Dev Discussion #51 - Let’s Discuss the Mage

Post by Vaknar on 2023-05-04 18:29:24

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Post by Azherae on 2023-05-04 19:19:33

Would you prefer to have some spells that can be cast back-to-back without a cooldown, or would you want all of your abilities on a cooldown rotation?

There are some spells that are 'weak' enough that their animation time might as well be their cooldown, that's how I design this, that's how I hope Intrepid designs this. Anything that basically acts like a 'basic attack', so that a Mage can steadily attack consistently from range while occasionally repositioning (during cast or after, no real difference to me) while using any melee weapon.

I don't enjoy noticeable GCD in games in general, I think, if that matters to this question.

Is mana management important to you? Should mana be a contributing factor to a Mage's total output over longer encounters? Do you think a Mage should be required to stop and rest, or should a skilled Mage have the means of sustaining themselves infinitely?

I don't enjoy the balance of games where mages can sustain indefinitely by themselves at basically any level of skill (but obviously there's always that one person), but I don't mind if they can use mana drain abilities to get close to this with the right Augments (i.e. ArchWizards).

I don't enjoy games where mana management isn't part of 'standard combat' in a group. I don't care if Mages have to explicitly rest or not, but they should need another different party member to keep it up, I'm not looking forward to any design outcome where 'Tank, Healer, 6 ArchWizards' is among the better tactics generally available, and I personally perceive 'easy Mana management' as a contributing factor to this outcome.

Post by Saraphita on 2023-05-04 19:42:23

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Post by Chocometeor on 2023-05-04 19:46:06

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Post by hoofhearted4 on 2023-05-04 19:48:34

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Post by SunScript on 2023-05-04 19:54:15

Would you prefer to have some spells that can be cast back-to-back without a cooldown, or would you want all of your abilities on a cooldown rotation?

There are some spells that are 'weak' enough that their animation time might as well be their cooldown, that's how I design this, that's how I hope Intrepid designs this. Anything that basically acts like a 'basic attack', so that a Mage can steadily attack consistently from range while occasionally repositioning (during cast or after, no real difference to me) while using any melee weapon.

I don't enjoy noticeable GCD in games in general, I think, if that matters to this question.

Is mana management important to you? Should mana be a contributing factor to a Mage's total output over longer encounters? Do you think a Mage should be required to stop and rest, or should a skilled Mage have the means of sustaining themselves infinitely?

I don't enjoy the balance of games where mages can sustain indefinitely by themselves at basically any level of skill (but obviously there's always that one person), but I don't mind if they can use mana drain abilities to get close to this with the right Augments (i.e. ArchWizards).

I don't enjoy games where mana management isn't part of 'standard combat' in a group. I don't care if Mages have to explicitly rest or not, but they should need another different party member to keep it up, I'm not looking forward to any design outcome where 'Tank, Healer, 6 ArchWizards' is among the better tactics generally available, and I personally perceive 'easy Mana management' as a contributing factor to this outcome.

She speaks for me today, that's all.

Post by uncounted on 2023-05-04 19:55:00

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Post by nanfoodle on 2023-05-04 19:57:46

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