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 Post subject: Re: Changes on Mages
PostPosted: 28 Nov 2017, 23:05 
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ElCrat0s wrote:
I wanted to test mage and changed class... After trying all kind of it I can tell you that you need to lower all resistances on the items because mage damage is nothing when compared to other servers where mages can duel without dying when the opponent has 50% hp... Mages are not created to be tanky and support their team, mages should be able to deal more damage than they do now...

Most of you are gonna disagree with that but it's just a suggestion..
I am waiting for your suggestions too.

Thank you!


Tricky thing here is, mage party can have 4x novas, witch makes all complicated. Staff attacks seems good to me. But usually, 6 flame 1 light should more or less 1 shot mage party with full MP/hp build, witch they dont. but once again, if that happens, nova party would become even more dumb. Also another thing that makes balance easy to make, the difference between lowest and highest you can hit it soo large. so either you hit 1.1k with 70 nova, or 1.7k. witch makes it all weird.

PS. I actually am able to vs almost all classes already. only one I can't vs is warrior. But I never been able to vs warrior on any server.


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 Post subject: Re: Changes on Mages
PostPosted: 29 Nov 2017, 00:49 
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TheMightyEvil wrote:
Tricky thing here is, mage party can have 4x novas, witch makes all complicated. Staff attacks seems good to me. But usually, 6 flame 1 light should more or less 1 shot mage party with full MP/hp build, witch they dont. but once again, if that happens, nova party would become even more dumb. Also another thing that makes balance easy to make, the difference between lowest and highest you can hit it soo large. so either you hit 1.1k with 70 nova, or 1.7k. witch makes it all weird.

PS. I actually am able to vs almost all classes already. only one I can't vs is warrior. But I never been able to vs warrior on any server.


You may vs all classes but you won't be able to win without slide or if you cant freeze them.. Also, we all know that the server has low population and no mages at all... Only 5-6 karus mages that only 1-2 of them are main chars...


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 Post subject: Re: Changes on Mages
PostPosted: 29 Nov 2017, 01:22 
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ElCrat0s wrote:
TheMightyEvil wrote:
Tricky thing here is, mage party can have 4x novas, witch makes all complicated. Staff attacks seems good to me. But usually, 6 flame 1 light should more or less 1 shot mage party with full MP/hp build, witch they dont. but once again, if that happens, nova party would become even more dumb. Also another thing that makes balance easy to make, the difference between lowest and highest you can hit it soo large. so either you hit 1.1k with 70 nova, or 1.7k. witch makes it all weird.

PS. I actually am able to vs almost all classes already. only one I can't vs is warrior. But I never been able to vs warrior on any server.


You may vs all classes but you won't be able to win without slide or if you cant freeze them.. Also, we all know that the server has low population and no mages at all... Only 5-6 karus mages that only 1-2 of them are main chars...


Mages aren't made to be tanking vs, and I still manage to win while tanking man. Also don't forget how hard mages hit on priest. I can duo mage pretty much any priest on the server, if the 2 mages are good enough to know how to combo.


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 Post subject: Re: Changes on Mages
PostPosted: 29 Nov 2017, 01:38 
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TheMightyEvil wrote:
Mages aren't made to be tanking vs, and I still manage to win while tanking man. Also don't forget how hard mages hit on priest. I can duo mage pretty much any priest on the server, if the 2 mages are good enough to know how to combo.


Stop focusing on vs ... mages may hit hard but the resistances are way too high. In this server most mages trying to be support mages by using shield and mace, game developers are forcing mages to play support for a reason... I don't have anything else to say.


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 Post subject: Re: Changes on Mages
PostPosted: 29 Nov 2017, 02:07 
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ElCrat0s wrote:
TheMightyEvil wrote:
Mages aren't made to be tanking vs, and I still manage to win while tanking man. Also don't forget how hard mages hit on priest. I can duo mage pretty much any priest on the server, if the 2 mages are good enough to know how to combo.


Stop focusing on vs ... mages may hit hard but the resistances are way too high. In this server most mages trying to be support mages by using shield and mace, game developers are forcing mages to play support for a reason... I don't have anything else to say.


Your the one who told about resistance and said that mages should hit higher and should not loose duels when opponent is 50% hp down. However, mage ain't a class to play solo. Any decent mage know that, you'll rarely see a mage in any KO who goes on his own and only attack. Its either they support/TP their team with shield/mace and switch to staff to stun/slow priests. or they go in mage party, because a single mage, in lets say a warrior party, will be the easy target, since healing a mage is not like healing a warrior, doesnt take the same skills.


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 Post subject: Re: Changes on Mages
PostPosted: 29 Nov 2017, 02:20 
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TheMightyEvil wrote:
Your the one who told about resistance and said that mages should hit higher and should not loose duels when opponent is 50% hp down. However, mage ain't a class to play solo. Any decent mage know that, you'll rarely see a mage in any KO who goes on his own and only attack. Its either they support/TP their team with shield/mace and switch to staff to stun/slow priests. or they go in mage party, because a single mage, in lets say a warrior party, will be the easy target, since healing a mage is not like healing a warrior, doesnt take the same skills.


Do you even know how blink or how you call it "descent" skill normally works???
Go play other servers with high amounts of players and you will see all mages playing paper mage to "bomb" their opponents and insta-kill them..
In this server how many active mage players you know that can create a mage party to do the same?
That's why I think resistances need to get a little lower.. I am trying to create a mage party in our alt clan now to test it in CZ too..
We will be able to discuss more about this after we get a mage party and play some days.


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 Post subject: Re: Changes on Mages
PostPosted: 29 Nov 2017, 04:37 
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ElCrat0s wrote:
TheMightyEvil wrote:
Your the one who told about resistance and said that mages should hit higher and should not loose duels when opponent is 50% hp down. However, mage ain't a class to play solo. Any decent mage know that, you'll rarely see a mage in any KO who goes on his own and only attack. Its either they support/TP their team with shield/mace and switch to staff to stun/slow priests. or they go in mage party, because a single mage, in lets say a warrior party, will be the easy target, since healing a mage is not like healing a warrior, doesnt take the same skills.


Do you even know how blink or how you call it "descent" skill normally works???
Go play other servers with high amounts of players and you will see all mages playing paper mage to "bomb" their opponents and insta-kill them..
In this server how many active mage players you know that can create a mage party to do the same?
That's why I think resistances need to get a little lower.. I am trying to create a mage party in our alt clan now to test it in CZ too..
We will be able to discuss more about this after we get a mage party and play some days.


Dude I'm in a mage clan myself, I know better then anyone how mage clan works, mages are usually good in early server, when everyone has weak gear, then once warrior gets better gear, there is no way to bomb them, exept if you bomb them by surprise, specially if its a 20xx server. After the server is couple weeks old, mages usually do mage party vs mage party only. You can't compare 72 servers to 83/85 servers neither. And why you bring Blink in here lol, blink in mage party is usually only used by commander to escape when the bomb fail and it can't be coded that way in a 12xx server. If you really want to make a mage party, look how priests heal their mages, because its not that simple.

PS. Why do you think mage clans usually play on new and crowded server ? Cause everyone has low gear cap, and being in mage clan is fun mostly when there is other mage clan to go against. A single mage clan on a "dead" server is never a good idea, since they only target for you, so you have no chance to bomb them by surprise.

Btw, those are just my point of view, nothing against you cratos, but 15xx+ servers are lot different then 12xx. And let me know how the mage party will have successed after doing it, im kinda curious.


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 Post subject: Re: Changes on Mages
PostPosted: 29 Nov 2017, 06:49 
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TheMightyEvil wrote:
ElCrat0s wrote:
TheMightyEvil wrote:
Your the one who told about resistance and said that mages should hit higher and should not loose duels when opponent is 50% hp down. However, mage ain't a class to play solo. Any decent mage know that, you'll rarely see a mage in any KO who goes on his own and only attack. Its either they support/TP their team with shield/mace and switch to staff to stun/slow priests. or they go in mage party, because a single mage, in lets say a warrior party, will be the easy target, since healing a mage is not like healing a warrior, doesnt take the same skills.


Do you even know how blink or how you call it "descent" skill normally works???
Go play other servers with high amounts of players and you will see all mages playing paper mage to "bomb" their opponents and insta-kill them..
In this server how many active mage players you know that can create a mage party to do the same?
That's why I think resistances need to get a little lower.. I am trying to create a mage party in our alt clan now to test it in CZ too..
We will be able to discuss more about this after we get a mage party and play some days.


Dude I'm in a mage clan myself, I know better then anyone how mage clan works, mages are usually good in early server, when everyone has weak gear, then once warrior gets better gear, there is no way to bomb them, exept if you bomb them by surprise, specially if its a 20xx server. After the server is couple weeks old, mages usually do mage party vs mage party only. You can't compare 72 servers to 83/85 servers neither. And why you bring Blink in here lol, blink in mage party is usually only used by commander to escape when the bomb fail and it can't be coded that way in a 12xx server. If you really want to make a mage party, look how priests heal their mages, because its not that simple.

PS. Why do you think mage clans usually play on new and crowded server ? Cause everyone has low gear cap, and being in mage clan is fun mostly when there is other mage clan to go against. A single mage clan on a "dead" server is never a good idea, since they only target for you, so you have no chance to bomb them by surprise.

Btw, those are just my point of view, nothing against you cratos, but 15xx+ servers are lot different then 12xx. And let me know how the mage party will have successed after doing it, im kinda curious.


Try to read what you write... I told you about blink because you said this "Any decent mage know that" and i thought you are talking about blink (lightning) mages ... anyways..

I know that they create mage parties in new servers because its easy to farm kills with low geared players.. But why not to do the same here as well?

I don't wanna see mages 1 shoting everyone but they could be in a better position so not all the players play warrior/assassin...

Today i saw myself killing a paper mage with 3 hits... This is not normal...
Here you can see how useless the paper mages are if they are not with other mage to be able to surprise-nova the opponents.


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 Post subject: Re: Changes on Mages
PostPosted: 30 Nov 2017, 00:16 
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ElCrat0s wrote:
TheMightyEvil wrote:
ElCrat0s wrote:
TheMightyEvil wrote:
Your the one who told about resistance and said that mages should hit higher and should not loose duels when opponent is 50% hp down. However, mage ain't a class to play solo. Any decent mage know that, you'll rarely see a mage in any KO who goes on his own and only attack. Its either they support/TP their team with shield/mace and switch to staff to stun/slow priests. or they go in mage party, because a single mage, in lets say a warrior party, will be the easy target, since healing a mage is not like healing a warrior, doesnt take the same skills.


Do you even know how blink or how you call it "descent" skill normally works???
Go play other servers with high amounts of players and you will see all mages playing paper mage to "bomb" their opponents and insta-kill them..
In this server how many active mage players you know that can create a mage party to do the same?
That's why I think resistances need to get a little lower.. I am trying to create a mage party in our alt clan now to test it in CZ too..
We will be able to discuss more about this after we get a mage party and play some days.


Dude I'm in a mage clan myself, I know better then anyone how mage clan works, mages are usually good in early server, when everyone has weak gear, then once warrior gets better gear, there is no way to bomb them, exept if you bomb them by surprise, specially if its a 20xx server. After the server is couple weeks old, mages usually do mage party vs mage party only. You can't compare 72 servers to 83/85 servers neither. And why you bring Blink in here lol, blink in mage party is usually only used by commander to escape when the bomb fail and it can't be coded that way in a 12xx server. If you really want to make a mage party, look how priests heal their mages, because its not that simple.

PS. Why do you think mage clans usually play on new and crowded server ? Cause everyone has low gear cap, and being in mage clan is fun mostly when there is other mage clan to go against. A single mage clan on a "dead" server is never a good idea, since they only target for you, so you have no chance to bomb them by surprise.

Btw, those are just my point of view, nothing against you cratos, but 15xx+ servers are lot different then 12xx. And let me know how the mage party will have successed after doing it, im kinda curious.


Try to read what you write... I told you about blink because you said this "Any decent mage know that" and i thought you are talking about blink (lightning) mages ... anyways..

I know that they create mage parties in new servers because its easy to farm kills with low geared players.. But why not to do the same here as well?

I don't wanna see mages 1 shoting everyone but they could be in a better position so not all the players play warrior/assassin...

Today i saw myself killing a paper mage with 3 hits... This is not normal...
Here you can see how useless the paper mages are if they are not with other mage to be able to surprise-nova the opponents.


By "Decent" mage, I meant skilled/experienced/good mage, not the skill :p Anyway. I agree on boosting mages, but it is kinda scary that it would make mages overpower if its played well, witch mostly no mages in Titan don't even know how to play proper mage. Mage is not meant to tank like warriors and do much damage. The problem with mage right now in my opinion are the following :
1. Useless class as long as you don't have a fully geared mage
2. Possible to have 80/70 build, with blink and constant 4 novas
3. novas and skills damage range is too high


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 Post subject: Re: Changes on Mages
PostPosted: 01 Dec 2017, 19:13 
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as you can see in this topic ;)

We did increase most of the Mage spells already!
Manes and all the 75-85 skills like incineration, igzination and all the deadly skills.

It would be possible to reduce resist but the effect isnt as big as you might think

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