The Hero rework was a move in the right direction.
The purpose of the changes is to give the players more choice in customizing the class to their playstyle.
However, it's quite contradicting in a game that gives so many combo options, the mage class is locked into only lightning or fire damage.
For example I'm playing a spirit damage based empire with a wizard king ruler. Why can't I be a holy mage that smites enemies with spirit damage? or in other games a naturalist mage using nature damage? or a frost mage? or a shadow mage?
Easy fix:
Make the damage type of spells come from the main-hand weapon!
Change "Lightning Evoker" to "Chain Evoker"
Change "Fire Evoker" to "Meteor Evoker"
Status effects are a question mark, but I'm sure the talented designers at paradox can solve this.
By the way, why is "Curse", "Hex", and "Plague Magic" under the mage class? I understand the idea might be to give more options to the class, but honestly I'd rather have those in a separate "Warlock" Class.
The purpose of the changes is to give the players more choice in customizing the class to their playstyle.
However, it's quite contradicting in a game that gives so many combo options, the mage class is locked into only lightning or fire damage.
For example I'm playing a spirit damage based empire with a wizard king ruler. Why can't I be a holy mage that smites enemies with spirit damage? or in other games a naturalist mage using nature damage? or a frost mage? or a shadow mage?
Easy fix:
Make the damage type of spells come from the main-hand weapon!
Change "Lightning Evoker" to "Chain Evoker"
Change "Fire Evoker" to "Meteor Evoker"
Status effects are a question mark, but I'm sure the talented designers at paradox can solve this.
By the way, why is "Curse", "Hex", and "Plague Magic" under the mage class? I understand the idea might be to give more options to the class, but honestly I'd rather have those in a separate "Warlock" Class.
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