End game mage is very fun, borderline insane to think that I was playing melee for most of my time with nrftw. Never before realizing how fast and easy mage can be. This sentiment makes me second guess whether the mage experience is subtractive to the melee experience overall.
Being able to spam spells is super fun, with the right enchantments you don’t even need the legendary rings to have an infinite supply of focus. And with the insane variety of spells it’s super easy to pick which ever you want for your playstyle.
The Real Issue I am feeling from the mage experience is that compared to many melee builds, its too easy to dps, clear mobs, and overall debilitate enemies.
- Example one being Blast spells are Too Cheap, and overall Too Good of a spell. 50 focus cost for a spell that can easily lock on to enemies within LOS (Line of Sight). In addition has almost no start up or end lag to the move. Making blast spells EXTREMELY good at clearing mobs. Lightning Blast is my go-to spell since it doesn’t have a large AOE to hit Co-op players, and has the possibility to shock other enemies when proccing lightning.
- Mages have more variety of elemental rune attacks compared to melee users. One handed weapons do have a decent variety, but not many ranged elemental attacks. Two handed weapons are generally what I use and there is only ONE ice rune attack (Ice Ram). I hope in the future there will be more elemental varieties for melee, especially two handers to have options to debilitate enemies without resorting to coatings and infusions.
- What Sucks is that if I were to try and freeze and enemy with Ice Ram, generally the enemies die before they are frozen. It feels as if the attack has a mix of physical and elemental damage. Those Torn Bloaters I try to hit with Ice Ram, only to get hit in the face with their death explosion cause Ice Ram didn’t freeze before it died. COMPELTLY negating the purpose of having an ice move to nullify the bloaters death-plosion.
- Playing Co-op with mages leads to the mage hogging the kills. I have been catching myself doing what I once called out mages put for doing, that is spamming certain attacks (Blast Spells) and killing enemies before other players even get a chance to approach. Its just too easy to kill mobs at range as a pure mage in quick succession. Being able to recover Focus on Fatality, Reduce Focus Cost on Rune Attack, and legendary rings makes the whole issue easier to induce. I’ve also caught myself thinking “if I don’t play mage, then someone else will and hog the kills”. I don’t have a good suggestion in mind on how to fix this issue, but I would like to feel more than comfortable playing melee without feeling compelled to play mage.
- Enchants and some gear are too good for mages.
- For example, due to the base critical chance on staves/wands being 40%. Its easy to build up Critical Damage due to its base stat of 10% unlike Critical Chance being 5%. And Crit Dmg increases by 5% each exalt, whereas Crit Chance goes up only by 2.5%, literally scaling at 1/2 the rate as Crit Dmg.
- Rune Ring is too good. Mages never really use melee attacks, therefore the negative on the ring to reduce Attack Damage is pretty pointless. 20% Rune Damage is equivalent to the Fierce Ring’s stat, BUT without the caveat of having to activate the effect.
- Since Mages are more than often attacking at range, and have access to rune attacks with whatever element the player wants. It’s equally more easier to choose gems that increase enchant power. When I play melee I’m more often infusing my weapon with an elemental gem.
I would like to Suggest…
- adding other elemental rune attacks to melee weapons for more variety. Especially ones that would do more pure elemental damage, at the expense of more end-lag maybe? Something so that freezing a Bloater with one good hit freezes and kills them.
- changing how the Blast Spells work, make them require the player to aim the spell in a translucent circle on the ground. AND it has to arch through the air and cannot easily hit enemies at different heights. Making the spell unable to easily clear rooms on LOS alone.
- change the crit chance on wands/staves to equal the average melee crit chance of ~25%. and crit dmg to ~120%
- maybe change how rune ring works?