LRC and PVP Idea
I have a suggestion to perhaps make reagents somewhat more useful and also provide a way for gold to be consumed in the game more. Most things have a PvE and a PvP cap, as we all should be aware of. The one thing that sticks out to me is how mages used to have to use reagents in order to cast spells and thus they thrived on corpses etc.. the good ole days.
I think if we put a cap on LRC when using OFFENSIVE spells and DEBUFFS that the LRC should be capped at 50%...meaning you will need to carry reagents in order to do harm to other players. We wouldn't consume reagents for every spell casted. Doing this allows for 100% LRC to work on DEFENISVE spells or anything that doesn't harm another player.
If a mage dies and gets resurrected during a battle, they would have find reagents off their body or another corpse in order to jump back the battle and cast offensive spells. Similar to any dexxer that relies on bandages to fight.
Now this would probably upset a lot of people but I think it could be a fun change and a great way to consume gold in the bank.
I think if we put a cap on LRC when using OFFENSIVE spells and DEBUFFS that the LRC should be capped at 50%...meaning you will need to carry reagents in order to do harm to other players. We wouldn't consume reagents for every spell casted. Doing this allows for 100% LRC to work on DEFENISVE spells or anything that doesn't harm another player.
If a mage dies and gets resurrected during a battle, they would have find reagents off their body or another corpse in order to jump back the battle and cast offensive spells. Similar to any dexxer that relies on bandages to fight.
Now this would probably upset a lot of people but I think it could be a fun change and a great way to consume gold in the bank.
Comments
B. Do you truly believe this team is capable?
It's just one of those rumours that has gone around since AoS launched.
Idk, the first time I ever heard the regs do more dmg rumor was early AoS. Then some years later in ML when some nerds guild I wont even bother naming was trying to criticise people who used regs still.
As you should know, when you cast a mage spell, it will let you cast and then the game decides if you have enough LRC to cast the spell...instead of failing to cast the spell because insufficient LRC. SO to implement in the code, you just add a check to see if the target is a person and if the spell is offensive/debuff and the result would be to set the LRC cap to 50% and calculate whether the spell gets casted without consuming regs or not. Simple as that...
I suppose 50% is quite extreme maybe even 90% wouldn't be so noticeable of an adjustment...
The biggest win LRC had imo was that it allowed people to train magery without the hassle of buying regs. The biggest downside is that a goldsink was removed from the game when LRC was added.
If LRC is true to its name then lets talk about the reasons it doesn't work the same for inscription or alchemy guess that doesn't bother y'all.
Unlimited Swings - for No Cost at all - again, a warrior should not be able to do this. Each swing of a weapon, should be linked to Stamina - and take away say 5 stamina, when you get to zero stamina, you cannot swing your weapon anymore, and should have to pull out, to regain energy - maybe Food should be used for this, to give Food more meaning ingame also.
The point being - even though Mages can cast spells for free, they still have a huge limiting factor - Mana. Each spell uses mana. Warriors swing weapons for free - with no limiting factor.
Surely not a good idea to go limiting mages further, without fixing warriors first ?
So if you want to go down this route.
Step 1. Link warrior swings to Stamina, this addresses the free swing issue, and links warriors abilities to mage abilities.
Step 2. Then you can limit LRC if you wish, which will reduce spellcasting success - but again for balance - you must add in something that reduces a warriors chance to even swing his weapon. This isn't just hit/miss, DCI/HCI - this is a chance that the warrior just completely fumbles the swing and it doesn't happen.
{Hit/Miss, HCI, DCI re Warriors, is already balanced off by the fact Mages don't miss per se (but they do v resist, cure petals, Evade etc), that mages have to actually stand still to cast each spell already, and have to press each spell individually - no automated hitting going on - which of course brings up another point - Warriors should also be required to press a button, for every single swing they do (not just specials) - this would be scripted out of course anyway.
My point still is, there are quite a lot of Warrior balancing issues that need to be addressed, before Mages are even looked at again.
Dexxers that are all using first aid belts so they don't have to find bandages?
Or Archers that have blessed quivers full of arrows, so they dont have to find arrows?
Or throwers, that don't have to do anything anyway?
Would mages get Blessed Pouches for Reagents, the same as all the other classes, or are we just nerfing Mages again?
Parry needs to be taken off the Focused Mages prohibited list, it is as simple as this, this should never have been implemented.
As I have said from day 1 - all PvP classes are using Parry for a reason, and it is not because Mages are over-powered.
The game needs to give classes a way to pvp, without Parry, when Mages nerfed themselves by all having to take up parry, they didn't do this for the fun of it.
Edit. Orange Petals, Cure potions, Enchanted Apples, and a Trapped Box - pretty much Negate the need to have Resisting Spells on a character - and Negate a lot of what Mages can do. Whilst I would still argue resisting spells is important - there is no real Counter that replaces Parry and negates it as a skill. Wrestle/Disarm, yes, but this is very hit and miss.
ICQ# 478 633 659
ICQ# 478 633 659
Parry was not nerfed, instead they nerfed the Mages by destroying the Focussed Template.
How come more templates than ever are finding Parry a necessity?
You are looking at the after-effects, the symptoms, I am looking at the Cause.
Warriors - get to use ALL of their Stats and properties generated via the very generous pvm loot bonuses. They have a use for HP, Str, Dex, Stam, Int and the related Mana. Mages do not - Dex and Stam are useless to them, so the increase here is useless - then Forcing 80 Dex into Parry, completely nerfs their casting effectiveness. This is actually the Crux of the Issue. Warriors get to use it all, highly effectively. Meaning Mages NEED Parry to survive the Onslaught. Meaning Warriors get pissed off, but Mages have nerfed themselves into the ground here to survive the Warriors loot bonuses, it's a vicious circle.
Warriors need a fix.
1. It can be linking each Swing to a reduction in Stamina. The same way Mages have to play. Then warriors would have to worry about Stamina conservation, and pull out sometimes, and end up running away because they cannot do anything.
and 2. It could be, making some of Warriors Increased Stat availability, useless somehow - the same way as 80 Dex for Mages is tied up and useless. 84 Dexterity in fact - because you want enough to cover Curse.
Actually the Solution could be - to make it equivalent - if a warrior wants to use a Special - he has to have a minimum Int pool of 84. That would have an equal impact on other Warrior stats, that is happening to Mages. This does not completely work - because warriors can use that mana pool, in a way Mages cannot use the 84 Stamina pool they have sucked out of their template. 74 in fact - if you take into account a normal Dex minimum of 10 for a mage, lets round it to 75 wasted stats for a mage. If the Mage could use that Stamina, for some other purpose - it would not be so bad, like warriors can use Mana for Specials.
So based off that - I will give you an alternative to 2.
2.a. Mages should have some very tasty Stamina Based Specials - in the same way Warriors have very tasty Mana based specials - so we can tap into that pool of Stats - and use the full range like Warriors can.
The reality is - Mages have to play through both of these Disadvantages, in a way Warrriors do not.
before, you had to choose between having swing speed, damage increase, or hit lower defence. Now all templates you got all 3 so need parry now”
We are reading the effect of it differently though.
I am saying this power creep has benefitted warriors to a point, it's forced a majority of other templates and even warriors to need parry. (which ties up with what you just said also).
He is saying, Parry is the problem, nerf it.
I am saying - we need to make it so players do not feel the need for Parry. I much prefer playing my non parry mage, to my parry mage, but he gets ripped apart, if I could use him, I would.
What they tried to do with the Focus Mage Parry implementation - was make Parry so Unattractive to Pure Mages, they would stop using Parry. They tried to FORCE Mages out of Parry (We lose 5% PvP SDI which is a lot if we keep Parry). What in fact happened, is all Mages realised they still NEED Parry, so it basically nerfed and killed off the entire Focussed Mage Template, because the change made them unviable. We'd all still prefer to be playing Pure mages.
They do not need to Force (and fail anyway, because they addressed the wrong issue), they need to give an attractive alternative. Carrot and Stick, they used the Stick, and failed.
ICQ# 478 633 659
Who said we want Parry on Mages?
1. Mages have LOST 5% SDI. 5% out of 25% possible PvP SDI. 20% of our Damage Increase - Possibly Warriors should also lose 60 DI out of their 300 DI Cap if they run Parry? It's tough to hit accurately for huge damage, when carrying a heavy shield? Gargoyles LOSE 10% HCI if they use a shield? There is your direct comparison to how Warriors are silently benefitting all over the shop.
2. It has sucked up 75 Mana, we desperately need for Casting. Can barely achieve 150 Mana if using Parry, when much like your 210 Stamina warriors, we need 210 Mana to be able to compete in PvP for a decent fight without having to run away pretty fast. Warriors should equally lose 35% of their Mana pool Mana if they run Parry - carrying those Shields is tough work, and affects you mentally surely?
Parry is a nerf for mages in itself, we don't want it, I'd rather have alchemy, scribe, necro, something else - yet we STILL have Parry!
You keep saying without sacrificing anything,
Mages have sacrificed;
1. 20% of our SDI Increase.
2. 75 Mana out of the 210 we need (like Dexxers need Stam) = 35% of our Mana pool sacrificed.
3. The opportunity to have a more Mage-Based skill on our MAGES!
3 huge sacrifices not enough?
"I think the part some people over look when it comes to mages vs. dexxers and its pretty obvious. There is 0% chance to fail casting a spell with 120 magery unless you were hit and focused disrupted.....mages sync cast on a target using pre-casted spells and scripts and the dexxer has no real way to combat it effectively. There used to be Evasion which worked better til the nerf but even that was too powerful. I think a look into limiting how far a person can travel with a spell pre-casted needs to be addressed a bit and of course how long the spell can be pre-casted."
Not forgetting the obvious of course, Mages have to stand still like sitting ducks to cast anything - which is basically giving away free hits, which then equals, bleed, so no more casting, splinter, so forced walk, more hits incoming, once a mage it hit, that' pretty much it.
Dexxers also sync.
"1. Locating the pesky, ugly pixels in backpack as nobody wears them because they have 0 pvp stats. Takes longer than hitting a keybind to equip my armor."
Yet I still do it on my dexxers. The point is, you don't lose your bandages, yet you want Mages to lose their reagents, which would make them pretty much the only class to lose something vital for them to do anything.
All I'm seeing in your post - is a 4th, and 5th way to Nerf Mages, on top of everything else that has already landed.
4. With say a 95% LRC suit, you are giving us say 80% casting success.
5. You want us to lose reagents when we die, when no other class loses anything.
How about we address the real issues without keep Nerfing Mages?
1. Warriors Autohit - this should be keyed - the same as Mages have to.
2. Warriors have NO cost when hitting - should be a Stamina Cost - the same as Mages face with Mana.
3. Warriors have not had their Damage increase nerfed by at least 20%.
4. Warriors through power creep, can use ALL the added available stats given to them, meaning they have access to everything - max hit speed (Dex), max damage (Str) and More Specials (Mana) - whilst Mages have been forced into using Parry to survive all of this - meaning we have been completely Nerfed, as any related nerf to parry has a direct knock-on effect to mages. Mages have no Beneficial use for the 84 Dexterity we are forced to have for Parry, which we are Forced to have because Warriors are completely broken through power-creep.
5. Warriors have not had their Mana-pool Nerfed. If they run Parry - they should lose 35% of their Mana that they use for so many increased Specials.
But finally - for the REAL fix.
How about give an Attractive proposition for Mages to not REQUIRE Parry, then we can drop it, and get everything that has been taken away from us back.
1. 20% SDI reduction.
2. 35% Manapool reduction.
3. Lost opportunity to have a more fun mage related skill.
Mages have received so many tools that apparently get overlooked.The biggest being LRC of course. - Why do Mages have to be the only class to REQUIRE consumables to even operate?
Then there's a Mage Weapons that doesn't have any penalty unless you suck and didn't get Spell Channeling on it lol - Why would a pure mage want to use a weapon, may as well make a dexxer? Spare hand required for potions.
As stated above, the ability to pre-cast a spell, move around several screens and finish casting the spell. - And? Warriors can load up a Special and move around several screens until they hit and land it.
Mages can synchronize attacks to give the target 0% chance to survive. - Warriors can do the same.
Spell combos to stack damage (explosion then fs). Target 150 HP, Max resists, you've just done 10 + 20 damage, and you notice you have not even dented the warrior with our lack of SDI.
The ability to invis instead of having to have a skill to hide like everyone else. - Invis Potions - don;t even need a spell.
Teleport to rooftops - Warriors carry Teleport scrolls, or build in minimum magery.
cast protection to not be disrupted when taking damage - Why would you do this, when it slows down your casting to make you a sitting duck, reduces physical resist, and reduces your resisting spells, far more Disadvantages than advantages.
paralyze spam people - Resisting spells pretty much negates this, trapped box instantly negates, or anti paralysis VvV potion.
energy field with wall of stone to box players in - Energy field has massive mana usage. Wall of Stone useful yes. Can still be dispelled.
mana drain target so they can't use their mana to do damage - Mana Drain barely works - Resisting Spells counters and it is only temproary.
poison target where no skill is needed to slow a dexxers healing.... - Cure potion, Orange Petals, Resisting spells negates most Poison attempts - Cure as a spell, has almost been completely negated for Mages, yet should be one of our most powerful, to be taken out by Poison on a Dexxer means you have to be doing something seriously wrong, when you have so many counters.
debuffs to weaken target - Enchanted Apples + Remove Curse Chivalry.
The list of perks are quite long if we keep going at it lol but you get the point - Nope, I did not get the point. I just notice a Dexxer has a counter to everything. Not forgetting of Course, the blindingly obvious, a Mage has to stand still to cast, in which case, if the Dexxer see's anything bad coming, he should be off-screen anyway. It's only 10-12 steps distance you need to manage a Mage.
Now I have given you the Dexxer counter to absolutely everything a Mage can do - in your opinion, maybe you will now be open to my suggestions for creating balance between warriors and mages.
1. We need to get rid of warriors autohit. You should have to press a key, every single time you want to swing your weapon, the same way mages have to press a key for every single spell/ability we wish to perform. This is only fair, surely?
2. Your weapon swings have NO cost attached at all. Mages spells cost mana, it makes sense a spell costs a certain amount of mental energy. It surely also makes sense a warriors swing of his heavy double handed axe, costs a certain amount of physical energy, and should reduce Stamina per swing? You should have to carry consumables - ie Food, like Mages should have to carry reagents, and you should have to eat that food to bring your Energy back up. If you would agree to this, I would agree to the balance between Mages and Warriors, and Mages then having to carry reagents.
3. If a warrior is using Parry skill, he should suffer a 20% DI reduction, and a 35% Mana penalty, the same as Mages do, when they use Parry skill.
4. Mages should be able to use Dex for something positive. Currently they have zero use for it. This limits their abilities compared to what a Warrior is dishing out. OR, and this is my preference, we should be given an alternative to Parry, so we can drop it, and pick up a more Mage related skill.
You see the thing is, and this is where I actually line up with Covenant - I do not want to have to use Parry, I'd like us to be able to drop it, but we cannot. I think Covenant fails to see this, I want to get rid of Parry, as much as he does. I'd much prefer Scribe, or Alchemy, or many other things, Poison etc - or even Meditation which most of us have had to drop, to get Parry in the first place.
ICQ# 478 633 659
ICQ# 478 633 659