Mages are broken. I say this as someone who has a mage. It is undeniable.
They are healers, tanks AND dps. This simply isn't fair.
Most RPGs handle magic by breaking it into two types :
1. Spells that deal damage
2. Spells that heal damage
For these two different spell types, you usually have an individual stat that dictates the potency of each.
One stat for healing, usually called something like "spirit", and another stat for magic damage, usually called "intelligence".
Why do they do this?
Two reasons :
1. It increases the necessity for team play between multiple players. Why would you invite a healer to a party if you could heal yourself? You wouldn't. It brings a role to a role playing game. It gives a reason to get involved with other people in an MMORPG.
2. It is extremely powerful when compared to someone who has just a melee weapon and some armor, who can only deal effective damage in close proximity, who can't heal their entire team. It isn't fair, basically, when compared to other roles.
Let's compare a average foot fighter in MO2 to the average mage in MO2, in terms of what they can do.
Foot fighters will want to wear armor, to protect against physical damage, which they'll be most often be taking when they run into melee range. They have a melee weapon of various styles, all require close proximity to the target, and allow them to block incoming melee attacks. They can bandage themselves also. Other than that, they'll often either have more or less mobility. More or less psyche; but other than that, this is it. Oh, and they can shoot a bow, which does low damage (especially when the target is wearing armor), and is extremely difficult to land a hit with, due to the slow projectile speed of arrows. Mostly used for killing mounts, near useless in foot based combat. They will also often be able to heal with potions (however, mages also use these).
Mages have bad mana regen with armor on, so most won't wear particularly heavy armor, making them more vulnerable.. However, this can be overcome via mobility or a tower shield (or both); they will usually have significantly less stamina, and so cannot run as long; Again, however, this doesn't matter much as they only need to reach a corner and turn their back. Also, they don't need to parry, because they can just tank hits with heal spam and tower shield, or just spin on the spot. They can heal themselves, without aiming, with no interruption from melee attacks. They can heal anyone they like at range. They can deal damage that bypasses armor, which is mitigated somewhat by a stat. They can deal damage at range, that bypasses psych AND physical armor (depending on the type of magic). A lot of their spells are hitscan, meaning they don't have to worry about timing a projectile based shot (easier aiming). They can both deal massive damage and heal significant amount of health simultaneously (death hand). They can summon pets as some of their spells. They can create massive AOE area denials, they can place walls.. They can push people, pull people.. Steal mana. Buff people, debuff people, remove debuffs.. Drink potions.. They can do everything.
Basically.. Mages can do it all, and they do it all better than a melee footfighter. They have the best melee attack, in death hand, as it provides heal restoration with it's ridiculous damage (that bypasses armor and cannot be block without magic). They are the most tanky, because they can spin and heal with a tower shield.. Literally healing over all damage whilst stationary (atleast a melee has to actually try and block). They literally bypass physical armor FROM RANGE.
They are completely BROKEN.
You must fix mages in two ways :
A) A mage should never be a tank unless they're some kind of paladin hybrid; which isn't really a full mage. Take away the tower shields. Equipment should have stat requirements to use them. If you don't have the strength requirement for a tower shield? No tower shield for you. Also, make stat requirements for all spells, alongside their skill requirements.. No more earthquake thursars.
B) A mage should never be both a healer AND a dps without a cost to one or the other. If someone wants to heal and deal damage? They should have to split their stats. No more healers who are also DPS.. It isn't fair, and just leads to too much imbalance. Make a new stat.
Now, a lot of people who play mage will cry about this, because who wants to have the class they play made worse? These people are selfish morons who have no interest in making the game better.
I play mage. I know they're broken. It is obvious. Anyone who says otherwise is biased and/or dishonest.
When it comes to nerfing mages, please nerf them correctly. The core identity of a mage should be their frailty and their overwhelming destructive power. Or if you have a "priest" style mage.. Again, their frailty and overwhelming support.
A mage should never be a tank.
They are healers, tanks AND dps. This simply isn't fair.
Most RPGs handle magic by breaking it into two types :
1. Spells that deal damage
2. Spells that heal damage
For these two different spell types, you usually have an individual stat that dictates the potency of each.
One stat for healing, usually called something like "spirit", and another stat for magic damage, usually called "intelligence".
Why do they do this?
Two reasons :
1. It increases the necessity for team play between multiple players. Why would you invite a healer to a party if you could heal yourself? You wouldn't. It brings a role to a role playing game. It gives a reason to get involved with other people in an MMORPG.
2. It is extremely powerful when compared to someone who has just a melee weapon and some armor, who can only deal effective damage in close proximity, who can't heal their entire team. It isn't fair, basically, when compared to other roles.
Let's compare a average foot fighter in MO2 to the average mage in MO2, in terms of what they can do.
Foot fighters will want to wear armor, to protect against physical damage, which they'll be most often be taking when they run into melee range. They have a melee weapon of various styles, all require close proximity to the target, and allow them to block incoming melee attacks. They can bandage themselves also. Other than that, they'll often either have more or less mobility. More or less psyche; but other than that, this is it. Oh, and they can shoot a bow, which does low damage (especially when the target is wearing armor), and is extremely difficult to land a hit with, due to the slow projectile speed of arrows. Mostly used for killing mounts, near useless in foot based combat. They will also often be able to heal with potions (however, mages also use these).
Mages have bad mana regen with armor on, so most won't wear particularly heavy armor, making them more vulnerable.. However, this can be overcome via mobility or a tower shield (or both); they will usually have significantly less stamina, and so cannot run as long; Again, however, this doesn't matter much as they only need to reach a corner and turn their back. Also, they don't need to parry, because they can just tank hits with heal spam and tower shield, or just spin on the spot. They can heal themselves, without aiming, with no interruption from melee attacks. They can heal anyone they like at range. They can deal damage that bypasses armor, which is mitigated somewhat by a stat. They can deal damage at range, that bypasses psych AND physical armor (depending on the type of magic). A lot of their spells are hitscan, meaning they don't have to worry about timing a projectile based shot (easier aiming). They can both deal massive damage and heal significant amount of health simultaneously (death hand). They can summon pets as some of their spells. They can create massive AOE area denials, they can place walls.. They can push people, pull people.. Steal mana. Buff people, debuff people, remove debuffs.. Drink potions.. They can do everything.
Basically.. Mages can do it all, and they do it all better than a melee footfighter. They have the best melee attack, in death hand, as it provides heal restoration with it's ridiculous damage (that bypasses armor and cannot be block without magic). They are the most tanky, because they can spin and heal with a tower shield.. Literally healing over all damage whilst stationary (atleast a melee has to actually try and block). They literally bypass physical armor FROM RANGE.
They are completely BROKEN.
You must fix mages in two ways :
A) A mage should never be a tank unless they're some kind of paladin hybrid; which isn't really a full mage. Take away the tower shields. Equipment should have stat requirements to use them. If you don't have the strength requirement for a tower shield? No tower shield for you. Also, make stat requirements for all spells, alongside their skill requirements.. No more earthquake thursars.
B) A mage should never be both a healer AND a dps without a cost to one or the other. If someone wants to heal and deal damage? They should have to split their stats. No more healers who are also DPS.. It isn't fair, and just leads to too much imbalance. Make a new stat.
Now, a lot of people who play mage will cry about this, because who wants to have the class they play made worse? These people are selfish morons who have no interest in making the game better.
I play mage. I know they're broken. It is obvious. Anyone who says otherwise is biased and/or dishonest.
When it comes to nerfing mages, please nerf them correctly. The core identity of a mage should be their frailty and their overwhelming destructive power. Or if you have a "priest" style mage.. Again, their frailty and overwhelming support.
A mage should never be a tank.
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