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Idea Mage Nerf v 1.0

Discussion in 'Capture the Flag' started by EmperorTrump45, Aug 25, 2015.

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  1. TOM_SAYS

    TOM_SAYS Active Member

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    No I don't agree with sir_inge, I fight his ridiculous "battlemage" idea as well. As for my elaboration, I don't feel like going through an entire debate for this, since a good class is based on facts, so here are those: removing knockback and fast heal from mage results in being extremely vulnerable against ninjas and chemists.
     
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  2. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I agree a good class is based on facts. But I didn't ask for a debate. I get a lot of comments with people telling me 'oh my lord this is crap' and I could guess as to why but everyone has a different reason for disliking it but it's nice to have people actually say why they disliked it because it helps me make it better.

    I also agree with both of your points. This Mage would have a lot of problems in current CTF, which is why - and I forgot to specify this - Mage should not be nerfed/reworked in current CTF without excessively OP classes (Chemist) being nerfed/reworked first.
     
  3. slayerage

    slayerage Active Member

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    This is actually one of the better class tweaks I have seen. Concise understanding of the class and while not nerfing it to the ground, it can still be effective mid-range
     
  4. EmperorTrump45

    EmperorTrump45 Dank Memer

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    That is true but, arguably, this is not a problem as much with Mage as it is with the game. Mage can get countered really hard by Chemist, for example at close range but it isn't Mage's fault as it is with the fact that Chemist is ridiculously strong/speedy.

    I think to fix the issue with Mage being very UP short ranged or very OP long/mid ranged there needs to be changes both with the class and the game in general. All I am aiming to do in this nerf is to weaken Mage's mid and long ranged power so that it's not so ridiculously strong there. As for making the class less UP at short range that takes gameplay changes to other classes so the counter-play against Mage isn't so good and perhaps Mage's armour could be buffed a little to make it less volatile there as well. That way, Mage would not have to have very strong knockback like on the Lightning spell, or ridiculously good health regen from its Heal Spell in order to survive a close PvP situation.

    I'm confused, what you just said is exactly why Mage deserves a nerf - so that it can't keep enemies at bay forever and so that it cannot bombard enemies infinitely without them being able to fight back.
     
  5. Sir_Inge

    Sir_Inge Well-Known Member

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    I'm saying if that bombardment fails in the slightest Mage dies or has to run away and loose all of its field position advantage. Mage should get a spell nerf and an armor buff so that it can't endlessly bombard but also can't be killed in 3-4 hits
     
  6. TOM_SAYS

    TOM_SAYS Active Member

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    Just because you can't aim doesn't mean mage should be "melee-based".
     
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  7. RHCube

    RHCube Member

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    Mage does not need a nerf. If you nerf it at all, it would become UP at short/mid range. Mage just needs a simple fix(like a mana/energy bar) to encourage use of other spells.
     
  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Correction: If Mage were severely nerfed that would be the case. However, all I am proposing is a nerf on its ridiculous crowd control/healing, but you are enormously exaggerating that by saying that Mage would suddenly become UP with the slightest nerf - which is not true.

    @TOM_SAYS agreed.
     
  9. RHCube

    RHCube Member

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    Your damage spell changes are fine. But everything else does not need a change. The heal spell has a long cooldown and it can hit enemies.
     
  10. EmperorTrump45

    EmperorTrump45 Dank Memer

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    That's how the heal spell currently works xD. I didn't change the cooldown on it, just the regeneration and that needed a change because a 50 heath heal is pretty OP and makes skilled Mage's not only very hard to kill but able to fight off 5 people at one time.

    The knockback is too strong at the moment. The way I changed it doesn't make it weak, just less powerful so that melee enemies can actually get in range of the Mage.
     
  11. kyuudaime_hokage

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    Or how about we don't play mage and everybody is happier.
     
  12. TOM_SAYS

    TOM_SAYS Active Member

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    Knockback is fine as it is, if you want to complain about unfair knockback, I'd suggest engineer... Besides, I don't want to be ganged by a bunch of moronic heavies! -.-
     
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