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At least Warlocks got their original 30 second summon window increased to a minute. Wearing out the spellbook on resummoning wasn't very entertaining...
I suspect they will take it back to the drawing board soon and rework both concepts, or rather I hope they will.
It looked like the devs were trying to make mage similar to the throwing melee weps where it has higher crit than but low crit dmg. But that was not the case.
Currently magic can take certain perks from both range and the summon tree making it super broken once you add in the food buffs.
Summon class likely took inspiration from the pets but because lack of diverse gear and variety of tomes, It became a joke. It also has the risk of being heavily abused if they make the summons a lot more aggressive leading to its current state.
Recharge delay on magic barrier make sense due how natural it feel - you regain barrier if not take damage. But for mana recharge delay is: 'you should stop attacking to be able attack again'.
Also, currently you has no cast speed, only range attack speed which is shared for ranged weapons.
The issue with magic that apart from Arcane Staff all of the magic weapons have low amount of attacks per second on top of insane cost at most they should cost 15-17 mana instead of the 20+ they currently do.
The thing that makes Arcane Staff the best magic weapon is the low cost even when upgraded it you will recupe the cost with the talent that gives you mana back on crit while the other options cost more than you can regain from cirting making them all worse. Not to mention due to Arcane Staffs high attacks per second it procs the soul powers and the bird pet passive for chance to deal tripple dmg non stop.
The last 2 bosses I did Ra-Akar and Igneous took me 20-35 seconds per kill with my current setup to kill no other magic weapon I have tried comes remotely close to this kill speed.
The titile of this post is Arcane Staff while you are trying to make it sound like some secret "tech" that makes it "overtuned" the core item in all of this is front and center.
You can see this is when you walk near the reg orange slimes, the summons ignore them even if you touch the slimes but the instant you are close to a spiked one, they will atk. This can even be seen with the hive mother spawns, you dig a 1 tile trench and your bats will atk the mobs that come at you from the 2nd pass the trench.
My guess for this is to ensure the player doesn’t abuse the summons because if you increase the aggression trigger range, the player will abuse it in mob farms.
What's why mana recharge delay is more stupid. You can invest in mana regen, but regardless of this you still need to stop attacking to use your regen, while one specific weapon, paired with two different skill trees, can attack almost infinately with only durability as limitation.
Mana recharge delay should be removed from the game and it be first balance step.
And... what's the problem with this actually?
We in not hardcore survival game where you struggle to get resources and must to think two or even three steps further how and what exactly do next. It's pretty simple crafting sandbox game and such artificial limitations just make it pretty simple sandbox game with awful design/balance.
Anyway, your example not even close in compete with Arcane Staff on bosses. Outside of boss fights is does not matter that you can hit for 25k damage for once, because no one of regular enemies in the game has such high HP.
While you can use melee I personally feel that for many bosses if you go there with the relevant gear to do the bosses it still worse than being a Ranger at least if you are playing on hard due to the risk/reward.
While unrelated to the main subject here I feel melee suffer from the same issues here as it does in Terraria while Terraria later melee weapons all more or less become ranged Core Keeper on the other hand only does this with one of the last weapons in the game.
You do not get anywhere near the amount of casts in to make the tripple dmg pet passive mean anything. I have rolled what? 20 pets my best one had x3 2% tripple dmg which is 6% in general if we take when you do get the staff you will be doing between 6-9 casts before going oom in "general".
On the other hand Arcane Staff the item on disscusion here has the possbility of having UNLIMITED casts and it has one of the highest base attacks per second in the game. The biggest hits I have seen personally with it have been 9k-ish with Grim set going and over 6k with arcane monk set.
Anyway, point was: if we talk about endgame, right sets, minmaxed builds, etc - excuses about one specific class or weapon just irrevelant. You can make any weapon OP via food buffs. But we obviously has an options that sit on top of others. Arcane staff is example.