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RE: =AQ= Mage Class Overhaul

 
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5/13/2024 19:00:00   
battlesiege15
Member

quote:

I agree, that is such a fun concept for a spell! I'll see what can be done to motivate him into action.
Have Twilly poke him with his staff :D
AQ AQW  Post #: 26
5/13/2024 21:33:00   
  The Hollow
AQ Lead


Attention aspiring practitioners of magic - seek out Warlic in Battleon (or visit Today's Event page) to undergo training in the freshly updated mage class!
AQ  Post #: 27
5/13/2024 23:48:26   
CarrionSpike
Member

Love the updated Mage Class! Early game mages needed some defensive tools (also compressing 3 different elemental spells into one item slot is very convenient).

As for the master armor the semi-efficient earth spell and the big energy nuke are nice to have. Would have liked to have one of the Choke skills on the master armor but I understand why they weren't included.

< Message edited by CarrionSpike -- 5/14/2024 0:07:43 >
Post #: 28
5/14/2024 1:41:47   
Zennistrad
Member

Earth/Energy compression is a very interesting combination. Definitely would not have expected that one.

That said, for some reason the Master Mage Armor doesn't seem to display any kind of armor lean?
AQ  Post #: 29
5/14/2024 2:12:29   
  Ianthe
 formerly In Media Res

 

Fixes:
- Added some bubblewrap to prevent the art from flickering.
- Clarified a pop-up on Arcane Disorientation.
- Master Mage Outfit now has a lean.
AQ  Post #: 30
5/14/2024 6:30:20   
guenievre
Member
 

About old classes updates, could we not be limited to level 5? I did not reset my level on this one, but it seems to follow the same path than the fighter. When it was released, i reset my class; now I cannot level up beyond level 5 whereas i was a level 10 fighter before; since all other classes are level 10 (or 21) and that i have other characters that i rarely play that are always level 10, there is no reason we cannot progress more (just replay the quest and gain more levels would be sufficient)
AQ DF MQ  Post #: 31
5/14/2024 7:50:50   
1stClassGenesis
Member

@ guenievre

Are you objecting to the concept of T1s having 5 skills? Because you could also say T3s should have at least 50 skills.
Post #: 32
5/14/2024 9:25:44   
Sapphire
Member

quote:

About old classes updates, could we not be limited to level 5? I did not reset my level on this one, but it seems to follow the same path than the fighter. When it was released, i reset my class; now I cannot level up beyond level 5 whereas i was a level 10 fighter before; since all other classes are level 10 (or 21) and that i have other characters that i rarely play that are always level 10, there is no reason we cannot progress more (just replay the quest and gain more levels would be sufficient)



That's the new system. T1 classes get 5 skills, T2 classes get 10, T3's get 20.
Post #: 33
5/14/2024 9:38:09   
CarrionSpike
Member

Re: Tier 1 classes only having 5 skills.

As it currently stands this is the relationship between class tier and number of skills:
Tier 1 classes have 5 skills
Tier 2 classes have 10 skills
Tier 3 classes have 20 skills

For tier 1 classes 5 skills makes sense for two reasons: a) having 10 skills on tier 1 and on tier 2 doesn't really make sense in terms of a sense of progression of character power as you get higher and higher tiers of classes, b) tier 1 classes having 5 skills means that they are significantly more manageable for the team to complete in a reasonable amount of time.

quote:

I don't understand why all the magic-orientated classes are moving more and more towards using generic clothing or leather armor, despite robes being one of the single most iconic visual traits of magic users across all of fiction.

Unless you're referencing Necromancer, which has fitted cloth robes for its appearance (similar to the original design), this is the only mage-related class that has been reworked in the modern era of AQ. I'm not really sure what you're referring to when you say "all the magic-orientated classes" when only 2 have been updated recently.

Regardless, I can understand wanting a more robe-y aesthetic.
Post #: 34
5/14/2024 10:02:58   
ming shuen
Member

This release was splendid. The armour is beautiful. It looks multiple times better than the original - and I really like how the male and female versions had some minor modifications to suit a different body frame. Compared to the original robes - which is some generic blue cloth for both genders, this is miles ahead. Very well done.

Initially wanted it to have a spellcaster lean, but I am really glad that it is Fully Defensive instead. It just works and I like the idea of a FD mage. Safe introduction to spellcasting is a good idea for T1s

I know there's always some dissenting thoughts and opinions from players, and sometimes a dose of negativity, probably due to lack of scheduling visibility, but I have to say I really like what AQ did this year. The stat revamp, the scroll and UI improvements, and the mage class update. . . . all really massive projects that would do much good for the game moving forward.

Huge Kudos to the AQ Team. Really appreciate what you are doing.
AQ DF MQ  Post #: 35
5/14/2024 10:03:47   
Sapphire
Member

I don't mind that the class armor started out as FD. It was supposed to be an introduction to spellcasting. I don't really care much for the complaints about the armor's art. The art is good. Yeah, it's less "Magy", for sure, but oh well I never understood FashoinQuest anyway...not when only you can see it. But to me, there are three rather large elephants with the FD decision.

1. It means that the Master Mage Armor is also FD. Despite the fact that End-Game players understand the game and won't actually be threatened by monsters..ie that FD lean helping (it wont)...That means because it was decided to make it an energy armor, it is directly competing with the Thunder Bride/Groom armor, which is SC lean. In addition to that, we have Eternal Champion and Fall Dryad as 'earth' SC leans with built in spells that have elecomp + the lean. The armor is simply easy access and then it will go to storage once a player gets access to better options.

2. FD Lean assumes using 100 procs. For a FD Lean to use something else, that's 75% melee x .8 lean for something closer to 63-64% melee in attacks. Wands are terribly made in general, and should all be changed as spell boosters to promote spellcasting. An energy wand should takes % melee to it's attack damage for an equal buff to energy spells. ..always by design... This gives Wands more appeal, and it gives FD caster armors more appeal due to what would be better wand design.

3. The Mage Staves went untouched. Yeah, they boost spells in a similar vein as to how I suggest all wands to work, but these are some 40% proc special. If the Mage Class is to be FD, it stands to reason that the staves all should be turned into wands (100 proc staves) to actually MATCH the fact the armor is FD. If we are going to introduce a player to the concept of spellcasting, we should be consistent with everything else, too..meaning FD uses 100 proc typically. What happened is a foundation for spellcasting in class armors was made but the foundation of using 100 procs in a FD armor was completely ignored. I'd prefer all of the foundational ideas be consistently applied if we are to be fed the line of this is just an introduction to spellcasting.

It's good that another class is done, for sure, but 40,000 foot view please.

< Message edited by Sapphire -- 5/14/2024 10:10:17 >
Post #: 36
5/14/2024 10:27:46   
  Lorekeeper
And Pun-isher

 

If such an overhead perspective is requested, then it must similarly be clarified that a spellcaster lean and a fully defensive armor are not competing any more than the latter would be with a FO armor. FD Lean does not reduce spellcasting damage, and spellcasting from defensive armors is an existing niche. Defensive builds get shinies too -- And so far, defensive mages are only getting the smallest out of four mage classes.

Wands could certainly use some attention, but the single most intensive type of release week we can have doesn't leave the time to overhaul an entire weapon type. No foundation was ignored, as the focus was on what could be humanly accomplished within the week by focusing on the foundation of defensive spellcasting.
Post #: 37
5/14/2024 11:32:45   
Zennistrad
Member

I think the big problem with FD spellcasters is mostly that fully defensive builds are much better suited to Rangers than to Mages due to the sheer amount of utility that the Neko subrace gives to ranged builds.

That said, I could see the Master Mage armor being very useful for ranged/magic FD hybrids who don't need to choose between either.
AQ  Post #: 38
5/14/2024 11:36:34   
Aura Knight
Member

A new look for sila's staff was seen. I don't know if I still have one but will we see the item's art change for us too?

The update is decent. FD armor with the effect to reduce incoming damage an extra 12.5% while offering a triple hit regular attack is great. One minor issue I have is the armor lacks a cape which loses it points on fashion.
AQ DF AQW  Post #: 39
5/14/2024 11:46:39   
Sapphire
Member

I actually have no issue with the FD decision. It simply meant the master mage armor is bad for endgame. That's the price paid for the focus being on the class design as a primary focus. So in many ways, it's understandable.

I also don't think always putting ideas in the optimal box is the way to go, as variety in this game has been a huge calling card and should always be. This is why I support neutral lean armors, and FD leans getting weapon based skills ...even before the stat revamp was done. Again, to reiterate, FD lean is fine..it just meant not many players will use Master Mage. That's an OK trade-off, I suppose. But if wand design was better, it would actually make FD lean casting actually have a feather it it's cap as a reason to do it. Currently, I just don't see it being a good reason. (This all goes back to weak monsters, as several issues call back to)


I think wands does need an overhaul, but I understand this isn't going to happen anytime soon. But at least the Magestaves could be made into 100 proc to synergize with the new release until if/when one day wands in general get a relook.

I know we're about to pivot to this week's GGB items, and none of us players know what's on the docket for next week, but it might be a good idea to try and work in a magestaff change soon (not AQ soon, either) before the idea gets lost into the recesses of AQ blackholedom
Post #: 40
5/14/2024 13:48:53   
ming shuen
Member

quote:

I was indeed talking about Necromancer, which just looks like tight-fitting leather to me now. . . Before, it looked like proper cloth. . .with nice loose sleeves for that good "robey" feel, but not anymore


The modern mage and necromancer armours fits well with the aesthetic in other AE games, and it is something I greatly prefer, but you seem to enjoy a more retro art style. A retro-themed release for the updated classes is not something that I will buy, but I understand and support the sentiment.

Since you have Z-Tokens to spare, you should totally try the colour custom necromancer armour. The default one makes it seem a tad tight and form fitting, but using a different colour scheme really emphasizes the cloth. I personally use Black - Brown - Yellow.

It showcases the cloth much better - some parts of it neatly tucked in, some sections loose and flowing. It really looks more flow-ey, especially around the torso and hips.
AQ DF MQ  Post #: 41
5/14/2024 13:54:15   
Zennistrad
Member

I actually think the magestaves are pretty much fine as-is. The high proc rate was mainly an issue for fully-offensive armors with weapon-based skills, which Mages of any build are probably not going to want to use now that Spellcaster leans exist.
AQ  Post #: 42
5/14/2024 13:57:55   
Sapphire
Member

Color custom is just OK in AQ. The huge issue is it's one scheme fits all... So it can really work with a specific armor, but look completely terrible with others. (Like Wishweaver's color custom version generally looks like crap with people's color schemes)

I have catered my color custom to Paladin, as I have that color custom arcane variant, and it works just ok with Necro. I have thought about getting the eternal champion custom color armor as well, but my Paladin color scheme is very similar to it's original design so I think for now I'll pass.
Post #: 43
5/14/2024 22:11:36   
battlesiege15
Member

The Gallowstalker is by far the creepiest monster in this game.... I demand more of these horrors!!!!!

Also surprised it's not a SC lean

Edit: Is the Mage Outfit belt supposed to continuously change art?

< Message edited by battlesiege15 -- 5/14/2024 22:20:12 >
AQ AQW  Post #: 44
5/17/2024 7:53:20   
guenievre
Member
 

I know the skills are limited to level 5 for those classes; however i get the feeling to regress. Being level 10 in the class, reset it, do the quest and finish level 5... That's what i did for the fighter and i got sticked to the fact it was "unfair" when my other characters kept their level just by having done nothing. Sure, it has no consequence (i do not even use fighter); simply, i would have prefered we can continue to progress to level 10 even without more benefits. You could allow us to go again to level 10; warn people in the mission that will not get them more abilities if they do not want to go further. In AQ World, i think skills are limited to level 5; some get a bonus at level 10 (that could also be implemented here but i do not ask for it and it would probablu take too much of time devoted to a minor bonus); that does not prevent people to train to level max.


For the mage, i just did the level 5 quest which is available, to sse it; i kept my level and am happy with that; even if i would have prefered to complete the chain quest from the beginning, while discovering all the update and get the most of your hard work.
AQ DF MQ  Post #: 45
5/17/2024 22:50:39   
battlesiege15
Member

Do the 2 spells get any ele-comp?
AQ AQW  Post #: 46
5/18/2024 1:42:23   
Zennistrad
Member

Yup, they do. Elecomp is standard on all armors.

More interestingly to me though is that Lightning Barrage on the Master Mage armor has a huge -20 BTH lean. So while it's inaccurate, it deals massively boosted damage (something like *1.2 if I recall correctly), which paired with the spell being overcharged seems to more than make up for the armor being FD.

If you can find a way to boost BTH then this could actually be a pretty strong alternative to Thunder Groom if you don't have access to the seasonal quest.
AQ  Post #: 47
5/18/2024 2:06:47   
ming shuen
Member

Normal, Non Master Mage Armour is continually changing art. It's a tad disconcerting, though probably a minor bug, since most of us are using the master versions.
AQ DF MQ  Post #: 48
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