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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 11:16 
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Mages have killed the game, 4 of my friends quit due to the mage problem its just annoying, i cant even enjoy myself when there 100's of mages hitting overpowered damage..


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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 11:40 
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Nice discussion ppl!!
For me mage AOE dmg is ok. Just not agree with the range of some of their skills. They can hit staff from a long range and also some others powerfull skills as Armed has mentioned b4.
So, the better in my point of view is only decrease their male dmg and make the range be a litle shorter.
keep talking =)

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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 12:33 
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Can't say that there is no problem, because there is. Im priest and its nice when ur mage party does all that kills, but also it is not good for server that mage's are a "bit" overpowered which makes them more deadly than one warrior one on one. Yesterday 2 warrior on me with priest and i joked around with them, couldn't do anything. But later i had one mage and if i didn't had a guard i would be one that runs away, cuz it does freaking lot of dmg with staff.

AOE dmg by me its not a problem, cuz u can easy outmaneuvered mages with warriors and kill whole party but problem are, again by me staff dmg and its distance. But that is just me...

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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 12:52 
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The range of staff attack are really a problem because its way more than a spear with a warrior wich as non sense.
And the fact than mage still hit a lot with one handed staff and tshield because they are really harder to kill this way.
When you play bp for exemple, you can handle any 1 vs 2 people fight and still can heal or escape but thats kinda impossible against 2 mage because there is no way to duff their attack.

I also agree with what Miles said about str and mp mage. I dont understand why they can hit hard with staff and with aoe at the same time.

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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 13:30 
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Mage party is easy way for toooo many nps, and my main char. is mage too.

BUT;

I HATE ALL OF THEM !

MAGES ARE REALLY OWERPOWERD..

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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 14:05 
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Personally agreed with the staff damage has been overpowered. I literally could accept the nova is doing so much damage but the staff should'nt. Whatever it is, we have to wait for any further changes (maybe) in the expansion regarding this.

Reminder, stay on topic oke 8-) 8-)

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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 14:15 
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So..seems we got a solution.
Minimize the range and make the dmg of the staff be based on stats.

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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 16:14 
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Even the mages having bad time... They are bored with aoe all the time... But the greed to make NP overcomes the desire to have fun :/


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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 18:11 
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We all seem to agree that there are to many Mages atm,
but it seems like we have two different positions here.

1. Nova is ok - reduce staff dmg
2. Reduce Nova - staff dmg is okay
It depends what point of view you have about mages.

Maybe Nova + staff hit are okay...but usually a Mage had to choose between one of these dmg abilities.

MP build for AOE and Mage spells.
Str build for staff hit dmg

Like I said earlier the problem might be that Mages can have the two builds in one on maxko.
They hit good AOE dmg + good staff dmg.
What makes it fun to play, but can make it a lil OP.


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 Post subject: Re: Mages again...
PostPosted: 18 Jan 2012, 18:45 
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For me you are totally right Miles and I have also pointed that problems days ago.
Mage can keep their high aoe, spells and staff damage but they have to choose.

Mp mage or str mage. They both wil be usefull but will have a different gameplay.
mage will still be a good class to play this way.

Mp mage will have to make cleaver big aoe rush and will die easy if they fail their attack and Str mage will be efficient in close fight but will get easily in trouble when facing a big group of players.

Only in that separation of attack gameplay, staff attack range can stay like it is now.

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