Mage Class [Feedback]

  • Heyho,

    i have a question about the druid/rogue:


    Is it intended that if you use necrotic wound on your target with corrosive poison while corrosive poison is on cd (1s) the dot does not spread off of the entire first channel of necrotic wound? It only spreads when corrosive poison is not on cd.


    best regards

    Persil

  • You may disagree with me but i will share my thought on mages generally.


    A few years ago you changed mage 75 iss (Shetamb's Think Tank) from some intelligence and magical damage bonus to 12% magical damage only. My suggestion is to change this iss to 10% intelligence + 10% magical damage. Mages are having problems in high instances because of their low magical attack compared to warlocks.

  • Hello,

    I would like to address the damage issue faced by mages in high-level instances such as Origin. As you know, the passive Intelligence bonus skills were changed to magical damage bonus skills some time ago. This adjustment has caused problems in high-end content, primarily because mages have lower magical attack compared to warlocks.

    In full burst scenarios, warlocks can reach around 6–7 million magical attack, while mages typically cap at around 5.5 million. In instances like Grafu Castle and Origin, mobs have higher defense than our magical attack can overcome. Physical classes such as Champions, Warriors, and Scouts possess significantly higher attack power than mages, resulting in greater overall damage output in most situations.


    Let me illustrate this with some screenshots:


    For example, here is a run in Origin as a mage.

    During burst, I was able to reach 5.5 million magical attack, even though I used magical attack food and a magical attack amulet.

    The Champion class dominates the instance with its high AoE damage. Meanwhile, the Scout class delivers extremely powerful single-target burst damage to bosses and maintains solid overall performance.


    Let me further demonstrate the Scout’s single-target burst potential with screenshots:


    Compared to these classes, mages only excel in sustained damage scenarios. However, this advantage is not sufficient to compete with physical classes, as mobs rarely stay alive long enough for sustained damage to matter. Warlocks perform better due to their higher magical attack and shorter cooldowns on their buffs.


    Therefore, I suggest some changes for magical classes. They need additional magical attack power and a stronger burst profile to remain viable in endgame instances.

  • Regarding my latest post,

    I would like to support my previous claims with some additional information. As you can see in this screenshot, I was able to deal more damage than other classes as a Warlock. It would not be possible to deal the same amount of damage as a Mage.


    There are several reasons why Warlocks perform better than Mages in high-level instances:

    1. Higher magical attack power
    2. Lower cooldowns on buffs
    3. Better sustained damage
    4. Continuous AoE damage due to their Soul Crusher ISS skill

    Mages are currently underperforming due to their lower magical attack and longer cooldowns on buffs.

  • I need to have weapons for the class M/Ch : Hammer 2H magic

    is that a question? :D There is no magical 2h hammer, but you can use the physical one, it has some mdmg on it, that's what I do, but a damage reduction roll is pretty rare, so have fun rolling I guess :D but remember, 2h hammer is only for magical tank version (which I can't rlly recommend bcz the class has very poor survivability overall.. I managed to tank orkham with it, but for Grafu or Origin you need a lot of support to get it going...)


    If you wanna play it as a dps, you have to play magical 1h hammer + talisman, the hammer with either %matt roll or the best in slot roll "magical flat damage" (not %!)... I can sell you a roll for it, I just got one in auction :)

  • I need to have weapons for the class M/Ch : Hammer 2H magic

    is that a question? :D There is no magical 2h hammer, but you can use the physical one, it has some mdmg on it, that's what I do, but a damage reduction roll is pretty rare, so have fun rolling I guess :D but remember, 2h hammer is only for magical tank version (which I can't rlly recommend bcz the class has very poor survivability overall.. I managed to tank orkham with it, but for Grafu or Origin you need a lot of support to get it going...)


    If you wanna play it as a dps, you have to play magical 1h hammer + talisman, the hammer with either %matt roll or the best in slot roll "magical flat damage" (not %!)... I can sell you a roll for it, I just got one in auction :)

    why not have magic 2H hammer? i see lvl102 we have Hammer 2H magic. so why now not have? problem they said can use hammer 1H or 2H,and they tried to split into 2 different paths, then i think they should have the right weapons.I just want more fairness and more new experiences.

  • why not have magic 2H hammer? i see lvl102 we have Hammer 2H magic. so why now not have? problem they said can use hammer 1H or 2H,and they tried to split into 2 different paths, then i think they should have the right weapons.I just want more fairness and more new experiences.

    Physical 2h hammer works fine for the class as an offtank, I played m/ch a lot in the past and whenever the tank died or was stuck in a hat in grafu, I could easily equip my 2h hammer and tank some mobs. In my magical tank gear, I could even stand bosses... so physical 2h hammer can be used for sure, I even think it's intended to do so...

  • about recent changes to the class M/W. I have invested a lot in equipment buff-gear.and now the maximum limit is only 80-90k mdmg.this is so sad. can do something with the equipment buff-gear? We can't lose so much money on it and just throw it away like that.

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    about recent changes to the class M/W. I have invested a lot in equipment buff-gear.and now the maximum limit is only 80-90k mdmg.this is so sad. can do something with the equipment buff-gear? We can't lose so much money on it and just throw it away like that.

    Greetings!


    This limit of 80-90k is just a soft cap, so after certain thresholds you get less bonus out of your gear: Until ~60k everything is as before, 60-80k your progress is being slowed down a little, 80-90k is slowed down much more and everything beyond 90k it's like diminishing returns, so the more points you have, the less bonus you get. Long story short, it's a soft-cap around 80-90k. If you had something like 80k before, you should still have 80k.


    The goal of this change was to limit the buff gear, while also make every bonus feel much better by adding CPS damage scaling to the class. This lowers the barrier of entry to this class for new players and allows them to decide how to reach that "soft-cap". For veteran players, nothing really changed, you still got your bonus damage of the new scaling and dealing equivalent damage due to CPS scaling and you no longer need to invest a lot into it on every new content release. in order to upgrade it accordingly. Balancing-wise we don't need to constantly nerf the class on new content releases anymore as we did in the past, so everyone wins.


    Overall, the class was massively buffed this way, it still needs some fine tuning, so more lesser adjustments are yet to come in the near future.


    Best regards

    Wesker

  • How you get 80k? why 80k? why not 100k? i had 97k bonus and just I threw it in the trash my diamonds. Do you think mw is so strong? im sure no, even with new cps target skill. Who did you look up to when you were making the threshold 80-90k? to be fair, you should have made this threshold from a player with maximum buffs imho.

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    How you get 80k? why 80k? why not 100k? i had 97k bonus and just I threw it in the trash my diamonds. Do you think mw is so strong? im sure no, even with new cps target skill. Who did you look up to when you were making the threshold 80-90k? to be fair, you should have made this threshold from a player with maximum buffs imho.

    Greetings!


    I understand, it might feel unfortunate to get one's buff reduced, but let me explain.


    If you had 97k before, you should now end up pretty close to the 90k, since, as I said, it's a soft-cap: You still get higher than 90k, just slower than before, so we don't have to cut the class every while after releasing new content with higher stats/items/titles/cards that let the buff gear scale too high (broken beyond repair). You will still have a much higher buff than most other players, as their buffs will also scale lower due to the changed calculation. So compared to them, you will still have a higher buff, leading to way more damage output due to the CPS scaling, which makes you even feel a minimal passive damage increase.


    It wasn't a decision of a certain player's buff, but a mathematical / balance ("looking into the future") one instead. This gives us much more space for future balancing and makes it much easier to balance in long terms. Compared to before, the class was massively buffed this way, but it deserved it.


    If we let the class scale as before, you could easily go beyond 120k+ with new corruption and stats, which would - without a doubt - lead to a nerf. If there are new stats in the future, there would be another nerf, and so on. That's how we used to handle the class before, to not be entirely broken in an instant.


    With ~85-90k buff the class now gets to its full potential and has decent sustain in AoE and very strong burst in single target. If played with some basic cast speed (either on a roll or in badge system), the new Raging Flame spell could even deal decent damage in sustain situations, making it a viable single target class for now.


    However, this change wasn't the last one, there is more planned already, but it didn't make it into the last patches due to lower priority for implementation. But we still have this class in mind, will keep working on it and hope the future will be more straight-forward and more consistent for the class.


    Best regards

    Wesker &)

  • Your math is a bit different from mine. You're talking about a balance that, a priori and logically, should be broken for classes like mw, because they have more significant investments. My second deck of cards, which has more str/dex/sta/pattk attributes than endgame players (and I'm not even talking about the investments), is being thrown out. What was stopping us from using a logarithmic formula after the maximum value achieved on the server?


    about cps: you got 1 skill for this (single target). How can I realize the potential of a combination when even with this skill, it's not the strongest of the magic combinations?

    I'm getting less and less in the mood to help you. You're talking about some imaginary math. You're making a game for the players, not for yourself. Before making any balance changes, run a survey on Discord a couple of days before the patch (I'm going to preempt your comments and say that we know that not all classes should play endgame the same way, some are better at nostalgia, some are better at endgame, but two classes for endgame dungeons is very weak). You will be advised by competent people. We play this in the endgame and we will tell you how much this or that change will be tangible. You are still balancing clusters that do not include even half of the combinations.

  • So compared to them, you will still have a higher buff, leading to way more damage output due to the CPS scaling

    Elo,


    then pls give us cps scaling on aoe too, it makes no sense to only have 1 skill with cps, while others still are normal mdmg scaling. I was running grove recently and only spamming Flame bcz it dealt the most dmg... the class was pretty strong tho, but it didn't feel right. I hope that's smth you have in your plans, otherwise the class will be very monotonous in terms of rota/gameplay...

    about cps: you got 1 skill for this (single target). How can I realize the potential of a combination when even with this skill, it's not the strongest of the magic combinations?


    (...) two classes for endgame (...)

    Weird take here: I think m/w is one of the best magical classes in grove, next to warmage and m/wl, mages in my guild and me even expect those classes to be nerfed soon, bcz we deal way more than most chain and leather players due to our insane sustain and burst dmg.. then you have classes like wl/wd, wl/ch, d/r, m/k, ch/b,... that deal very solid dmg too, our warmage was playing wl/wd with his cast speed roll that is entirely useless on this class and he dealt same dmg as my m/wl... I'd just give it some time and see how it goes...


    btw I had 95k buff before patch, now landed ar 84k, it's sad but I understand the change was necessary, in grove, ori and grafu I deal way more dmg than before, so I dont complain... Buuuut what the hell is going on with magical scouts? I appreciate the last buff to p/s and s/wl but both are still kinda bad, even playing with both new golden weapons... I always loved s/wl, but as of now, I keep playing m/w and m/wl and cry about my new crossbow being kinda useless 😭