Hey all,
I've heard a few people say on the forum that mages in V are rather weak and possibly in need of some re-balancing, and I wanted to share my experiences, having a played a couple of gnome mages down to around 2000' before their unfortunate deaths.
I do agree that mages are tough to play, when compared to rogues/rangers and priests/paladins. They are incredibly weak and fragile to start, and they stay that way for a long time.
My early game is based on magic missile, throwing flasks of oil, and running. This progresses to bad archery, magic missile, and better evasion, plus identify. A mage with a +9, +9 longbow, holy chant, and haste will occasionally hit stuff with arrows - but why is my character relying on a bow, anyway? Outside of magic missile, the other attack spells tend to be expensive to cast, and sub-optimal for damage output.
Things get better with Resistances of Scarabtrices, which allows a char with ~150hp to safely take on some mature and ancient dragons. I should also say that some of the attack spells are situationally good - lightning bolt in a corridor is great, as is spear of light for orcs/trolls, and stinking cloud is pretty good against hounds (but not as good as OoD).
Mages are fun even in their current state, but I suggest some changes:
(1) Make attack spells more interesting.
I think it has been mentioned before that lightning/frost/fire/acid bolts are basically the same attacks, just with different dice and colors. This has improved with the increased beam chance of lightning bolt, but I think it could be taken farther.
For instance, cone effects (a spray of acid vs a bolt), or more 'meteor swarm' type effects where a succession of missiles is launched. I'd love to see a higher-level version of magic missile that fires three magic missiles in a row - call it magic barrage, or magic fusillade, or magic salvo, or something. Or, attack effects that last more than one turn, ie a stinking cloud that actually hangs around for a while, as bad odours do.
(2) Make sleep/slow/confuse spells worth casting.
Sleep monster is marginally useful early on for hallways of orcs, but it seems that any other monsters past that easily resist any sort of charm spells. If Luthien charmed Morgoth in the Silmarillion, why can't my clvl 10 mage do the same thing to Mughash, the kobold lord? I think these spells should have at least a small chance of affecting uniques, too.
(3) Make mages better with magical devices, or scale the magnitude of a device effect with magical device skill.
I don't mean this to apply to artifacts, but to rods/staves/wands. For instance, mages using a rod of fire bolts may do more damage than a rogue using the same device. Or, maybe have a shorter recharge time. Elemental bolt rods are almost a viable option early on for mages, just because their other attacks are so weak - this change might actually make them useful.
What does everyone think? I think a few easy changes could make mages much more fun and playable, without dramatic revisions of spell lists, or variant-scale changes.
I've heard a few people say on the forum that mages in V are rather weak and possibly in need of some re-balancing, and I wanted to share my experiences, having a played a couple of gnome mages down to around 2000' before their unfortunate deaths.
I do agree that mages are tough to play, when compared to rogues/rangers and priests/paladins. They are incredibly weak and fragile to start, and they stay that way for a long time.
My early game is based on magic missile, throwing flasks of oil, and running. This progresses to bad archery, magic missile, and better evasion, plus identify. A mage with a +9, +9 longbow, holy chant, and haste will occasionally hit stuff with arrows - but why is my character relying on a bow, anyway? Outside of magic missile, the other attack spells tend to be expensive to cast, and sub-optimal for damage output.
Things get better with Resistances of Scarabtrices, which allows a char with ~150hp to safely take on some mature and ancient dragons. I should also say that some of the attack spells are situationally good - lightning bolt in a corridor is great, as is spear of light for orcs/trolls, and stinking cloud is pretty good against hounds (but not as good as OoD).
Mages are fun even in their current state, but I suggest some changes:
(1) Make attack spells more interesting.
I think it has been mentioned before that lightning/frost/fire/acid bolts are basically the same attacks, just with different dice and colors. This has improved with the increased beam chance of lightning bolt, but I think it could be taken farther.
For instance, cone effects (a spray of acid vs a bolt), or more 'meteor swarm' type effects where a succession of missiles is launched. I'd love to see a higher-level version of magic missile that fires three magic missiles in a row - call it magic barrage, or magic fusillade, or magic salvo, or something. Or, attack effects that last more than one turn, ie a stinking cloud that actually hangs around for a while, as bad odours do.
(2) Make sleep/slow/confuse spells worth casting.
Sleep monster is marginally useful early on for hallways of orcs, but it seems that any other monsters past that easily resist any sort of charm spells. If Luthien charmed Morgoth in the Silmarillion, why can't my clvl 10 mage do the same thing to Mughash, the kobold lord? I think these spells should have at least a small chance of affecting uniques, too.
(3) Make mages better with magical devices, or scale the magnitude of a device effect with magical device skill.
I don't mean this to apply to artifacts, but to rods/staves/wands. For instance, mages using a rod of fire bolts may do more damage than a rogue using the same device. Or, maybe have a shorter recharge time. Elemental bolt rods are almost a viable option early on for mages, just because their other attacks are so weak - this change might actually make them useful.
What does everyone think? I think a few easy changes could make mages much more fun and playable, without dramatic revisions of spell lists, or variant-scale changes.
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