Re: Excessive mage nerfing in dom-III (?)
1. Life drain needed to be reduced. I saw WAY too many SC builds using life draining weapons, meaning most people thought it was "best". Besides, it makes no sense that a weapon drains more life because someone is stronger. It's the magic in the weapon that does the draining, not the creature! The protective spells having weaknesses is great, because it's a built in Achilles heel that requires you to alter your strategy a little. You have to simply be careful which ones you use, that's all.
2. I bet none of us will miss mages with quickness once we play Dom III. Again, it is one of those lame strategies that is simply too good. I mean, who WOULDN'T want their mages casting 2x as many spells? I do agree that reducing the range of combat spells would be poor judgement. Mainly because it will necessitate more battle micro-management. I never thought the elemental spells were too powerful, and I thought astral magic was powerful enough in Dom II. I never used false horror, so I have no comment.
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