Post by SpaceWolf on 2024-03-16 12:42:38
There's a fundamental thing Mage is missing to make me happy - recursion.
By "recursion" I mean spells such as Drain (steal enemy HP to restore your own) and Aspir (same for MP). I personally like the way FFXI balances this - these spells are cheap and have fairly quick casting times, but very long cooldowns, relative to the game's APM (about a minute, which is a long time in an FFXI fight).
A spell like Drain is important because it lets a Mage maintain their momentum while sustaining their health and MP. It means you aren't as dependent on items or other classes to help sustain you, while at the same time not overtaking those roles at all - a Healer is still going to far exceed the output of Drain in this regard as long as it's balanced right.
As for Aspir, what I actually rather like the idea of is an FFXI 'Weapon Skill' for staves called Spirit Taker - instead of stealing enemy MP (which means it's ineffective on enemies that don't have any MP), Spirit Taker deals physical damage (but with Intelligence and 'Wisdom' modifiers), and then converts the damage done to your own MP pool. As with Drain and Aspir, this is balanced by being an ability you can't simply spam.
I understand that weapon types are technically outside the scope of the question to an extent, but any weapon or similar that grants an ability like Spirit Taker is most probably going to be my default pick - in FFXI, I use this ability to sustain myself in long fights, and I can plan my entire MP and ability flow around it rather than just using abilities whenever they cool down. Drain, for example, allows the caster to plan around its use by hitting harder and pulling some hate on purpose - when the enemy gets off you and you're hurt, you know you can use Drain to quickly restore yourself. The long cooldown of these abilities means they are aspects of the build you can structure your playstyle around, and it's a foundational aspect of the 'offensive Mage' ability flow that I feel Ashes is currently missing.
EDIT: Since I didn't mention visuals at all... honestly, I'm not picky (I play Skyrim without sweeping visual overhauls, for God's sake), so I'm not really the best person to comment on that, but I have no complaints with the direction they're taking. Looks good so far.
MAYBE something like, "enough Fire effects on the enemy turns the flames blue" to be like, "damn, you REALLY fucked their shit up". That sounds pretty cathartic!
By "recursion" I mean spells such as Drain (steal enemy HP to restore your own) and Aspir (same for MP). I personally like the way FFXI balances this - these spells are cheap and have fairly quick casting times, but very long cooldowns, relative to the game's APM (about a minute, which is a long time in an FFXI fight).
A spell like Drain is important because it lets a Mage maintain their momentum while sustaining their health and MP. It means you aren't as dependent on items or other classes to help sustain you, while at the same time not overtaking those roles at all - a Healer is still going to far exceed the output of Drain in this regard as long as it's balanced right.
As for Aspir, what I actually rather like the idea of is an FFXI 'Weapon Skill' for staves called Spirit Taker - instead of stealing enemy MP (which means it's ineffective on enemies that don't have any MP), Spirit Taker deals physical damage (but with Intelligence and 'Wisdom' modifiers), and then converts the damage done to your own MP pool. As with Drain and Aspir, this is balanced by being an ability you can't simply spam.
I understand that weapon types are technically outside the scope of the question to an extent, but any weapon or similar that grants an ability like Spirit Taker is most probably going to be my default pick - in FFXI, I use this ability to sustain myself in long fights, and I can plan my entire MP and ability flow around it rather than just using abilities whenever they cool down. Drain, for example, allows the caster to plan around its use by hitting harder and pulling some hate on purpose - when the enemy gets off you and you're hurt, you know you can use Drain to quickly restore yourself. The long cooldown of these abilities means they are aspects of the build you can structure your playstyle around, and it's a foundational aspect of the 'offensive Mage' ability flow that I feel Ashes is currently missing.
EDIT: Since I didn't mention visuals at all... honestly, I'm not picky (I play Skyrim without sweeping visual overhauls, for God's sake), so I'm not really the best person to comment on that, but I have no complaints with the direction they're taking. Looks good so far.
MAYBE something like, "enough Fire effects on the enemy turns the flames blue" to be like, "damn, you REALLY fucked their shit up". That sounds pretty cathartic!