0rion79
Member
- Joined
- 22/12/2016
- Messages
- 441
Hi, I have just finished my latest game with a MELEE MAGE BUILT and I want to share my 2-cents opinion about this.
I played at the easiest level and yet playing with the mage has been so frustrating that in some moments I was so furious that I almost wanted to smash my smartphone.
The worst part has been (and still is) the Ark, followed by the ending part of the square labyrinth with shadow creatures, part of Hirge's personal quest. Never happened with any other class.
So far, these have been the causes that made it that hard:
1) limits of the game engine that make very hard to properly aim to foes and to control the adventurers party
2) the peculiarities of the mage, that is very unsuitable for solo playing. (not impossible, yet it is much harder than other classes)
More into detail, I have found problematic the melee mage's ...:
- need of several abilities to properly attack and defend
- high skill points cost to develop these abilities
- high mana cost of the most recent abilities that, even effective, make the mage highly dependent by potions to constantly refuel
- mage's armor spell counts radiation damage as an attack, fading earlier than expected.
Especially within the Ark, I had a very hard life vs. the frog-like robots that deal an impressive melee damage that not even the stone golem may endure long enough (plus it is so dumb that it always get involved into fire explosions), while the "steel wizards" that shot beams are relatively easy to handle due to the high electricity resistance that the mage may achieve thanks to unique equipment.
The new special abilities offered at Icemist are really nice to use, especially at high level when the game offers weapons with high elemental damage, but the extra damage doesn't compensate the mage's fragility. Also, elemental weapons are useless vs. certian foes and the "death" weapons are useless vs. undead and shadow creatures, so it's impossible to rely 100% on these attack forms. Some choices, as having a strong creature to summon, are almost "staple" choices to compensate but they quickly drain out of mana.
Maybe I have built it in a poor way, yet - in theory - a player shouldn't be forced to follow "staple choices" to survive : David himself added several items roughly at the same level right because he wanted players to enjoy variety without being forced into standard solutions.
I can't image what it means to play at harder levels if the easiest has been that hard!
I played at the easiest level and yet playing with the mage has been so frustrating that in some moments I was so furious that I almost wanted to smash my smartphone.
The worst part has been (and still is) the Ark, followed by the ending part of the square labyrinth with shadow creatures, part of Hirge's personal quest. Never happened with any other class.
So far, these have been the causes that made it that hard:
1) limits of the game engine that make very hard to properly aim to foes and to control the adventurers party
2) the peculiarities of the mage, that is very unsuitable for solo playing. (not impossible, yet it is much harder than other classes)
More into detail, I have found problematic the melee mage's ...:
- need of several abilities to properly attack and defend
- high skill points cost to develop these abilities
- high mana cost of the most recent abilities that, even effective, make the mage highly dependent by potions to constantly refuel
- mage's armor spell counts radiation damage as an attack, fading earlier than expected.
Especially within the Ark, I had a very hard life vs. the frog-like robots that deal an impressive melee damage that not even the stone golem may endure long enough (plus it is so dumb that it always get involved into fire explosions), while the "steel wizards" that shot beams are relatively easy to handle due to the high electricity resistance that the mage may achieve thanks to unique equipment.
The new special abilities offered at Icemist are really nice to use, especially at high level when the game offers weapons with high elemental damage, but the extra damage doesn't compensate the mage's fragility. Also, elemental weapons are useless vs. certian foes and the "death" weapons are useless vs. undead and shadow creatures, so it's impossible to rely 100% on these attack forms. Some choices, as having a strong creature to summon, are almost "staple" choices to compensate but they quickly drain out of mana.
Maybe I have built it in a poor way, yet - in theory - a player shouldn't be forced to follow "staple choices" to survive : David himself added several items roughly at the same level right because he wanted players to enjoy variety without being forced into standard solutions.
I can't image what it means to play at harder levels if the easiest has been that hard!
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