nearthao 7 Report post Posted December 9, 2019 (edited) Good morning, afternoon or night! My name is Rodrigo, I played P.T Brasil for 13 years, and got tired of playing an unbalanced game and that during those 13 years I spent over 25 thousand reais on my account at that sever. I came to Wartale hoping that the magician's balance would be better than the BPT's. Unfortunately, however, it was not as good as I thought. Wartale has everything to be better than it really is, and I loved the server. It's great to see how excellent the graphics here are. But the balancing of MAGE, is a COMPLETE SHAME. I have never seen a bubble to consume so much mana, even without taking damage. Just do the test: -The energy shield should take mana from mana when he takes damage to his HP, 30% of that damage would be taken from mana. But mana falls even without the wizard taking damage to your HP. Take the quiz: Go to a UP map that your wizard takes no damage, stay there for 5 minutes without the energy shield, and notice that your HP doesn't fall ... So, use the energy shield, and see the mana being discounted only by mob contact with the energy shield. Clearly a BUG. But the most shameful would indeed be the wizard's PVP. How do you players of the magician class say nothing and complain about the fact that the wizard is on the WARTALE server completely out of character in the DAMAGE sense? Doesn't it cause you any kind of revolt about the wizard being the worst class for PVP and not killing anything ??? At Wartale Brazil, for example, we have been through this but after 8 years fighting against the company and the players who play with physical damage char, we managed that the wizard kills himself very well! On all Wartale servers today the wizard kills very well! The wartale on the other hand stayed light years behind all the other servers! When it comes to balancing the wizard in PVP it's shameful to note how bad the wizard is ... Once I got to the server I was very sad that I wanted to invest in the game and the class I love, and not being able to. which unfortunately the wizard does not match his characteristics. Why don't you speak NOTHING and keep silent in the face of such injustice? That was my first topic, sorry for the giant text. Let's exchange ideas and try to change this situation! Edited December 9, 2019 by nearthao Share this post Link to post Share on other sites
vabadus1 2 Report post Posted December 9, 2019 Jesus christ and??? Wow.. Share this post Link to post Share on other sites
- D E A T H S T R O K E - 1,760 Report post Posted December 9, 2019 30 minutes ago, nearthao said: But the balancing of MAGE, is a COMPLETE SHAME. Not really, he tanks a lot and he has the highest AoE damage on PvE of the game, AoE damage that's as high as 1x1 melee's damage. 31 minutes ago, nearthao said: But mana falls even without the wizard taking damage to your HP 37 minutes ago, nearthao said: The energy shield should take mana from mana when he takes damage to his HP, 30% of that damage would be taken from mana. that's true, it happens cuz energy shield damage reduction works before it pass through the absorption. Yes he will lose mana for a hopy, but, he will tank a lot more than if it were after the ABs. For Eg. Hest on CT3 does around 450 to 500 damage, energy shield will reduce around 150 of hest damage, high lvl mage with 300 abs won't receive any damage at all on CT3. but, if the damage reduction was after the ABs => 500-300 = 200, -30% ~ 140 damage, so, instead of reducing 150, it would reduce only 60, and mage would be destroyed on CT3. so you are suggesting a huge nerf, not a buff. once you get good items, you won't need Energy shield unless in maps that you really need it to tank, so, better to keep it as it is. Also, evaded, defended and blocked hits don't drain mana, if I'm not wrong. 38 minutes ago, nearthao said: the most shameful would indeed be the wizard's PVP. How do you players of the magician class say nothing and complain about the fact that the wizard is on the WARTALE server completely out of character in the DAMAGE sense? Doesn't it cause you any kind of revolt about the wizard being the worst class for PVP and not killing anything ??? 100% agree, but, he doesn't need much, just death ray needs a tweak & increase his crit damage back to 70%, it was nerfed ~2 years ago because death ray was extremely overpowered ( 3k damage), but, as we say on Brazil " quando não é 8, é 80" overall he is perfect on pvp, got a powerful debuff ( dist), immune to any debuff ( Zenith), high defense due energy shield, Diastrophism ( terremoto) one of the Best AoE skills for PvP, the only thing left is death ray =p. there are some posts already discussing this => 1 1 Share this post Link to post Share on other sites
Immortal 40 Report post Posted December 9, 2019 You should not use Energy Shield at level 10, unless you are at Hunting Map or you want to use staff on exp map. The ideal situation is that you dont need to use Energy Shield at all. Energy Shield sucks at exp maps, agree but thats why you should stay at lower level maps where you can exp more comfortably. I have mage mid-13x but i still exp at AD3 because Iron Core requires Energy Shield use. 1 Share this post Link to post Share on other sites
DarkLink64 921 Report post Posted December 9, 2019 (edited) It's not like Wartale doesn't do anything in regards of Magician. Magician is one of the most tweaked class in the game as a whole. Over the years, as much as I did everything I could to improve Knight, I did the same with Magician. And to be pretty honest - Mages are extremely good on PvE, where he has only a single issue on it - the polemic Mana Shield. As for PvP, the reality is - MAGES are HARD to balance! It isn't a fault of Wartale, it's the fault of the shittiest design of the class as whole on the officials. Keep reading and you'll find why. But, before anything, I'll list what we got here in Wartale for Mages, compared to officials: % based damage formula - no more shitty formulas based on Weapon, Spirit, and other crap. Everything is based on top of your Attack Power. Critical Chance on 1v1 attacks Boosted Attack Rating on 1v1 Enchant Weapon now adds damage to all skills, not only 1v1 default attacks Enchant Weapon elements works as intended when using default attacks - Lightning deals AoE damage, Fire burns the target (the Fire DPS is quite high), and Ice, well, slows down the enemy. Spirit Elemental adds MP Regen and a very strong Damage boost A much quicker, 2 hitting Diastrophism that has one of the highest chances of flinching monsters Dancing Sword attacks your current target, not the closest enemy Dancing Sword applies STRONG effects - The Burn is very strong and if you get it, as a passive effect, it deals a great damage over time, and the slow is also good enough. The 1v1 Damage get boosted by all other buffs, including the Extra Attack Rating Zenith actually works - You get almost no CC / DoT in the game, and you don't need to have Zenith at level 10 - you can reach the maximum 80 elemental defense at much lower levels of the skill Tier 5- Mages got a really huge AoE skill that hits for more damage as close as the enemy are, and can increase even more his and everyone else Mana and Stamina. Revamped Stuff: Watornado (my personal suggestion) now is huge at higher levels - It deals a strong burst damage, the tornado keep spinning at the targed and keep dealing damage over time on the spot where the active tornado is on. Watornado makes enemies Wet and it reduces the Lightning Resistance from everyone caught on the Watornado by 50. That means, you're an valuable asset while playing with Knights, Mechanicians, Atalantas and Priestess - because 50% less Lightning Resistance means that all Lightning Damage source will deal 50% more damage. Monsters and players can get negative elemental resistance, and when it is negative, the target receives more damage than it would normally receive. Flame Wave - It is spammable, has quite a huge cast range, great area of effect, hits twice, and makes everyone caught on the area to burn. The burn effect is really strong, once the Project Zeus came out, Magicians stood again on the top damage dealers for Death Island / Secret Lab exping. Now, why Magician is a shitty class to balance? Magician is a flawed class by it's very conception. PT doesn't follow any kind of RPG fantasy standard - if you take the officials in consideration, Pikemans are the tankiest and the strongest character, Knights are fragile and deals crap damage, Fighters are even more fragile than Knights and deals just a little bit more damage than him, Mechanicians served no purpouse, it was outclassed by all other melee classes and Auto builds wasn't efficient / effective, Priestess are garbage outside of VL buffing, Mages are heavy tanks that deals no damage and could only tank and cast Distortion, nothing else. Atalanta was completely a piece of crap, Archer dealt good damage (lower than Pike) but is extrermely fragile. So, Wartale has to deal with stuff that, somehow, can't be changed that easily, that is the primal mechanics and design of a class. Without a full character redesign, nothing can be changed outside of numbers and new property effects (like the ones applyed to watornado). Mages are a shit class to balance because, naturally, it is SUPPOSED to be a damage dealer, but nothing in the officials suggested that - instead, he was a mana Meat Shield that tanked a lot of damage due to Mana Shield and a Distortion Mule. Mana Shield and Distortion is the balance nightmare. Mages are supposed to be a glass cannon - not a tanky character. Mana Shield breaks this concept really hard, since it is the second strongest defensive buff on the game, outclassed by Mechanicians full combo of defensive buffs, and followed by Knight Godly Shield. Magicians got one of the Strongest AoE damage dealing in the game, and thanks to Energy Shield, coupled to the absurd aumont of Defense an orb gives, Mage is a very tanky character. It voids most hits by defending them all, but, when facing high Attack Rating enemies like Archer, that's when Mages are doomed. But, any class, even Knights, are crippled by two consecutives Phoenix Shots. Distortion is another nightmare skill. Slowing down the entire field around you, instantly, without even having to aim for a place on the ground, is a MASSIVE OVERPOWER skill. If Magicians were squishies and easy to kill, Distortion would be just a little bit less of an overpowered debuff skill. Since mages can defend most of hit and survive strong burst due to Energy Shield, taking down a defensive supporter Magician on PvP is hard, and, a Magician alone, will cripple the PvP Experience of MANY players around him. If someone believes, even by a tiny margin that Magicians' Distortion is fair, no, it isn't. It's a broken skill. Having all that said, Magicians 1v1 damage output changed a lot and it was proven to be hard to balance. When Mages got criticals, his 1v1 Death Ray was tweaked for the times when he didn't had criticals - so a normal Death Ray on hit, took almost the entire life of Melee Classes. Criticals sky rocketed the damage to levels beyound Pikeman burst damage with Assassin Eye. The staff reduced his Critical Damage modifier as a quick counter-measure, because Mages were destroying the battlefield, coupled with his sick Distortion spamming. Ever since there is still a pending balance for his 1v1 damage, and its a hard spot to find. My personal beliefs and suggestions are: Mage's Critical Damage is raised again to 70% Amplify should become an active skill, that, when active, disables the cast of Distortion or make its effectiveness very weak / cooldown to be extremely and absurdly long. Amplify should raise the 1v1 damage of Magician, to the point of dealing the same damage of Phoenix Shot on normal hits with Death Ray. That means reducing the base damage of Death Ray and adding great boosts on 1v1 through Amplify. Amplify should raise the 1v1 Attack Rating a bit more, so Magicians can have the average Attack Rating of a Grand Cross Knight. Amplify should reduce the Animation of 1v1 Skills, so Death Ray, Fireball and Default Attacks are faster. The Speed goal is to be a little slower than Phoenix shot, but not the same speed. Change Energy Shield completely:Energy Shield lv 10:Reduces all incomming damage by 26%. The shields damages your mana by 26% of the final damage taken. Currently, the mana is substracted as soon as the Damage Reduction is applied - thats why, even receiving 1 point of damage, your mana gets reaped so fast. This will be a huge buff and will solve Energy Shield issues forever. How it will work: Mana Damage = Final Damage * Reduced Damage. That translates to: Mana Damage = ((Damage * Reduced Damage) - ABS ) * 0,26 Even if the damage taken is a lot higher than your ABS, the substracted Mana damage will be lower than the reflected damage (reduced damage) because mana damage now applies AFTER abs. Edited December 9, 2019 by DarkLink64 4 1 2 Share this post Link to post Share on other sites
Palhacitos 480 Report post Posted December 10, 2019 It's like our friend said. @- D E A T H S T R O K E - The MG has great area power and the power shield to function successfully you need is fully equipped. Ct3 mage can now handle all damage without losing HP using 132 + 22 (+ regen) or 128 + 22 (regen + vl). no other class can make it tank and killer at the same time without losing HP. I say this from experience. About skill 1v1 really needs to be improved, whether in changing animation or increasing formulas. I fully agree. 1 Share this post Link to post Share on other sites