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OP, you're probably going to need a mod if you want to revert the change.
Mana/magic on the other hand, has it much, MUCH worse: your mana is boosted only by a fixed amount (via armor), and the only trinkets you have are a 250% mana regen one (which is still pathetically slow) and +50% mana pool one. Your options for mana replenishment are either natural regen (very slow) or pots (limited by cooldown). Magic users can't store up resources like ranged users can, and have no trinkets reducing resource usage.
It got to the point where I gave up my magic build, farmed void shards, and switched to being a projectile-spewing ninja instead. Ranged/thrown mobility build FTW.
That's the big issue right here. In the early to mid game mana was a resource I didn't need to manage, with boss fights being over with more than half my mana left, without even using mana potions. No resource management, 100% dps. Around the later deep caves I hit the first weapons which drastically depleted my mana, with potions not even being able to keep up due to the cooldown on their use.
Mana regen is at that point completely useless, because it seems like weapons only care about having at least 1MP for activation, anything between that and the cost to fire is wasted. You can constantly fire, but you will be at around 50% dps, no matter how high your (regular achievable) mana regen is. With how long boss fights take, some lower tier magic weapons may actually be higher in average dps, because they don't take the strong attack speed hit.
I see two options here: Change the regen und cost for mana, and maybe mana potion cooldown, to only make it run out, if you mismanage it completely. So it would be similar to ranged weapons, but with infinite sustain.
Lean into the bursty nature, and push the damage way higher, with only slight adjustments in cost. Short bursts of high damage, when you can guarantee hits, until you (almost) run out of mana and then recover with potions for a few more phases of damage.
So constant damage, or an ebb and flow in damage. With the differences in boss behaviour the first option would be the safe, but somewhat boring one. The second could be interesting, but hard to balance.
And this is not even considering fighting regular enemies.
More mana related gear and help is needed. This will be added in the coming updates as well :)
This would give mage players both a sustainable damage option and the means to hit hard during longer attack windows on boss fights, turning magic weapons into something like a hybrid of ranged and greatsword combat. Not entirely sure how it would pan out balance-wise, or how it would feel to play, just felt it's worth throwing the idea up for consideration.