#couple of mage suggestions

1 messages · Page 1 of 1 (latest)

desert heart
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  1. remove psychokinesis and make it the default
  2. replace it with explosive entrance and perhaps make it add mana to bank per enemy hit
  3. explosive entrance node is replaced with an ability that makes melee attack deal additional damage to enemies for every winded they have
    thoughts?
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idk if im being stupid here or nah

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i just wanna play tstack mage and use full riftwalker without the clunky default meteors

clever tundra
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Give mage double melee damage as default saltroll

tranquil river
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please dont make psychokinesis the default until we fix it not being able to hit anything 5 blocks above the ground

desert heart
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would still rather have it tho tbh

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let them epochs and idols do void hole 🔥

unkempt fog
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1- dont get me wrong i love psychokinesis but imo i think it should stay an arcanist exclusive thing, i like the duality of meteor having two different "firing modes" between riftwalker and arcanist

3- a winded melee ability sounds neat im all for it

desert heart
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personally i really dislike the default meteor but i see where you are coming from 👍

unkempt fog
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psychokinesis is much more fun i agree, but im sticking to my point since i think its better design wise

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i gotta play more arcanist fr its been a while since ive touched mage

clever tundra
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Ngl it is very humorous to suggest making the meteor ability no longer be a meteor but a lobbed projectile instead.

  • I think lobbed meteors is really unwieldy, the arc of it is really funky, no thank you
desert heart
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uhhhh

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whar

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my english is bad apparently so it would be useful if you could maybe further explain that

sudden ravine
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psychokinesis cannot hit void holes imo is the biggest issue

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meteors from you implies that you are stronger, this is seen from you before having to summon them from the sky to just freely cast it from you

pearl cairn
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melee mage update when 🙏

tepid vale
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yeah i think one of mage's defining things is how meteor is changed in every class

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riftwalker has normal, light has orbs, arcanist has psyco

desert heart
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the thing is for me is that the normal mage animation is very odd and you only see the object for a few frames especially with entropy + makes aiming an absolute nightmare (might be just for me cus im shit) meanwhile the psychokinesis meteors are so smooth and feel so right for me my suggestion just kinda throwing shit around how i want it but generally what im asking here is

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#1 psychokinesis access on riftwalker

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#2 winded melee buff ability

sudden ravine
sudden ravine
desert heart
sudden ravine
desert heart
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MASOCHIST

brisk dragon
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  1. no, for all the reasons people have said
  2. that's fine, not super exciting and i kinda doubt it'll have any real use
  3. yes, meleebound <3 Also good placement on the tree, accessible by both arcanist and riftwalker
covert prairie
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psychokinesis default 😭😭😭😭

tight rose
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and makes sense in arcanist

desert heart
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maybe

rare forge
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Just add hmelee mage fr

hazy urchin
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simply make psycho a no archetype ability and place it around middle of the tree, preferably somewhere where riftwalker and arcanist can both connect. Might need to add some sort of ophanim buff to it so it fits in the middle of the tree better (or just switch rift and light since arcanist doesn't synergize with light)

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also do not move explosive entrance since the other tp buffing nodes are riftwalker side. Melee buff from rift would be cool to see

brisk dragon
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ATP why not just switch lightbender and riftwalker. Mage tree feels clunky in the same way that archer tree felt: both sharpshooter and boltslinger love to borrow from trapper, but their abilities entirely conflict with each other. But they started out next to each other for no real reason, and thankfully got moved

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replace sharp and bolt with arcanist and lightbender and that statement applies to mage's tree perfectly

hazy urchin
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^