Not sure what they were thinking with this design, but mages become deities in water, and it isn't fair.
Archery in water? Nerfed by realism.
Heavy armor in water? Nerfed by realism.
Magic in water? No nerfs "iz magic!!!! yay! it can do anything!".
This approach doesn't work and leads to massive unfairness.
Magic is not really magic... It is more like transmutation; where you're trading your ingredients for the resulting spell. So i ask, how are they using these ingredients when under water? How are they shooting fireballs and lightening out of the water? As soon as they open their ingredient satchel or whatever, these powders would be gone.
"But they're using magic to protect it from the water blah blah".
This is exactly what i mean. "Magic can do anything", but it also gives the devs a free pass to be sloppy with it's implementation. Magic seems to just ignore all realism, like it operates on a separate plane. Fireballs and lightning in water.. I mean, really guys??
"It's magic lightning/fire!"
You can't hit everything else with the realism nerf bat, and then just give magic a free pass on everything without creating serious balance issues. The devs are cutting corners here.
So what would be a fair and quick compromise?
No casting under water.
If they're going to cast, make it so it has to be on the surface of the water, same with firing the spell. That way, they're not just immune to archery unless they're focused on running away. A fair compromise. To attack, they must put themselves at risk too be attack. It is also just more realistic, how are they using ingredients underwater? It makes no sense. Especially with necromancy, where they're pouring blood and stuff.. It just isn't fair, and makes no sense.
Swimming underwater should just be an evasive tactic, not something that lets you shield yourself from literally everything, except other magic; meanwhile you can fire out of it from complete safety.. Oh, and mages know other mages aren't a threat when you can just spam magic barrier and swim away.
Also.. hitscan magic on someone in the water is ridiculous. If i shoot a spell at someone in the water, it should impact the water, not the person under it. JUST like arrows do. Stop playing favourites when mages are already the best class on the game.
Basically, the only thing that has any real chance is another mage. This is a class that is already one of the most broken on the game i might add; it is seriously annoying that they are massively amplified by being in water too.
Fairness please.
Archery in water? Nerfed by realism.
Heavy armor in water? Nerfed by realism.
Magic in water? No nerfs "iz magic!!!! yay! it can do anything!".
This approach doesn't work and leads to massive unfairness.
Magic is not really magic... It is more like transmutation; where you're trading your ingredients for the resulting spell. So i ask, how are they using these ingredients when under water? How are they shooting fireballs and lightening out of the water? As soon as they open their ingredient satchel or whatever, these powders would be gone.
"But they're using magic to protect it from the water blah blah".
This is exactly what i mean. "Magic can do anything", but it also gives the devs a free pass to be sloppy with it's implementation. Magic seems to just ignore all realism, like it operates on a separate plane. Fireballs and lightning in water.. I mean, really guys??
"It's magic lightning/fire!"
You can't hit everything else with the realism nerf bat, and then just give magic a free pass on everything without creating serious balance issues. The devs are cutting corners here.
So what would be a fair and quick compromise?
No casting under water.
If they're going to cast, make it so it has to be on the surface of the water, same with firing the spell. That way, they're not just immune to archery unless they're focused on running away. A fair compromise. To attack, they must put themselves at risk too be attack. It is also just more realistic, how are they using ingredients underwater? It makes no sense. Especially with necromancy, where they're pouring blood and stuff.. It just isn't fair, and makes no sense.
Swimming underwater should just be an evasive tactic, not something that lets you shield yourself from literally everything, except other magic; meanwhile you can fire out of it from complete safety.. Oh, and mages know other mages aren't a threat when you can just spam magic barrier and swim away.
Also.. hitscan magic on someone in the water is ridiculous. If i shoot a spell at someone in the water, it should impact the water, not the person under it. JUST like arrows do. Stop playing favourites when mages are already the best class on the game.
Basically, the only thing that has any real chance is another mage. This is a class that is already one of the most broken on the game i might add; it is seriously annoying that they are massively amplified by being in water too.
Fairness please.
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