Mage changes

Stuff you would like to see in the world of Eliatopia.
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CrazyVanilla
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Mage changes

Post by CrazyVanilla » Tue Nov 16, 2021 10:31 pm

As everyone knows, mages are incredibly OP in pvp because of their almost unbreakable forcefield, but pretty much suck to grind with because of how weak they are. In other words, they are far too defensive and not very offensive. I think a good way to address this would be some changes to the mage skills.

When taking into account these changes, keep in mind how mage is very similar to warrior, so its important to make both classes skills on the same "level" and one not too op compared to the other.

Forcefield

1) nerf the forcefield HP at max level down to 400 (currently is 695)

2) The attack field buff (at max level) should be increased to 100% (40% currently).

3) The orbs in the orb field should regenerate 10 seconds after they are used (making them regenerate a maximum of 4 times per field activation, much more likely to be 2-3 times though)

4) Each orb should be cut to 30% damage rather than 100% damage (at max level) since they will be regenerating, and the attack boost will be higher. This change would also give mages another differentiation from warriors in terms of attacking, as currently once the orbs are used you have to wait for the entire forcefield to disappear before spawning new ones, and at that point mages are just a very weak warrior.

This would be a significant buff to the offensiveness of the forcefield, but a significant nerf to the defensiveness of the forcefield, while still allowing it to be a strong skill and serve its purpose.

Magicbreath

The recent damage buff to magicbreath was great, however the skill uses a TON of mp. The skill currently uses 8 MP every 1.5 seconds (at max level, and x2 that while using 2 wands). I think it would be much more balanced for that to be cut in half.

Storm Cloud

The recent changes to storm cloud were done because of pvp, but in reality they just made the storm cloud much worse for grinding. I'd suggest reverting the changes made in the last update and instead just remove the "stun" effect from getting struck by the cloud that way there is no more stun locking in pvp.
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Artemis
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Re: Mage changes

Post by Artemis » Tue Nov 16, 2021 11:16 pm

Big support. Mage isn't that strong of a class to grind with and nerfing it's main damaging skill isn't helping. I get that mage is OP in pvp but, with all these nerfs mage is gonna head right back to when it wasn't even played.
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JoMan2
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Re: Mage changes

Post by JoMan2 » Tue Nov 16, 2021 11:29 pm

Support as the new areas are better but mages can’t grind effectively in them and have to stick in factories
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Heneral
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Re: Mage changes

Post by Heneral » Wed Nov 17, 2021 2:19 am

No
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Since The Game Was Created.

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TheWood
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Re: Mage changes

Post by TheWood » Wed Nov 17, 2021 1:31 pm

no support to clouds buff, better add some good distance attack skill or buff breath

MrSchunk
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Re: Mage changes

Post by MrSchunk » Wed Nov 17, 2021 2:21 pm

CrazyVanilla wrote:
Tue Nov 16, 2021 10:31 pm
As everyone knows, mages are incredibly OP in pvp because of their almost unbreakable forcefield, but pretty much suck to grind with because of how weak they are. In other words, they are far too defensive and not very offensive. I think a good way to address this would be some changes to the mage skills.

When taking into account these changes, keep in mind how mage is very similar to warrior, so its important to make both classes skills on the same "level" and one not too op compared to the other.

Forcefield

1) nerf the forcefield HP at max level down to 400 (currently is 695)

2) The attack field buff (at max level) should be increased to 100% (40% currently).

3) The orbs in the orb field should regenerate 10 seconds after they are used (making them regenerate a maximum of 4 times per field activation, much more likely to be 2-3 times though)

4) Each orb should be cut to 30% damage rather than 100% damage (at max level) since they will be regenerating, and the attack boost will be higher. This change would also give mages another differentiation from warriors in terms of attacking, as currently once the orbs are used you have to wait for the entire forcefield to disappear before spawning new ones, and at that point mages are just a very weak warrior.

This would be a significant buff to the offensiveness of the forcefield, but a significant nerf to the defensiveness of the forcefield, while still allowing it to be a strong skill and serve its purpose.

Magicbreath

The recent damage buff to magicbreath was great, however the skill uses a TON of mp. The skill currently uses 8 MP every 1.5 seconds (at max level, and x2 that while using 2 wands). I think it would be much more balanced for that to be cut in half.

Storm Cloud

The recent changes to storm cloud were done because of pvp, but in reality they just made the storm cloud much worse for grinding. I'd suggest reverting the changes made in the last update and instead just remove the "stun" effect from getting struck by the cloud that way there is no more stun locking in pvp.
Hi! just want to tell you all a couple of things abouth what I am thinking...

Magicbreath had a damage buff, and i thought it was a great update, but if u think about it: I have literally double ring wands max runed and to kill a steel block i had to use more than 100 mp. It's not worthy to use still, takes too much time to kill (because it's better to just melee them) and it will drain all your Mp. It has trash range, and having 2 wands and making the magic breathe 2 fire attacks actually makes it worse: it's harder to aim, and u end up doing less dmg. So still a trash skill even tho it got a dmg buff.

If magicbreathe was changed to another kind of skill like fire balls, lasers, or just orbs that could be shot to mobs and people it would be a DECENT skill to use and actually a way to compete at farming

Storm cloud, for people that are not mages and they will not understand, nowadays for a mob to get hit by a cloud, it has to be LITERALLY under the cloud (yes, is THAT trash). It's useless for farming and of course useless for pvp. Clouds for mages were the only farming tool the class had to TRY to compete (literally any other class could farm better even with the last clouds) and rn we dont have any farming tool. I agree that Robby should revert the changes and removing the stun effect so it wont be that op at PVP

Also I want to add that there is no point in runing your weapons if there is no skill that they use it. Melee dmg is the only way to use the runes in the wands/staff and i don't think is worthy. It would be nice to have a ranged skill (that doesnt have the range of guns or archers) that can use this runes.

Decreasing shield HP is a great way to balance fights at pvp, because we will be forced to just spam the defense stat because if our shield breaks we dead.

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JoMan2
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Re: Mage changes

Post by JoMan2 » Wed Nov 17, 2021 10:55 pm

MrSchunk wrote:
Wed Nov 17, 2021 2:21 pm
CrazyVanilla wrote:
Tue Nov 16, 2021 10:31 pm
As everyone knows, mages are incredibly OP in pvp because of their almost unbreakable forcefield, but pretty much suck to grind with because of how weak they are. In other words, they are far too defensive and not very offensive. I think a good way to address this would be some changes to the mage skills.

When taking into account these changes, keep in mind how mage is very similar to warrior, so its important to make both classes skills on the same "level" and one not too op compared to the other.

Forcefield

1) nerf the forcefield HP at max level down to 400 (currently is 695)

2) The attack field buff (at max level) should be increased to 100% (40% currently).

3) The orbs in the orb field should regenerate 10 seconds after they are used (making them regenerate a maximum of 4 times per field activation, much more likely to be 2-3 times though)

4) Each orb should be cut to 30% damage rather than 100% damage (at max level) since they will be regenerating, and the attack boost will be higher. This change would also give mages another differentiation from warriors in terms of attacking, as currently once the orbs are used you have to wait for the entire forcefield to disappear before spawning new ones, and at that point mages are just a very weak warrior.

This would be a significant buff to the offensiveness of the forcefield, but a significant nerf to the defensiveness of the forcefield, while still allowing it to be a strong skill and serve its purpose.

Magicbreath

The recent damage buff to magicbreath was great, however the skill uses a TON of mp. The skill currently uses 8 MP every 1.5 seconds (at max level, and x2 that while using 2 wands). I think it would be much more balanced for that to be cut in half.

Storm Cloud

The recent changes to storm cloud were done because of pvp, but in reality they just made the storm cloud much worse for grinding. I'd suggest reverting the changes made in the last update and instead just remove the "stun" effect from getting struck by the cloud that way there is no more stun locking in pvp.
Hi! just want to tell you all a couple of things abouth what I am thinking...

Magicbreath had a damage buff, and i thought it was a great update, but if u think about it: I have literally double ring wands max runed and to kill a steel block i had to use more than 100 mp. It's not worthy to use still, takes too much time to kill (because it's better to just melee them) and it will drain all your Mp. It has trash range, and having 2 wands and making the magic breathe 2 fire attacks actually makes it worse: it's harder to aim, and u end up doing less dmg. So still a trash skill even tho it got a dmg buff.

If magicbreathe was changed to another kind of skill like fire balls, lasers, or just orbs that could be shot to mobs and people it would be a DECENT skill to use and actually a way to compete at farming

Storm cloud, for people that are not mages and they will not understand, nowadays for a mob to get hit by a cloud, it has to be LITERALLY under the cloud (yes, is THAT trash). It's useless for farming and of course useless for pvp. Clouds for mages were the only farming tool the class had to TRY to compete (literally any other class could farm better even with the last clouds) and rn we dont have any farming tool. I agree that Robby should revert the changes and removing the stun effect so it wont be that op at PVP

Also I want to add that there is no point in runing your weapons if there is no skill that they use it. Melee dmg is the only way to use the runes in the wands/staff and i don't think is worthy. It would be nice to have a ranged skill (that doesnt have the range of guns or archers) that can use this runes.

Decreasing shield HP is a great way to balance fights at pvp, because we will be forced to just spam the defense stat because if our shield breaks we dead.
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Jason_
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Re: Mage changes

Post by Jason_ » Thu Nov 18, 2021 11:08 pm

> they are far too defensive and not very offensive
u serious? most mages are glass cannons
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CrazyVanilla
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Re: Mage changes

Post by CrazyVanilla » Fri Nov 19, 2021 2:33 am

Jason_ wrote:
Thu Nov 18, 2021 11:08 pm
> they are far too defensive and not very offensive
u serious? most mages are glass cannons
Are we playing the same game? Care to explain at all?
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cinos
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Re: Mage changes

Post by cinos » Fri Nov 19, 2021 12:48 pm

Support
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OF THE CEBINAE!!!1111

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