The Mounted Mage cast time penalty has been reduced from 2.0x to 1.5x.
Footies will get rekt by mounted mages and tribrids in the open. I think mounted mages needed some buffs in how they perform in dungeons, not this.
The concentration bonus to ignore interrupts has increased by 10%, from 60% to 70% at 100 Concentration.
It should be 100%. Why do we need the RNG at all?
With these changes, magic users are still perfectly able to use specialized lighter or smaller shields in combination with light armor while still maintaining above 90% mana regeneration.
Which means you'll have to sacrifice like 1.5 kg of armor to wear shittiest shields. It's a direct nerf to footie mages.
This also means that Humans with the “Cleric” clade gift are able to wear much larger and more protective shields than the other clades without their mana regeneration being as affected.
It's like when you reduced mana regen baseline to 2kg and made it look like you're "buffing" humans. All foot mages being nerfed doesn't mean humans are getting a buff. Can you just straight BUFF humans instead of playing these silly games?
Likewise, players who wish to use the largest, heaviest tower shields may also need to sacrifice how heavy their armor is in order to accommodate such a shield.
Yes. If they aren't oghmirs. Who will now have the ability to wear heaviest armors AND tower shields. Veelas and oghmirs are two S tier clades. Now veelas are getting a slight nerf but oghmirs are getting a massive buff, making them kings of the hill. Can't wait to see full steel oghmirs with tower shields.
Who the hell makes balancing decisions for this game? And when are you reverting reflect changes? There's no mention of it in the summary. You really think it's ok? Why do i see NOTHING in the summary that would compensate mages for losing their shields? Adding 10% to concentration is an insult when you're taking away their main defensive tool.