Everything about Illarion that fits nowhere else. / Alles über Illarion was inhaltlich in kein anderes Board passt.
A player can always interrupt the spell before its completed.AlexRose wrote:Yeah I should summon walls round myself, ctrl click someone outside the walls and summon bees on them.
It's player skill.
Samantha is encountered by melee monsters regulary if those doesn't appear alone and if she hasn't far enough distance to them. I think with "real" mage you mean powergamed ubermages whose player hold inside knowledge about what does work best for a mage and what not.NO MELEE MONSTER HAS GOT WITHIN 2 SQUARES OF A REAL MAGE FOR LIKE 2 YEARS.
I was ONE of those, yes. But that is 100 % unimportant for this topic and nothing else then flaming. Thx.Edit: Wasn't it you who broke material summoning spells through abuse anyway?
How nice must it be to believe everything is so simple. Honestly, if it comes down to a fight. Who is the first one to be attacked? The warrior protecting you? No. Anyone will immediatelly run at you and start slashing. Having a warrior to protect you won't change much at that. They will simply walk around him and all he can do is pushing the attacker away. Sadly, any mage encountering a fight with another character WILL be attacked in melee. Be it alone or with others. Also, it is simply not possible and realistic to have always someone at your side when going ingame. Making mages to characters which will be easy prey without having friends always at your side will make them sucking pretty much since you are too dependent on others. It won't help the gameplay to make mages a character sort who NEEDS others or they won't ever survive. It will be more sense to balance magic and fighting in a way that it equals each other out.I never thought the intention of mages was to be frontline fighters blasting away with spells as warriors stand next to them
and since I want to be still able to blast anything I am telling you that lowering a spells strength and making a mage more balanced and equal with a warrior is the thing to do. Do you realize how unlogic that sounds? Mages ARE too overpowered currently. But doubling the casting times wont change that for the high end mages like yours. It will just make the average mage pretty useless. And it enforces them to powergame even more.You sound like it should be your god given right to destroy everything without a moments notice.
Well Magic is sure as heck more useful than a sword. You know how much a sword allows you to do? Come up to things and ctrl click them, that's it. I keep wondering at some of the bizarre things the concept designers did. 1/5 of the blacksmithing menu is occupied with a wide variety of axes. I am still an apprentice blacksmith, and I already count 12 axes i can craft. Not a single one of them can cut a tree.Added comments after it.
Y'know, everyone joins this game and thinks magic is overpowered. When you actually get it you realise that, other than showing off your magic to people, magic doesn't actually enable you to do that much at all. It saves you money on portal books (which you'll probably end up paying back much more on on mana potions). It enables you to attack from a distance, although if someone gets close to you you're screwed. Other than that.. magic isn't really that useful to have other than for entertaining yourself.
You have a point, but that's why I figured 50% would do.Nalzaxx wrote:@ Kevin: Why must we always fall into the stereotype that mages are the weak weedy ones and fighters are the big muscle bound dolts that seem so intrinsic to the fantasy genre. Who cares if a mage maxes his parry and dodge, his stats will still be lacking in the fighting areas and his performance will reflect this.
The only reason fighter mages seem so strong is because they have spent the time and effort to train their fighting skills to such a degree. Of course they will beat pure fighters who have wonky stats and a quarter of the skill level.
I would teach magic but sadly i can't. Well...not very well. I dont have the skills to teach some of the better runes. I need to powergame first to be able to teach them.You know why so many people want to nerf mages? Because you guys who play mages, don't share magic, you don't teach it.
Not with weaker attack spells. Also, a paralyze spell costs quite some mana. So casting paralyze, attack spell, paralyze, will burn you out of mana pretty soon. and should damage spells be made weaker it will give the warrior quite a equal chance since there will be enough time between a damage spell and a paralyze to attack. concidering the mage doesnt have trained dodge skill. Like some of the current ubermages.Agreed.
But then paralyze would need a spell cooldown. So you could not go paralyze-fire-step-paralyze-fire-step.
To gain magic resistance you have to SERIOUSLY powergame it.Juliana D'cheyne wrote:As an aside... with mages having some fighter stats, isn't it likely to imagine some fighters with magic resis?
Stating widely known facts is so enlightening.AlexRose wrote:Drow stuff is uncraftable and undroppable so of course that's expensive. It's expensive because it's rare.
If we had drow spawns that dropped drow weapons ig it would no longer be expensive.
Your "completly false" is completly false. With my other char my magic resistance got raised through healing spells casted by a friendly mage. This means healing IS affecting the magic resistance aswell. Just not if you cast it on yourself. But when other mages cast it on you.Quote:However, magic resistance also counts for HEALS. So a fighter with magic resistance can't get mage healed in combat = dead.
This is completely false.