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the problem with mages is also that they can't use lifeleech as it only works on melee attacks. sure, if you can 1shot trashmobs it's fine but vs bosses/drawn out fights you need a recovery spell, which takes 1 extra slot and when it's used you lose dps since it's using heal over a damage spell. it even seems to use heals when already full hp. double magic works a bit but still, massive dps loss. Overall mages seem super weak. Just level 1 guy for int stat for enchants imho though.
Master is too weak
However OP, you are missing one thing. I think you get the recipe from the Magic Researcher quests, but there is an early wand (staff really) called the Apprentice Wand that teaches the skill Magic Basic. What Magic Basic does is it replaces your mage's melee basic attack with Black Magic level 1 - that is instead of pointlessly hitting with the wand, they'll always attack with magic. I don't remember which wands give the skills, but there is also Magic Advance and Magic Master, for Black Magic level 2 and 3 respectively. It's still not enough to really compete with melee though, sadly, even with Pamela who gets a small bonus to magic damage.
At the beginning of making this game, I didn't really thinking about jobs in this game. jobs means limit in most games, and I hate it.
There is magic in the game, and in 1/4 of the weapons give you magic skills.
However, magic is just another way of attack, or most time a solution.
What if you meet some monster with unlimited def?or some monster you can never hit?
Try use magic, it will be a surprise.
I ran 1 mage right from when you got the first one (Sandal) and never took him off. He has learned every single magic spell that is available in the game, I have tried dozens of combos and none are even remotely close to being viable.
Mage needs a heavy damage spell and a way to choose which spells are used. Ultima should be renamed to represent it's true damage potential. Dark Magic lvl3 and the master level is way too low. Autohitting with stick does more in lategame. Doom is just inferior to Water bladed. 20% chance water bladed means on average 5 turns to instakill, doom is 7 turns and gets shielded from targets you wanna hit most of the time. Double Magic is too random, sometimes uses the same spell twice also uses stuff that makes no sense (eg waste turn to double heal when full hp). Disable spells like lullaby etc are too unreliable because of random and zero AI. Mage needs 3 skill slots to do what Fighter does with 1 skill slot. And then it's still worse.
No / extremely bad lifegain, pathetic damage, unreliable skilluse, low armor (if you want intgain) all combined make mages really bad. Their only use is a lanewaster to grind for the enchant stat, which gets obsolete once your fighters are maxed stats.
@timchen214
I can see where you're coming from; jobs/classes can definitely limit characters in RPGs. I think it's different with a system like yours, though, where you're essentially making your own character's roles by choosing their skills. Balancing the game so that a bunch of different skills are viable in endgame opens up more playstyles for people, which is the opposite of limiting them.
For me, I dislike having to optimize all my characters to one specific set of skills in order to win. I like the idea of being able to choose skills based on what kind of character I want. Like having a "mage" who I can use the spell skills with or a "pirate" who relies on their DEX and steals from enemies and whatnot. I find being able to do that adds to the "roleplaying" part of the RPG experience.
In any case, I think it would be awesome if the magic skills could be rebalanced to be more like the melee skills in terms of skill slot usage, power output, and life steal (Drain is actually a very common mage spell in most RPGs so I was a bit surprised to hear that it wasn't in this one). But whatever you do, I appreciate that you're reading posts in the forum and taking what people say seriously.
edit: Also, make sure to always have your wand enchanted. That's what determines your magic damage.
Magic really is just another way of attack, you'll eventually want to have your adventurer both have good str and int so they can hit hard (damage from melee hit comes from both physical and magic part via enchanting)
Using "magic skills" is a completely different story though since it has limited use, albeit really important at some part of the game where the opponent has really high evasion or counter your melee hits really hard.
Even if you trained someone with high int and very little str, you can still do high melee hit with enchanted wands especially if the element supress the enemy. The best part is you can still use skills like life leech and quad hit and benefit from it. Which one do you prefer, spending one skill slot to always damage and restoring your hp or spending two skill slot to use "magic skills" for damage and another for recovery skills. And even then, your adventurer will rarely use active/magic skills unless you use another skill to make them use skills more often, so that more like three skill slot. And even then.....you don't get to choose when they cast recovery or attacking skills and you'll probably see a lot of instances when they heal at full hp
I think that the magic stuff should be rebalanced in the following ways:
I think that would open up a lot more paths, especially in early game, for magic-based characters.