Magician Class

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Swordguy
Posts: 27
Joined: Sun Jan 24, 2016 11:16 am

Re: Magician Class

Post by Swordguy » Wed Jan 11, 2017 8:53 pm

If there isn't a clear statement somewhere of specifically HOW mages are unbalanced, I'm not sure much can be done to reach a decision. I can make a whole lot of arguments, each one saying that mages are fine, underpowered, overpowered, and all of those are different at different karma levels.

For example:
Much - not all - of the "15-minute adventuring day" problem of a mage running out of juice early in the event and then being useless is avoided by meditation being a thing. A 40-karma starting mage will have it rough: the default 40-karma starting mage probably ought to be 2 levels of 1 magic type (10 karma), Pistols (10 karma) and 20 karma worth of Focus. That 20 Focus gives them 110 total Focus if they take advantage of all of their Meditation ability.

Or:
Yes, a low-karma mage doesn't have much in the way of sustained DPS...but they aren't supposed to. Soldiers and (to a lesser degree) Agents are about sustained ranged DPS, and Adepts are about sustained melee DPS. Mages are about burst effects (lots of focus into one big manabolt), status effects (stun, friends, web), and about solving plot because they are literally the *only* ones who can meaningfully participate in magical shenanigans.

Or:
High-karma mages, meanwhile, are like unto tiny glowing gods if they're supporting themselves with meditation crystals and the like adequately. A 300-Karma mage with a 250-point Focus pool can find themselves walking around with a 200-point Mystic Armor, throwing 50-point manabolts straight to body, and with Focus to spare.

Or:
And with all that said, mages still have to get close enough to actually throw packets, in an environment where ranged weapons have accurate fire out to ~triple someone's accurate spell packet range.

Or:
Hell, for all we know, without a clearer statement of how mages aren't working, it could just be a player style issue. Ander, for example, isn't particularly aggressive about battle magic, and only has a few packets available at a time. Coming from NERO and similar games, I'd expect mages to be running around with full cauliflower hands and packets overflowing from their pockets. Hell, the stunbolt spell just by itself is ludicrously good: 2 Drain for removing 95% of targets from combat in a single hit? Imagine somebody with a 100-point Focus pool who's willing to be aggressive as hell in combat and throw a ton of takedowns. Is magic the problem, or is it that our current mage players aren't pushing the class to see what it can do?
Mission, Method, Morals...all negotiable.

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Ander
Posts: 752
Joined: Sat Jan 09, 2016 9:09 pm

Re: Magician Class

Post by Ander » Thu Jan 12, 2017 7:32 am

Swordguy wrote:Is magic the problem, or is it that our current mage players aren't pushing the class to see what it can do?
Nope, just pushing other aspects of the class. (Enchanting is fuuuuuunnnn) ;p

Plot
Posts: 737
Joined: Sun Jan 10, 2016 12:40 am

Re: Magician Class

Post by Plot » Thu Jan 12, 2017 11:36 am

Ander wrote:
Swordguy wrote:Is magic the problem, or is it that our current mage players aren't pushing the class to see what it can do?
Nope, just pushing other aspects of the class. (Enchanting is fuuuuuunnnn) ;p
My brain hears a Rick belch.

wormyxl
Posts: 30
Joined: Mon Dec 19, 2016 9:16 am

Re: Magician Class

Post by wormyxl » Thu Jan 12, 2017 11:38 am

MAGIC RIIIIIICK BABY!

Plot
Posts: 737
Joined: Sun Jan 10, 2016 12:40 am

Re: Magician Class

Post by Plot » Thu Jan 12, 2017 11:59 am

wormyxl wrote:MAGIC RIIIIIICK BABY!
Wubba lubba dub dub

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