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Autohit Anarchy
#4
If this strays a bit too off topic, I apologize in advance. Since we're talking about offensive spells, I'm assuming this is almost exclusively with regards to Evoker and Hexer. Hexer is more than fine with what it does, so I'm also assuming you are referring to Evoker spells and base class Mage spells when you talk about these weaknesses.

I'd like to see Evoker overhauled to fill the tankbusting role. Enormous health pools, defensive stats, damage reductions, and a handful of autohit skills have been the most effective way to build a character ever since GR rolled around. There's plenty of room to argue 'what if, but this item, these two classes, this race, enchant with', but the vast majority of battles I've seen are won by the tankiest individual who is most suited to sustain health and FP.

To try and connect back to the original post, this would entail making changes that gave insanely high scaling to spells, methods of bypassing the calculation on the new resistance stat, and making multi-element builds possible to even create. On the flip side, high powered mages by default would be fragile and easy to kill. How all of these things are achieved is, in my opinion, where the discussion should focus.
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