Just finished the game with my Nandor archmage and I gotta say... they scale INSANELY well towards the end. The Master was about the last real challenge I faced. Between my ego staff with 4 mag/wil 23 spell power and 37 mana and getting like +24 to all my stats from inner power (I pushed my total spell power to 159 and both my magic and willpower over 100) nothing that exists in the game right now presented the kind of threat that they should for a mage. Heres a couple of quick fixes that I would suggest.
-Remove Enhancement from archmagi or at the very least make it take a category point. Those four talents all feel very battlemage-ish to me. Inner power probably needs to be capped to +2 per skill point just to keep arcane blades from getting out of control too.
-Add some sort of spell casting penalty for wearing heavy armor (fatigue % = spell fail % maybe?) The loss of Inner Power might make this unnecessary but I still think it fits.
-Tone down some of the mage Egos. Staves of wizardry and robes of power can get a little crazy.
This isn't a nerf but I think it'll help make the class scale a little bit smoother.
-Have damage spell hit their max damage output on the first point and have subsequent points increase some effect related to them. A few examples... Flame points 2-5 make it pierce 25/50/75/100% fire resistance, lightning points 2-5 adds a 5/10/15/20% chance each time it hits a target to arc to a nearby target for maybe 50% dmg. This would let people branch out and try new spells without feeling like they're crippling their damage output.
If you like the look of that, shoot me a PM and I'll come up with something for the rest of the damage spells.
Thanks for making an awesome game!
Mages
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- Thalore
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Mages
darkgod wrote:dixed