Inner Power, thoughts, observations, and suggestions.
Posted: Wed Jul 14, 2010 4:53 pm
It seems like this talent is bleeding into a lot of imbalance for the mage class. Having played both a Mage and an Arcane Blade with the talent I can see how it has taken the Glass Cannon Mage and turned him into a Battle Tank on steroids.
Here's some points and some things I fear may get nerfed if Inner Power isn't fixed.
- Inner Power effects pretty much every things your character does. It gives more HP, Stam, SP, resists, defense, crit, and damage. Even if you don't use Cunning who doesn't like some more crit? Even if you never swing a weapon it's nice to have more defense even if you can't use the hit. Just because Magic and Willpower are a mage's primary stats it doesn't mean they don't get anything out of other stats, it just means they don't get as much. When all the stats are increased across the board by 20 or 30 points they get a lot!
- Inner Power gives access to skills and abilities that the class may not otherwise meet the prereqs for. For instance Health and Heavy Armor seem to be coming up a lot on these boards. I put forward that neither of these talents are broken. Having played through with a Warrior I needed every bit of HP I had and every point I put into Con to get Health was one point I was taking away from my Str or Dex (two other stats I really needed to keep high so I could hit, dodge, do damage, and wear the equipment I wanted). The last part of that last sentence plays right into the Heavy Armor issue with mages. A mage in heavy armor isn't the issue, a mage wearing the best Heavy Armor in the game without having to invest a single natural stat point into Str though is!! Same thing goes for Health. While my warrior had to give up some Str and Dex to keep my Health talent maxed a mage does not, all he gives up is the initial investment in Inner Power.
The implications keep going, +30 magic screws with the scaling on pretty much every mage skill and talent. It's a domino effect that effects everything the class does. Arcane Blades have the same issue but that's a class that frankly is balanced around Inner Power and pretty much sucks without it and will get hit really hard by any nerfs to the ability.
Which brings us to the issue at hand. How do we balance Inner Power so that Arcane Blades don't get hit so hard to be useless and mages don't get so much out of it that they're broken?
Well the first and most obvious suggestion is to simply take Inner Power away from mages but I don't know that it's really the best option. The enhancement tree opens up some interesting options like making mages that are super specialized in Fire or Frost through the respective talents or who concentrate on melee attacks which every talent in the tree lends support too.
Another option is to simply continue to nerf the ability, but this could make Arcane Blades unplayable. Arcane Blades need the stat points just to survive. They are melee ranged combatants and they arguably need every stat in the game to function right aside from cunning. Unless the Arcane Blade gets rebalanced (which might not be a bad idea) nerfing Inner Power isn't the right option.
The final option that I see, and the one I suggest, is to buff Inner Power back to +2 points per level and nerf or remove its scaling completely. Spellpower is what's breaking Inner Power and there by breaking the two classes that have access to it, Mages much more so then Arcane Blades (and I say that because one class was fine without the ability and the other practically needs it to survive).
Here's some points and some things I fear may get nerfed if Inner Power isn't fixed.
- Inner Power effects pretty much every things your character does. It gives more HP, Stam, SP, resists, defense, crit, and damage. Even if you don't use Cunning who doesn't like some more crit? Even if you never swing a weapon it's nice to have more defense even if you can't use the hit. Just because Magic and Willpower are a mage's primary stats it doesn't mean they don't get anything out of other stats, it just means they don't get as much. When all the stats are increased across the board by 20 or 30 points they get a lot!
- Inner Power gives access to skills and abilities that the class may not otherwise meet the prereqs for. For instance Health and Heavy Armor seem to be coming up a lot on these boards. I put forward that neither of these talents are broken. Having played through with a Warrior I needed every bit of HP I had and every point I put into Con to get Health was one point I was taking away from my Str or Dex (two other stats I really needed to keep high so I could hit, dodge, do damage, and wear the equipment I wanted). The last part of that last sentence plays right into the Heavy Armor issue with mages. A mage in heavy armor isn't the issue, a mage wearing the best Heavy Armor in the game without having to invest a single natural stat point into Str though is!! Same thing goes for Health. While my warrior had to give up some Str and Dex to keep my Health talent maxed a mage does not, all he gives up is the initial investment in Inner Power.
The implications keep going, +30 magic screws with the scaling on pretty much every mage skill and talent. It's a domino effect that effects everything the class does. Arcane Blades have the same issue but that's a class that frankly is balanced around Inner Power and pretty much sucks without it and will get hit really hard by any nerfs to the ability.
Which brings us to the issue at hand. How do we balance Inner Power so that Arcane Blades don't get hit so hard to be useless and mages don't get so much out of it that they're broken?
Well the first and most obvious suggestion is to simply take Inner Power away from mages but I don't know that it's really the best option. The enhancement tree opens up some interesting options like making mages that are super specialized in Fire or Frost through the respective talents or who concentrate on melee attacks which every talent in the tree lends support too.
Another option is to simply continue to nerf the ability, but this could make Arcane Blades unplayable. Arcane Blades need the stat points just to survive. They are melee ranged combatants and they arguably need every stat in the game to function right aside from cunning. Unless the Arcane Blade gets rebalanced (which might not be a bad idea) nerfing Inner Power isn't the right option.
The final option that I see, and the one I suggest, is to buff Inner Power back to +2 points per level and nerf or remove its scaling completely. Spellpower is what's breaking Inner Power and there by breaking the two classes that have access to it, Mages much more so then Arcane Blades (and I say that because one class was fine without the ability and the other practically needs it to survive).