Posts by arhangel87

    Yes, of course I heard you. Thank you for answering )

    What does this have to do with the mage? We were talking about the imbalance of other classes and how there's no point in buffing or nerfing magic-based classes as long as the two aforementioned classes exist. My tests are absolutely correct, but that's not what we were talking about... Apparently, you misunderstood what I meant...

    Why play mages when there's a Guardian/Scout who hits as hard as the entire raid combined, with all the combinations you've described here? Or a Guardian/Warlock who's only been playing for three days with tier 10 gear and level 10 runes, but hits harder than a tier 15 mage with level 13 runes? If you're talking about balance and nerfing mages, at least occasionally ask what the hell is going on with chainmail classes. Then the question arises: why even have any magic combinations in the game? You're making the mage class 2-3 times weaker until you improve it; your fixes are completely pointless.

    Are you sure about that? I agree, wardens are pretty strong these days, but I wouldn't call them op or even a lot better than mages... in our runs our mages were struggling much more against scouts.. wardens were more or less equal to us and I ran alongside wd/s and wd/wl..

    I'm also not good in maths myself, but I don't think they made any mage class "2-3 times weaker" ever (as far as i remember.. I would have posted here if they did and cried about it..), from what I personally see, they go with 15-20% overall nerfs max at once, but in case of m/w it's entirely reasonable imo. I got a decent buff gear with a 86k buff and was shredding everything with it.. now after the double-nerf from last patch, it's fine I guess. Just the scouts were beyond broken, but they got nerfed today too, so should be fine now I guess? Maybe a dev or gd can tell the exact maths, but from my pov (and the mages of my guild) it's all reasonable and legit...

    Have you noticed that characters of these classes with weak (or average) enchantments deal only slightly less damage than your pre-nerf Mage/Warrior (this is already a red flag for admins), or Rogue/Scouts like Notrasta, who deal inferior damage? Apparently, you simply haven't been paying attention and perhaps don't notice the difference, thinking it's only 15-20%. But imagine Mages with gear equal to that of a Scout/Guardian and a Guardian/Warlock? According to testing, the difference is indeed twofold, and sometimes even threefold... testing was conducted both within the guild and in different groups.

    Why play mages when there's a Guardian/Scout who hits as hard as the entire raid combined, with all the combinations you've described here? Or a Guardian/Warlock who's only been playing for three days with tier 10 gear and level 10 runes, but hits harder than a tier 15 mage with level 13 runes? If you're talking about balance and nerfing mages, at least occasionally ask what the hell is going on with chainmail classes. Then the question arises: why even have any magic combinations in the game? You're making the mage class 2-3 times weaker until you improve it; your fixes are completely pointless.

    Instead of improving weak combos, you're cutting the strong ones. Can't you improve the combos that aren't being played? Like mage/warrior, mage/priest... I won't even mention mage/guardian. When will you strengthen them? Or will you just keep cutting those who are slightly ahead?