Enchanting is going to be a skill. Can we have Weapon Enchantment "Beast Slayer" and Armor Enchantment "Magic Resist" Also Suggestion Mage Peel Spells

PoisonArrows

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Alternatively I also thought of Pet Killing Weapons. That Deal More damage to Pets but less damage to players, that could solve a balance issue with Melee stomping mages once they get in, but not dealing enough damage to pets.

Finally there is a huge debate on how development should move going forward in regards to how mages operate. Many players are already echoing complaints about how Necromancers could charge Deathshand spell while moving in the past. But there is 4 ways mages can be changed if the community really wanted to force it to happen. Here is the 4 ways they can be operated. They can deal damage that ignores armor and that is why they have to sit and take punishment (What they are doing now). They can move but deal less damage, ie; change all spells to be able to move and cast.(Just like the Necromancer) Or allow them to charge spells and not get interrupted(Basically like having 100% Concentration Skill instead of 40%). Or Lastly Allow Mages to use crowd control abilities to peel enemies. This one is my favorite. Examples: Slow Spell, Chain Spell, Freeze enemy Spell, Oil Slick Spell, Freeze Ground Spell, Paralyze Spell, gravity manipulation magnet spell, Over encumber spell, teleport spell, invisible spell, fly spell, floating spell, there is so many peel spells I can think of. As well as defensive spells.
 

Tuhtram

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Every school is meant to operate differently, and they don't plan on changing Ecumenical. So there will be some mages that ignore armor and have to stand still, and mages that can move and deal less damage, etc. etc. Staff magic allows them to have a weapon they can hit and block with while using the staff as a casting catalyst, while some of the schools are really more utility.

To get an idea of the types of schools we'll be able to mix and match to see how your ideas compare to what SV has planned, there are lists of scrolls we could obtain in MO1 as well the poll SV put out for MO2's next magic school (necromancy won):
  • Animism
    • The animist is able to transform their body and take the form of a beast, they use magical power to connect to animals and beasts and control them.
  • Elementalism
    • The Elementalist claims dominion over the elements of fire, air, earth and water. An elementalist can control the weather around them, ensuring the perfect environment for channeling and casting powerful elemental spells. There are several devastating area of effect spells including real time projectile based spells. The Elementalist uses the weather to his advantage.
  • Harmonism
    • Masters of musicality, the Harmonist uses instruments and sounds to influence the world in magical ways. They can boost the resolve of their allies or instill fear in the weak minded. Master Harmonists have also been seen healing their allies and strengthening their morale.
  • Illusionism
    • The Illusionist makes fools of anyone who cannot see through their magical tricks. With targeted sounds and visual magical effects, they have the power to manipulate perception. They can also disguise great things in the world and confuse their enemies. Master illusionists have been seen vanishing in plain sight or even making a perfect copy of themselves to fool the world. Even weak dragons have been tricked by the grand master illusionists. Many master thieves learn Illusionism, as confused or distracted are qualities of an easy target.
  • Mentalism
    • The Mentalist uses powerful magic to transport their physical body in short visible distances; they also have the ability to transform their skin into other materials, protecting themselves from different damage types. They have full control over modifying their body in various ways for any situation and the greatest mentalists have even been seen flying.
  • Necromancy
    • To be a necromancer is to master death itself. Control a horde of undead servants, craft abominations made of interconnected corpses through rituals, ride a death steed that never hungers. Necromancers thrive by controlling the dead, draining the life from their foes and leaving disease and pestilence in their wake.
  • Staff Magic
    • The Staff mage devotes a lot of time and energy into crafting a personalized staff which he binds his powers to. Creating a staff is an advanced process which is the key to the staff mages powers. A staff mage uses his staff not only to cast spells, but also as a melee weapon.
  • Symbolism
    • Masters of symbolism draw their power from ancient magical symbols painted in the air or on physical objects. Some of these symbols trigger magical effects when being looked at or touched by anyone. When activated, these symbols can harm or protect the symbolist mage or anyone close by.
 
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AssassinOTL

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The problem here is that the Vets can all agree that none of these classes will fix the core problems with the mage currently, NO 1 offensive spell that you give us will not overcome the problems with the class overall, it cant solo anything, and when it uses Pets they are just nerfed into being useless because the FFs complain that they cant solo them because their class Solo's everything else in the game.
 

bbihah

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Err animism is more traditional druid.(think shaman) rather than a DND or wow one. Inner strength and communing with nature and drawing that power from plants,rocks and trees. Less connection to animals, more nature. But an actual modern druid school could be cool in addition.
 

Tuhtram

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Err animism is more traditional druid.(think shaman) rather than a DND or wow one. Inner strength and communing with nature and drawing that power from plants,rocks and trees. Less connection to animals, more nature. But an actual modern druid school could be cool in addition.
Those are the descriptions SV gave us of the schools. Not something I made up.
The problem here is that the Vets can all agree that none of these classes will fix the core problems with the mage currently, NO 1 offensive spell that you give us will not overcome the problems with the class overall, it cant solo anything, and when it uses Pets they are just nerfed into being useless because the FFs complain that they cant solo them because their class Solo's everything else in the game.
Did you read the descriptions that SV gave us of the new schools though? A lot of what OP suggested is in there like teleport and turning your skin to iron. I do agree, and I think it should’ve been top priority even beyond ecumenical—but it is what it is I guess.
 

PoisonArrows

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The problem here is that the Vets can all agree that none of these classes will fix the core problems with the mage currently, NO 1 offensive spell that you give us will not overcome the problems with the class overall, it cant solo anything, and when it uses Pets they are just nerfed into being useless because the FFs complain that they cant solo them because their class Solo's everything else in the game.
That was one concern I had, which I why I brain stormed for a solution and came up with the 4 ways I think balance can happen. Though personally I still believe mages and Tamers to be the weakest Class in game. Just get in with a Tung weapon and it dies. Also The pet stops functioning. On Mount you can't lose to a Mage Tamer either. But People will complain even more when they add flying and invisibility spell.
 
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