QUOTE(Maximum_Joe @ Jun 1 2013, 05:18)

You mean bringing in gifts. But I'll give you that one.
It's counter-intuitive anyhow to buy more slots than you can afford to maintain given the above point.
It got much better if you're not close to the cap.
He said he's fixing this one.
This one is vague; my damage has gotten better.
This is to prevent grinding...
The rest seem to be confusing more time consumed as more grinding. Grinding refers to the need to do gameplay (i.e. to play more rounds) in order to achieve something; it's not about needing more time.
Maximum_Joe, you sure you aren't a melee? Cus I'm pretty sure the mages got a massive damage nerf whether intended or not. (I mean damage per turn due to the range reduction and so on) Before, you could hit all the monsters so even if you didn't kill any of them, they at least all took damage. With melee, you can hit pretty much the entire enemy team with 2-H (7 monsters). Now magic has been reduced by a huge amount. If you are high enough level, like at least 200, it isn't so bad, but for someone that is just starting, it will be much harder to be mage than melee.
Now, I haven't played mage since I noticed that the patch made it much harder for me to mage and I switched pretty much to pure melee only using my mage stuff to support my melee, but that is how it was before. i'll check again in a bit assuming resets are still free.
QUOTE(Maximum_Joe @ Jun 1 2013, 05:18)

Grinding refers to the need to do gameplay (i.e. to play more rounds) in order to achieve something; it's not about needing more time.
It is actually kind of both. Needing more time means more time spent grinding. Combine that with the fact that you actually do need to play more rounds to do the same things as before....
QUOTE(ChosenUno @ Jun 1 2013, 17:45)

Joe, just wanna point out that people who uses gossamer/prof staff like me loses a lot of damage in the process. The prof rewards aren't even close in bridging the gap. At best you gain 2x pure damage (75% specific mitigation reduced to 50%). But to get that 2x, you lose a lot of consistent damage that MDB/EDB brings, so on average, you lose out on damage, by a large factor.
In addition, when maxed, each attribute in the forge is now ~90% of what it used to be. I think that's the correct number, but I'll verify again with chippy.
Furthermore, the lost of 2x damage on main target is significant. At worst, you lose 50% damage (vs 1 target). At best, you lose 10% damage (10 mobs, counting x2 hit as 11th mob). It's not insignificant.
Finally, you're now forced to use weaker spells for the majority of the time. This also greatly reduces damage.
I'd imagine that if Tenboro were to remove the restrictions on each tier (range, cooldown), there would actually be MORE strategy involved in the maging process. Certainly, it seems 2x damage is unlikely to make a return, so a lot of the strategy is lost there.
But with all restrictions removed on the 3 tiers, either via the ability tree or removed completely and the abilities focused on damage/cast speed/mana cost, it'll be much better than the current situation. People would opt for t3 to wipe out some mobs, then use T2/T1 to clean up for mana efficiency, instead of just cycling spells as they become available like currently.
This is pretty much what I've been saying.
Edit: Ok, so from what I can tell, you can sort of keep up with the old method if you get four to five elemental/divine/forbidden spells and are level 400+ Which means you can't specialize as much as before. If the requirement was reduced to say 200+ or even 300+, I would agree with you somewhat, Joe.
Now a thing I have considered is make it so that we can still hit all monsters with magic but as an exchange, reduce the damage by an amount that decreases with ability levels.
I can't believe I am suggesting this, but maybe have it so that players below certain levels are immune to certain levels of the item drop rate reduction for playing rounds at lower difficulties? I mean, it should be perfectly reasonable for say a level 1-100 to play at normal difficulty.
And/or give them a bonus title that only works until they reach a certain level that does stuff like boost exp or increase their attack or spell ranges or even reduce cooldowns. (And have them choose one). After they hit a certain level, the title is automatically removed or has no effect.
Correlation is not causation. I would still play a mage if I thought it was reasonably possible simply because I like mages.
This post has been edited by MikukoAya: Jun 2 2013, 12:33