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I personally think a mage doing more damage throwing a harpoon or smoke bomb is as silly as a fighter doing just as much damage as a mage with a magic staff. But that is subjective, of course.
And for the record, I never claimed you said mages were under-powered; I quoted you as saying mages are "poorly utilized", which you said verbatim in your opening post. I don't really disagree with your general idea, in theory, but I also feel like it's like saying a car is "poorly designed" because the door handle is stupid.
Truth is, it's entirely fair to assume that the Devs were just lazy and didn't bother differentiating between magic abilities and physical abilities.
And yet, the Warrior owns *ALL* "melee" damage, and the Ranger owns *ALL* ranged damage - in both cases, regardless of rather or not it would make sense for them to own said damage. Mages are the odd duck out, as they do not own all magic damage.
You can argue it's a question of semantics, and yet it's semantics which selectively chooses to restrict only *one* of the three playstyles into an extremely narrow path.
Quake does not benefit from melee damage increases; I know, I've tested it (both a Warlord and an Archmage I tested with the ability with did 146 damage on the first hit. In both cases, only the potion increased its damage up to 255).
If they were going to restrict mages in such a way, why not restrict other classes similarly? Warriors do increased physical damage instead of melee damage, while Rogues do increased piecing/poison damage instead of ranged damage? (Rogues already do do increased piercing damage, but they could be made to do *more* piercing damage at the cost of losing the damage dealt by ranged weapons).
I suspect because they wanted the classes to have *some* synergy with each other.
In the case of mages, they also wanted synergy - but they focused it entirely buffing the powers of elemental weapons. Weapons which, as a spell caster, you'll not likely use very often. Meanwhile, a Warrior and Rogue character who wants to dip into Sorcery can spice up their playstyle a good bit.
Your comment about raining down meteors made it sound like you were saying I was complaining about the mage not being strong enough. Doesn't help that I find it annoying that once you're an archmage that you really have no reason (other than personal challenge) to ever use any spell other than Meteor or Tempest again (unless you botched the use of Tempest between Meteor recharge times and accidentally threw a Shock Bolt instead and have to resort to casting Elemental Wrath or the ice spell to fill the time until one of the two spells recharge).
Remember that with wands, not only do you have plenty of positioning options in how you fight since your spells and one of your main weapons can be ranged, but nearly everything is AOE and on top of that, induce status effects. Almost every attack form available to the sorcery tree can cause enemies to be slowed/panicked/stunned and that is the real main advantage. They can nuke entire fields, push off enemies that have completely surrounded them effortlessly, and blink out of the way when all else fails. They also get a minion that is fantastic at drawing aggro.
I would trade minor amounts of damage for extreme battlefield control any day, seems pretty powerful to me. If you account for the AOE, you'll probably find that the mages will greatly outstrip everyone else in terms of damage against groups of enemies, which is pretty classic as far as RPG magic is concerned - wizards have decent damage output for 1 on 1 but excel at cleaning up large groups.
Warriors can use any melee weapon from Finesse and Sorcery trees with close to the same level of effectiveness as someone specializing in those trees do *before* they start triggering a bunch of their buffs. The same is true for Rogues, who can use envenomed edge and blade honing on any bladed weapon, which allows them to buff the strength of longswords, greatswords, and chakrams.
I do not see how making a mage do more damage with non-sorcery spells would make them anymore OP than they already are, especially given the concept of replacing "elemental damage" with "magic damage" would subsequently weaken their damage from weapons in exchange for empowering damage with spells. The only spells that would be made stronger that sorcerers normally get access to would be the Faer Gorta, the shield orbs, and the Echoes of Fate.
The thing is, you're defending the mechanics I'm criticizing with mechanics derived from the ones I am criticizing. I am criticizing sorcerer builds for being entirely focused on elemental damage, and you're defending it by saying "well, they also do elemental debuffs." You're not so much arguing against my point, as you are making something that is already extremely limiting sound even more limited than it already did.
That's not really arguing against my point. Again, you're just making it sound more and more boring than I already thought it was.
I don't think you understand my criticism. You're not trading "minor amounts of damage" - mages are overpowered. I'm not suggesting otherwise.
My criticism is that they are extremely bland and monotonous and, unlike the Fighters who own melee combat, and the Rangers who own ranged combat, they do not have ownership of magic combat, and instead are delegated to elemental damage, which means that unless you're focusing on a weapons build, you have absolutely *NO* reason to spec into any skills or abilities outside of the Sorcery tree (except for maybe the skill that increases elemental defense in the Might tree).
It doesn't help I also find the "fire/ice/lightning" limited mages to be rather boring to begin with. Mages are far more interesting to play when they can do so much more than that. Problem is, until they make a sequel, I don't see that happening, and even then, THQ can be hit-and-miss when it comes to things like this.
You're really needlessly hung up on the Harpoon. No one cares about the Harpoon. This isn't about the Harpoon.
The restriction is that if you're going for a spellcasting build, you've got no incentive to go outside of the Sorcery tree. If you're a melee or range build, you have plenty of incentive to spread around.
Mages should own magic combat. Even if that only translates into two or three spells getting reasonably buffed with them, that's two or three spells more variety than they had before, at the sacrifice of losing the effectiveness of elemental weapons.
Thus, sorcery is restricted into itself. The only way it blends with other builds is when you're making a weapon-oriented build.
Okay, I'm going to summarize here; you find magic builds OP but boring because all they do is deal elemental death. Okay, I get that. I mean, the whole game is fairly repetitive, no build really gets that many different abilities or strategies, but okay, you find mages boring. Sure. So your solution is to have mage builds get boosted damage to abilities that do almost no damage, resulting in no functional change in the damage done anyway, because...reasons. You say I'm hung up on Harpoon, but that's all you keep going on about; boost Harpoon, Lunge, Smoke Bomb, Shadow Flare, and Quake. Only Shadow Flare and Quake do even decent damage and that falls off after a while; I mostly use Shadow Flare just for the instant bleed and stagger. So your solution is not a solution at all; it doesn't change how anyone plays unless they really are limiting themselves to an extremely specific playstyle for some reason. Any of the basic 7 destinies are unchanged in terms of ideal strategies. No one is going to be like "Ooh, okay, NOW I will do Might/Magic because my Quake is slightly more powerful for slightly longer!"
Your only real point is that it's silly that might characters are good with staves, and finesse characters good with scepters, and I agree. But otherwise, you just want better mages in games. Me too! I'd love to see more RPGs based entirely around magic (I hear the new Harry Potter game is actually not bad, maybe I will try it someday). But except for the very anemic stealth system, this game is pretty much entirely about just dealing damage anyway, via slashing, stabbing, piercing, burning, freezing, shocking, or poisoning; that was their design philosophy, and it's fine. It's not a flaw, it's just a matter of taste that you don't like it as much as you could. Every other class has few abilities and relies mostly on weapons, so it really makes mages the most unique in that they gradually stop using weapons and rely entirely on their abilities, but those are still limited (remember the game was design with only 4 ability slots). You're really just pining for moar, not noticing a problem. Or maybe you're just annoyed that magic hybrids can't rely entirely on magic to the same degree, just replacing meteor with other abilities from other trees, but...that wouldn't make a ton of sense anyway. Might and finesse rely almost entirely on weapons for damage, so of course mixing them with magic would just result in magically-augmented weapon-users, not mages just as good as pure mages, just with different spells. You just want an entirely different combat system for mages; let me know when you find it, and I'll play it too.
A long distance caster to melee with more damage output than a warrior or rogue build.
Is this correct?
You want a melee mage?
Like forget about Meteor max rank +2 and all the +damage, +critical damage, 100% chance to critical, gear that you can craft and just focus on beating something with a stick that has an elemental effect attached to it?
I can appreciate the amount of work you put into this, but it seems like you may be missing the point on playing a magic caster (PEW PEW PEW, Death falls from the sky and eats all my enemies alive, RAWR).
I don't know, maybe I'm retarded for liking the use of spells and not dirtying my hands with fisticuffs, except for that one side quest which sucks my left nut.
A critical hit would make a substantial result on those test numbers!