I would like to make one thing clear before I start addressing the problems that affect Mo2. I created a total of 4 characters and played and tested various alignments at 100% max + all professions at 100% with books. Played about 3000 hours of active game time. So it should be clear that I am not writing anything here that is only in my own interest to get buffs. Rather, I see these points that I address as follows as balance fairness and also basic problems that are extremely annoying for every player. Also calculate in the follwong topic i am Mastery lvl 100 with Full Mage and minmaxed Mana drain on Magic Directions i use 100% , Spell Power etc.
First, I would like to start by addressing the problems with magic in the game.
There are a lot of spells in the game that are practically useless. The spells we have are often out of proportion with casting time, spell range and damage output in relation to mana consumption in a negative sense for any full mage.
Let's start with the Necromancer focus:
The walkers especially Greater Walkers as everyone knows have to be prepared first and generate a mana drain for every walker that is spawned. This ensures that you can't spawn infinite. This is also good for balancing. What is not good, however, is that if I make 5 Greater Walkers, which you also need in PVP/PVE, 50% of the mana is used up afterwards. another 30% go away easily if you want to control them. The Mana Drain is also ticking in the background and the regeneration of the 'Mana is hardly noticeable. And sitting down in PVP is not an option because otherwise you're dead... So far so good, I've already lost 70-80% of the mana and haven't even cast the target so that the walkers can help. As everyone knows, a mage without mana is completely defenseless. In addition, there is the deficit that every mage has just 150 HP when it comes up and cannot wear good armor like a swordsman.
The walkers especially Greater Walkers as everyone knows have to be prepared first and generate a mana drain for every walker that is spawned. This ensures that you can't spawn infinite. This is also good for balancing. What is not good, however, is that if I make 5 Greater Walkers, which you also need in PVP/PVE, 50% of the mana is used up afterwards. another 30% go away easily if you want to control them. The Mana Drain is also ticking in the background and the regeneration of the 'Mana is hardly noticeable. And sitting down in PVP is not an option because otherwise you're dead... So far so good, I've already lost 70-80% of the mana and haven't even cast the target so that the walkers can help. As everyone knows, a mage without mana is completely defenseless. In addition, there is the deficit that every mage has just 150 HP when it comes up and cannot wear good armor like a swordsman.
But now on to the result of the problem. The walkers after I have used up almost all my mana follow what feels like 100 meters after that they stand still and are useless. Especially in PVP where it's about time and distance to the opponent so as not to be a one hit mage.
The next problem is the distances of the spells. As mentioned, you need distance to the enemy as a mage. But with the cast of the target you should get within 0.3 meters of him so that the walkers react (just stupid), especially if you have 2 shock fighters on you or 1 Thursar who kills you with one blow.
Due to the lost mana, there is not enough mana for healing or damage spells that you can use to defend yourself. Which makes walkers completely useless. What remains is Corrupt, Fulmination and a few Elementalism spells. These are also almost always dodgable for the enemy in terms of damage and also casting speed, cast time and projectile speed. For Corrupt and Fulmination, a solution for Full Mages must also be found here, since, as mentioned, distance is important. This is too short for hitting the targets.
A full mage should therefore get higher ranks, reduced cast times and more damage output than a hybrid that uses magic as a second function. Because mages are not tanky, cannot wear heavy armor and have hardly any HP. Sheevra Skinny Mage, for example, has everything on Intelligence to be able to do at least some damage. + Rings + Spells + Training + Ingredients etc.
And by the way, it's incredibly tedious and expensive to make a Full Mage. The cost of the spells alone is enormous.
A full mage should therefore get larger ranges, reduced cast times and more damage output than a hybrid that uses magic as a second function. Because mages are not tanky, cannot wear heavy armor and have hardly any HP. Sheevra Skinny Mage, for example, who has everything on intelligence to be able to do at least some damage. + Rings + Spells + Training + Ingredients etc. And by the way, it's incredibly tedious and expensive to make a full mage. The cost of the spells alone is enormous. What does a footfighter need, level up Heavy Armor and has costs for armor and sword. That's it.
Overall Full Mages should also be rewarded for giving up a lot of other things. Therefore, it has to be adjusted here to be able to survive alone in combat and to make necromancy usable. It is not possible that cast times despite Mastery Tree, which has all the reductions in mana and times for me, is still so weak and you are always just sword fodder. Because of the problems mentioned above such as cast time, mana drain, distance so that the spell works on the target and if you make it, the damage is too low in proportion, otherwise the mana is soon empty and you can't do anything anymore but die to enemy.
Next when it comes to Group Fights where many Footfighters and Mages around. So your Job as Mage Heal, Protect your Swordman and Shield them with Magic reflect. Sometimes u can deal damage but only with Coprrupt and fulmination if you able go closer to the enemy ( Range to short for full mage ) Fireball to fuckn Slow and everyone can dodge it easy, its just mana drain on Top. Many other spells useless anyway,
if you refelcted allies you often can't see the buff because there is a display bug. I can never say 100% whether the person needs a new cast magic reflect or not. As I mentioned above, it always takes time and mana to be able to do these things. In PVP, where many fight and it is stressful and seconds, it is an absolute NO GO that this bug has not been fixed long ago. Whether on pets or characters, the display must be reliable, from negative as well as positive effects to be able to coordinate the goals as a mage.
Fact is the mages need improve of there abilitys and should be stable also Solo PVP
And so it needs the changes for these builts. Finally,
I would like to say that there will certainly be comments from footfighters who have never played magicians. They should move their comments somewhere else, because it's only about the fact that you can continue to slaughter mages and can't objectively perceive the balance because they have no idea.
Thank you
First, I would like to start by addressing the problems with magic in the game.
There are a lot of spells in the game that are practically useless. The spells we have are often out of proportion with casting time, spell range and damage output in relation to mana consumption in a negative sense for any full mage.
Let's start with the Necromancer focus:
The walkers especially Greater Walkers as everyone knows have to be prepared first and generate a mana drain for every walker that is spawned. This ensures that you can't spawn infinite. This is also good for balancing. What is not good, however, is that if I make 5 Greater Walkers, which you also need in PVP/PVE, 50% of the mana is used up afterwards. another 30% go away easily if you want to control them. The Mana Drain is also ticking in the background and the regeneration of the 'Mana is hardly noticeable. And sitting down in PVP is not an option because otherwise you're dead... So far so good, I've already lost 70-80% of the mana and haven't even cast the target so that the walkers can help. As everyone knows, a mage without mana is completely defenseless. In addition, there is the deficit that every mage has just 150 HP when it comes up and cannot wear good armor like a swordsman.
The walkers especially Greater Walkers as everyone knows have to be prepared first and generate a mana drain for every walker that is spawned. This ensures that you can't spawn infinite. This is also good for balancing. What is not good, however, is that if I make 5 Greater Walkers, which you also need in PVP/PVE, 50% of the mana is used up afterwards. another 30% go away easily if you want to control them. The Mana Drain is also ticking in the background and the regeneration of the 'Mana is hardly noticeable. And sitting down in PVP is not an option because otherwise you're dead... So far so good, I've already lost 70-80% of the mana and haven't even cast the target so that the walkers can help. As everyone knows, a mage without mana is completely defenseless. In addition, there is the deficit that every mage has just 150 HP when it comes up and cannot wear good armor like a swordsman.
But now on to the result of the problem. The walkers after I have used up almost all my mana follow what feels like 100 meters after that they stand still and are useless. Especially in PVP where it's about time and distance to the opponent so as not to be a one hit mage.
The next problem is the distances of the spells. As mentioned, you need distance to the enemy as a mage. But with the cast of the target you should get within 0.3 meters of him so that the walkers react (just stupid), especially if you have 2 shock fighters on you or 1 Thursar who kills you with one blow.
Due to the lost mana, there is not enough mana for healing or damage spells that you can use to defend yourself. Which makes walkers completely useless. What remains is Corrupt, Fulmination and a few Elementalism spells. These are also almost always dodgable for the enemy in terms of damage and also casting speed, cast time and projectile speed. For Corrupt and Fulmination, a solution for Full Mages must also be found here, since, as mentioned, distance is important. This is too short for hitting the targets.
A full mage should therefore get higher ranks, reduced cast times and more damage output than a hybrid that uses magic as a second function. Because mages are not tanky, cannot wear heavy armor and have hardly any HP. Sheevra Skinny Mage, for example, has everything on Intelligence to be able to do at least some damage. + Rings + Spells + Training + Ingredients etc.
And by the way, it's incredibly tedious and expensive to make a Full Mage. The cost of the spells alone is enormous.
A full mage should therefore get larger ranges, reduced cast times and more damage output than a hybrid that uses magic as a second function. Because mages are not tanky, cannot wear heavy armor and have hardly any HP. Sheevra Skinny Mage, for example, who has everything on intelligence to be able to do at least some damage. + Rings + Spells + Training + Ingredients etc. And by the way, it's incredibly tedious and expensive to make a full mage. The cost of the spells alone is enormous. What does a footfighter need, level up Heavy Armor and has costs for armor and sword. That's it.
Overall Full Mages should also be rewarded for giving up a lot of other things. Therefore, it has to be adjusted here to be able to survive alone in combat and to make necromancy usable. It is not possible that cast times despite Mastery Tree, which has all the reductions in mana and times for me, is still so weak and you are always just sword fodder. Because of the problems mentioned above such as cast time, mana drain, distance so that the spell works on the target and if you make it, the damage is too low in proportion, otherwise the mana is soon empty and you can't do anything anymore but die to enemy.
Next when it comes to Group Fights where many Footfighters and Mages around. So your Job as Mage Heal, Protect your Swordman and Shield them with Magic reflect. Sometimes u can deal damage but only with Coprrupt and fulmination if you able go closer to the enemy ( Range to short for full mage ) Fireball to fuckn Slow and everyone can dodge it easy, its just mana drain on Top. Many other spells useless anyway,
if you refelcted allies you often can't see the buff because there is a display bug. I can never say 100% whether the person needs a new cast magic reflect or not. As I mentioned above, it always takes time and mana to be able to do these things. In PVP, where many fight and it is stressful and seconds, it is an absolute NO GO that this bug has not been fixed long ago. Whether on pets or characters, the display must be reliable, from negative as well as positive effects to be able to coordinate the goals as a mage.
Fact is the mages need improve of there abilitys and should be stable also Solo PVP
And so it needs the changes for these builts. Finally,
I would like to say that there will certainly be comments from footfighters who have never played magicians. They should move their comments somewhere else, because it's only about the fact that you can continue to slaughter mages and can't objectively perceive the balance because they have no idea.
Thank you