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well anyone who has maxed out the fire tree could let us know. still underwhelming ability though at that point a 3-6 combat only attunement ability on a 3 round cool down wont mean much if you got 50 plus potions rattling around in your pack.
my point exactly, thanks for the info
The end result is you end up with the exact same play style as a guild magos except with less spell selection. Considering that Guild magos should have close to 2 maxed skill trees by the end game, this is actually a huge downside.
In my opinion the best way to fix the class would be to give it light armor utilization and a mini backstab bonus. Battlemagos already has evasive and fancy footwork, that's basically 90% of what you need to make a backstab build work, aside from the backstab ability itself of course.
You could replace the arcane font tree (replacing it with a downgraded Thief's "Survival" Tree), the useless awareness bonuses from the trickster tree (replacing it with backstab damage), and the spell burn skill (replacing it with backstab initiate). Also, rather than Fire, the class should specialize in AIr spells for the defensive and mobility buffs and teleports air spells give, which is perfect for a rogue build.
With these changes, Battlemagos would have roughly half the damage output of a thief combined with half the utility of a guild magos, instead of just being half a guild magos as it is currently.
great points, there are a lot of ways to improve the class another poster pointed out that that the solo dev had several more classes planned originally, I suspect the gap in the Battlemagos abilities is because he left development room for these other classes so they could shine(he had several classes planned including an Assassin class and Augur class so wonder how that might have looked) then pulled them before full launch. Who knows maybe he plans to release additional classes as a dlc later depending on reception of the game or other factors.
Arcane Rush should also be tweaked a bit; maybe it gives a temporary boost to the Cascade stat or makes the next couple of spells auto cascade.
Other than that the Battlemagos needs proficiency in medium armor should be able to straight off start in the Swords tree, rather than have to waste points on Light Blades. It should have full access to all Swords trees as well as medium armor prof. Also, 4HP / Level, if not 5.
Thing is, the BM is already MAD; unlike dedicated melee or mage/priest classes it will need to split its attributes instead of specializing. Same with Feats. So its already paying a price for hybriding, ensuring it won't dominate the niche of any other class. No need to further penalize it by making it pay more feat taxes (i.e. wasting points on light blades before going into swords)
Pretty much fully agree with this post. Hope the dev see's it and thinks the same.
As far as the skill tree's go it would make sense if one was geared more towards a mage/thief BM, like the Trickster Tree, and have another geared more towards a more fighter/mage BM.
As it stands it seems like the intention was to make the BM a fighter that dealt most of it's damage through fire spells. How it's playing, and I'm having fun with it, is as an agile de-buffer, with air spells, that helps my thief pull off more backstabs and gets in to position to help pin down enemies. It's fun but it's clearly gimped.
Pray or sacrifice a virgin or two to your favourite gaming god that the magos actually gets some love from this (mine is RNGeezus)
One option for battle magos would be to reduce the cost of fire spells with each cascade. It would make for a nice "serial cast" / spend all your mana / repeat fireball type of playing. Maybe all spells but then swarm of gnat would be very cheap. Or all spells but to a minimum of X.
agreed, will need to update my write up at some point, the battle magos needs even more tuning to be relevant in later levels. The class just doesn't scale well even with all my proposed buffs. Was trying to be balanced and restrained in my suggestions the class is just so gimped its almost funny.
But will it add attunement bonus to attunement points provided? I have no issue with it hurting, in fact I think it should hurt more (maybe 2x attunement bonus or 3-4 times) as long as it provides a similar number of attunement points. It can be used once a battle or something, or even once per rest, to avoid scamming it.
Currently, at mid range or higher levels the amount of attunement provided by Spell burn is negligible.
combat contribution is horrible