You Take Too Long to Balance the Game

Sally

Active member
Dec 2, 2023
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Mages with tower shields.. As far as I know, are still in the game.

This was something they tried to fix some time ago, and their fix never actually fixed the issue. Then it was left for years, and now, finally, they look to be addressing it again.

GUYS... That is too slow. Way way too slow. These balance issues are GAME BREAKING. You cannot leave things like this in your game for that duration of time. It is almost like you're unaware of what a problem this stuff even is.

You need to hire someone who actually plays your game who can tell you exactly what is wrong with it, and tell you how severe these issues are.. To give you a sense of degree, and by extension, prioritization. You can't wait for the ignorant masses of the community to tell you what is wrong, because these animals don't know what they want. They will just tell you the class they play is fair because they're biased (you literally still have mages saying tower shields are fine; if you want an example of how dumb some of the community are).

I get you might play it, but you need to hire someone who REALLY plays your game, who lives in the game, who also has enough integrity and IQ not to just play favorites with their favorite class. You need an individual with impartiality, intelligence and who obsesses over your game. These votes you do are just a waste of time, because most people are idiots who are clueless as to what is good for the game outside of their own personal experience.

There is just a strong vibe coming from the development team, that you do not know how severe some of the issues are with your game.

Some notable examples:

-Healing is way too strong across the board. Too fast, easy and cheap to cast, and extremely effective; ESPECIALLY when self cast. This is one of the biggest problems in your game. You have fights that just don't end, and people spam healing whilst being sliced up by a giant sword.. It is ridiculous that this doesn't interrupt them.

-Deathhand is completely broken, self healing + massive damage? I'm not sure why you thought mages wouldn't dominate melee with this, but they do; and it spoils your game, and is also part of the healing problem.

-Tower shield mages, which you already know about, allows mages to simultaneously be : The best tanks, the best damage dealers, the best healers/support... It is completely ridiculous, and you should be embarrassed about not fixing this sooner.

-Earthquaking strength builds; why are strength builds casting advanced magic like earthquake... Why is a thursar with 10 int casting magic? Put an intelligence cap on all spells, and a strength (or maybe constitution) cap on equipment. It breaks the cohesion of your game's world when you have someone with an ape IQ casting an advanced magic spell, and this is after the massive imbalances it causes. One spell with near no investment to completely counter all mounted builds? Also.. Purify.. Like, why is a 10 intelligence ape removing my corrupt with purify? Makes literally no sense.

-Mages in water being completely broken and unfair. Just turn casting off in water and everyone becomes equal; an easy fix. It shouldn't be that mages becomes deities in water against everyone else. It just doesn't feel fair at all.

-Spinning melees; again, just really ugly visually, and is actually a visual exploit used to hide your swing; which clearly wasn't factored into the design.

-Mages being able to pocket their spells and hitscan fire them whenever the aim lines up. You literally cannot dodge this; all damage spells should fire immediately after being cast otherwise you create a situation whereby the person being attacked has no solid way of avoiding the spell. It would be like allowing a melee attack to bypass block. Does that seem fair? All damage spells should work like elementalism or necromancy, whereby after the cast ends, the spell fires.

-Archery is terrible in so many ways.. A) You can't see the arrows you fire at long distances during the day; and so adjusting your aim becomes 100x more difficult to near impossible. B) Their damage is just atrocious and can just be healed over. Honestly, just nerf archers in heavy armor, and make them stamina mages; where they have to wear light armor to do damage with the bow or something. Mages exist, so there is no excuse for archers not being able to do good ranged damage outside of the fact you allowed them to wear heavy armor; fix that and give archers damage (also, who shoots a bow in full armor? It looks so stupid). C) The arrows move too slowly; anywhere outside of short range, you can literally sidestep the arrows before they reach you. Ridiculous. This is why nobody really touches archery in a meaningful way outside of mounted archers, but the only reason mounted archers are strong is of course because they can spam heal their horse, not because they're archers (another reason magic is unfair).

-Too many skill points.. .Like, everyone can do everything; it is just ridiculous. It should not be common to see a melee fighter casting healing magic; or a mounted archer healing their horse... Yet, that is all you'll see half the time. Mages can have literally every magic school.. Where is the sacrifice and difficult decisions? You limit skill points, suddenly your game has more roles. Suddenly we all need eachother more, because we can't do everything. We have to think more. We work as a team. We have weaknesses. I would highly recommend making magic schools take more skill points if you want to correct this issue.


Most of your problems are around mages to be honest; they can just do too much too well. In most games that have healing, you have a stat dedicated to healing so that damage and healing are not being boosted by the same stat, but on mortal, for some reason you've allowed the stat one would use for damage, also be usable for healing. So, you've created a scenario whereby mages can do literally everything, and do it at range with minimal sacrifice.

You seriously need to do a complete overview of mages and really nerf them and change things around. When i say nerf them, you need to nerf them correctly. Decide what a mage is supposed to be primarily. If they're supposed to be ranged damage dealers? Fine. If they want to be healers? Make them sacrifice something to get their heals. Make it difficult to cast heal magic.. Like, put an intelligence cap on the spells to stop apes casting it.. Make it take more skill points to get to it.. Pad out ecumenical into different branches, one for healing. Do something so that mages have to choose whether they want to sacrifice damage for healing; let them define and specialize their role more. Letting them do both extremely well is just unfair. I'd say add a new stat, but that would require overhauling half the game to add..

Mages should just do extremely high ranged or area based damage; but they should die if someone gets close to them. They should not be casting if someone is bashing them in the head in PVP. That is all mages have to be... Turrets that shoot dangerous stuff, but fold like paper in melee range. In turn, it becomes fair when melee die to mages easily at range, but win easily in melee. Right now.. Mages win easily at range, and easily in melee (with towershield deathhand).

Anyway, you get my point.. Hurry up and fix mages.
 
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