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adc881029

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A member registered Aug 07, 2022

Recent community posts

Extra states do offer some building diversity so I wouldn't suggests putting those extra points all in to %elemental damage. That's boring.

But here's my though(not sure does the current system support these tho)

Fire as another "Violence" type of element, get magic armor penetration(which totally not a thing now)
Water as a damage/heal two-sider get cost decrease to support more spell spam.

To be honest, on my second thought ,that's it.

Earth, well, Earth mage Tank  isn't a new thing, just bit of sad they got no MDEF.  And one none cannon element is totally acceptable
And Wind's Eva and Crit still useful on mage if you don't want to get one-shoted
Light, Dark, Mind got their role

Thank for listening my yapping

(3 edits)

As a powergamer it's kind of annoy me that Magic Mastery give some random status not directly related to the build.  Although I understand the build system of this game is pretty free. And the Main questline's difficulty totally don't need that kind of meticulous point allocation

Fire give atk, which is pretty useless to mage.  Maybe after the previous update, Spellsword Pyromancer is a thing.
Water and Earth give some defense state which pretty situational.
Wind give crit chance which is important to Witch and Warlock. But Witch are for water and Warlock are for Dark
Light is lonely without extra status. But healer can just put points here.
Mind give maxMP which useful early for combat and Train. But late game Enchant can decrease mana usage.
And Dark directly give matk. Which is every mage need for most spell include damage,heal and some buff.

It's more a issue when at the version I starting thinking this problem because there wasn't invested limit yet. But still, is the best way to build a back line cannon mage(which is the main role I except mage to fulfill) is to go dark mage and dump all point in dark. Or I overlooked other uses of magic?