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 Post subject: Some Suggestions on Mage Class
PostPosted: 22 Sep 2011, 15:46 
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Dear Flegy,

I am fully aware that one of the most heavily debated topics on maxko is how should the magician class be handled in a way where its played fairly. Since I've been playing on this server, (which is almost about 1 year now) there has been many debuffs such as reducing blink distance, reducing nova damage, change of the chaos staff from 2000 mp and hp to 1000, and reduce aoe range of 33. To add to that, many of the mage spells dont even work such as the master mage spells and Light Shock.

It seems there are only 2 kind of mages now. The first would be the mage played with a group of other mages like nova parties designed for war. The 2nd would be of something I play, which is designed to go with melee parties by regrouping everyone. Other then that the class is almost entirely useless. Mages cannot solo because they do not do enough damage, even if you are a str mage you dont have enough hp to tank. Mages are not wanted or even needed in farming parties giving beginners little opportunity to gear up. The biggest problem I wanted to point out is how the war mages are overshadowing the actual limitation of the class. Again I am not asking you to rebuff or undo your current changes but here are some suggestion on adding more playability.

1. I think level 72 staff dmg should be increased or increase ap on all staffs
Reasons: Mage parties in war might actually have a chance to fight off melee parties, gives str mages a better chance to solo in cz, assist melee party members when dmg is needed to kill. Gives farming parties a reason to party mages.

2. Blink refresh time should be reduced.
Reasons: When something is say " balanced" it doesnt mean it should just be debuffed and done with. For example in fighting games such as street fighter, when the community notices something unfair or overpowered, they ask the developers to balance the move. The way they handle it, they dont just reduce the dmg, they reduce the dmg but they also might change the speed at which the input comes out or the active frames giving it more opportunity to connect or link moves together. Mages now appear to have no other choices but to get killed or town if they are rushed by melee parties. There aren't many ways they can escape unlike the rogue or the warrior with lightfeet and descent/sacrifice.

3. Absolute power active time should be increased.
Reasons: Since the nova damage was all reduced by 20 percent or more(I forgot how much) If you take away something such as dmg, something else must be given in order for it to be "balanced" with more active time people will complain less over the damage with novas because with AP on the damage should = to the original or come close.

4. Chaos staff should still give 2000 mp
Not a very big deal, but if chaos swords, bows, maces give 2000 hp and mp, and with mp being the blood of a mage to cast its spells, that extra 1000 mp could make a difference and seems a little excessive when debuffing the mage.

5. MP bonus should affect pvp and not just pve
Its still not very clear why Magic Power Bonus such as Agate earrings, MP scrolls, paper mage sets, and all mp bonus items dont add damage to pvp and only pve. Is this just a bug or something that has already been debated? If nova damage is reduced, there should be an option where mages can go either hp build or mp build to make up for the reduction.

6. Fix Light Shock so mages can run away....

Overall, please give the mages some much needed buffs. Think about it and please consider some of these ideas. If anyone else has their opinions please feel free to post them but lets keep it civil. Thanks

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 Post subject: Re: Some Suggestions on Mage Class
PostPosted: 22 Sep 2011, 16:00 
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With following points everything would go smoothly
Chaos Staff should give 2K HP / Mana.
Novas dmg/light staff dmg should be increased a lil bit.

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 Post subject: Re: Some Suggestions on Mage Class
PostPosted: 22 Sep 2011, 16:35 
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How about put mages back to the way they used to be (all of the above and then some) and FIX HERO/VALKS :)

viewtopic.php?f=25&t=18457

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 Post subject: Re: Some Suggestions on Mage Class
PostPosted: 22 Sep 2011, 19:24 
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Does absolute power even work in PK? at least not in all the other previous servers i played

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 Post subject: Re: Some Suggestions on Mage Class
PostPosted: 23 Sep 2011, 00:38 
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luckor wrote:
Does absolute power even work in PK? at least not in all the other previous servers i played

I am pretty sure absolute power does work in pvp.

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 Post subject: Re: Some Suggestions on Mage Class
PostPosted: 23 Sep 2011, 13:13 
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Hmm, i'll test it out if i ever find time to login again :P

Other than that, i think that most of your suggestions would be an improvement of the current mage class

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 Post subject: Re: Some Suggestions on Mage Class
PostPosted: 23 Sep 2011, 13:27 
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+1 for increase spell damage xcept for AoE spells...and is it just me or is it really hard to heal under nova's even if your not getting stunned???,the earthquake effect alone cancel's my skills...i guess thats the problem, not the damage...

and ohhh..how come lightning have more damage than flame???
flame for damage
ice for slow=low damage
light for stun=lower damage


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 Post subject: Re: Some Suggestions on Mage Class
PostPosted: 23 Sep 2011, 14:21 
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sweety143loi wrote:
+1 for increase spell damage xcept for AoE spells.

and ohhh..how come lightning have more damage than flame???
flame for damage
ice for slow=low damage
light for stun=lower damage


+1 to Sweety
We all know about those nova wars... please dont increase the AoE spell dmg.
You might just balance flame/light/ ice dmg - like Sweety said.

+1 for 2k HP and mana on C staff
Mage staff stats should be put back to 2k HP and mana.
I think its unfair to change that, people paid Valks sets etc. for their staffs...
And it was much easier to trade and change classes when C staff was about same like C Bow or C Sword.


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 Post subject: Re: Some Suggestions on Mage Class
PostPosted: 12 Feb 2013, 07:00 
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/Moved and closed because old topic.
12 Feb 2013

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