature's embrace and sacrifice with touch. Thaf would get the biggest issue solved at once. Then we could see what othee changes are needed.


I agree with the above posts.

The key thing is a balanced approach is appied to all classes, this should include a rethink about the new equipment (both quest and non quest) that's released, the armour in relation to damage and skills.

Equipment
What's the point of creating a summer dragon which drops items that helps only melee classes. We aren't asking to be the best class in every respect but we would like to included with the joys of obtaining radiant equipment. If the game engine can't support a direct increase to spell damage, increase to the fire and ice ability which will have a similar impact.

Quest equipment (frozen) includes a increase too melee damage. This is again pointless as the number of hits of melee to spells cast is disproportionate. We hve no benefit from the stat. That and the proc of frozen weapon is also unused. Give it a guaranteed spell with a long cool down.

Since the latest update, Lux equipment has provided regen items due to the energy issues (which is still insufficient but lets not go there for this post) aside from that ony a grimoire has been released to aid the Mage. When I compare and contrast other classes there are helms and glove which assist with attack speed and damage. The Mage however doesn't have anything of a similar nature.

Based on equipment I look at it as this, other classes buy lux to increase damage or assist with energy issues (which an ammy and bracelet generally does the job), mages buy lux to function. Please provide a balanced approach to the classes.

Armour
The simple equation should be true, the higher the damage the lower the armour and vice versa. Fair enough skills and abilities can amend this equation but for mages we don't have the dps yet we have the lowest armour. We also don't hve a skill like bolas which defers getting hit heaps. Our freeze spell is useless given they unfreeze upon getting hit.

Strumming my balance approach point, if OTM doesn't want to increase damage please increase our defence capabilities.

Skills
It was mentioned in this discussion thread, mages have no pivotal skill. Have you realized that groups at most only need 1 Mage. 50 percent of our damage spells (cloak and incinerate) can only be casted at once, this is also true for our lures. So as a support class, there isn't that much need for 2 mages casting the same lures. Druids as a support class is useful as when fighting a hard boss having multiple Druids is helpfull as they both can heal. The idea of a Mage being a great energy giver is made irrelevant given classes need to buy a few lux items and then hve no energy concerns.

Maybe OTM should consider what is the purpose of the Mage in a group then make those skills OP. All I see at the moment is no end game vision and instead a patch work of Unused skills. Using the balance approach ideology (repeating points from other posts):

- combine the 2 lures of fire and ice to a single lure (this isn't balanced why does the class need to invest in two seperate lures when there isn't enough spells abailble to become an ice Mage.)
- make our sacrifice useful, we have low hp and the bang for our buck is so low. That and all other classes don't need energy. So this ends up being used solely for the Mage class. If OTM sees mages as energy providers make all other classes energy cost for a spell higher that they will be crying out for energy.
- I'm a heavy sigil user yet have to wait for e shield to cool down between mobs. Reduce the cool down time for e shield.
- make the damage points of a spell, without lures, the same as damage of our classes. If I put a lure on, I expect the damage to be higher.

Sorry for the rant, there are many good ideas posted in the forums. I'm just glad OTM has taken notice.

Re: Sick and tired of Mages being so weak

#50
Combine the lures, give wants some distance attack shooting something :d, invrease energy regen, caster gloves, and so on but give rogues something better with str cause i got max into str for me to lvl 634dmg but a warrior has only 150 str mayby les alot of health protective stance dmg around 700+ with a sword dont think this is fair rogue need better dmg :d
Fighter, rogue
Clan: Anarchy

Proud owner of epona's first doch gul bp :D

Who is online

Users browsing this forum: massadu73 and 14 guests