- Attacks based on Strength that don’t have a resource consumption
- Off-Hand Slots
- 2 of the 4 classes have Minor Resistance to Magic
- No additional defense or mobility options
- High item usage costs
- Durability is consumed faster than Mana
- No way to combat several enhancements
Non-Mages still need to use mana for several things to be potent, but have the full cost as a result of item regulations
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Here I am going to bring up my personal observations about Non-Mages and potential solutions, and in particular their ability to combat others in general. I may misunderstand some things about mages, or even Non-Mages so I apologize if that’s the case. This is more of a general overview that doesn’t go into detail about each class, and it focuses more on bringing up the basic issues of non-mages in general.
- Problems: So, according to my current understanding it could be said that Durability is treated as a Non-Mage’s main resource to consume while Mana is that for Mages. This makes sense as gear is very important to Non-Mages. The problem I see with durability is that it is consumed equally between Mages and Non-Mages who have relatively equal access to gear excluding the various discounts that Non-Mages have. What I mean by that is that on top of the mana pool a mage then has equipment durability, and then their own health after you work through mana.
This would be fine if it wasn’t for the fact that Non-Mages are several times more likely to take hits, and also have a harder time inflicting damage to opponents. Non-Mages have very limited ways to combat magic naturally and can essentially only outrun it, which isn’t that likely. I believe that this is why magic resistance was added as a perk for a couple of the classes, though I don’t believe that it solves the issue overall.
The problem that I see at this moment is the fact that there are several ways for people to ignore armor and guarantee hits that a Non-Mage can’t avoid, or at the very least would be difficult to avoid. This completely bypasses their main “resource” in the form of item durability. There are lunges as dodging actions, but these aren’t a unique action and can truthfully be outmatched by mages as they have access to various mobility based supplementary spells. I would say that a mage is several more times more mobile while having several more offensive and defensive options. If you were to ask me then I would say that Non-Mages have very little which actually makes them different from a mage with their base capabilities, but they lack all of the versatility that a mage has.
“The durability of an item is reduced when physical or magical damage is applied to it. The damage can be from the user's own or another individual's physical attacks or spells, this excludes spells from the item itself. Furthermore, half of the damage that is dealt striking armor, helms and shields is returned to the weapon itself. Non-mage user's weapons do not take damage when striking armor, helms and shields.”
Above is a recent answer to this issue proposed in discord, but I personally don’t think that this fully balances the two paths. The main reason for that is that it isn’t difficult for mages to use defensive spells, or even offensive spells. Offensive spells function as a defense for physical attacks as not only does it damage the weapon, that would also damage the weapon wielder as well based on a conversation that I had in the past. As for if that’s still the case, I think the issue needs further clarification. The general issue that I see is that it’s several times more likely for a non-mage to consume all of their resources than it is for a mage, and how you play or build won’t be able to balance that as it’s currently mechanically driven even if you consider the above solution.
After reading what I see as a problem, you may think that I want “a lot” for Non-Mages as a result. I addressed the amount of movement options, durability consumption, and a lack of versatility which are all consequences of not having magic and magic enhancements as a result. I fully understand that Non-Mages shouldn’t have access to certain things as they chose to give them up as a result. For example, a Warrior shouldn’t have a natural way to gain a ranged option as that is something that they gave up. In particular, the various Non-Mage classes can be said to have given up on magic at character creation and chosen to focus on their stat points and weapon mastery. The problem is that their actual focus gives very little in the form of an advantage, and the system has extremely limited ways to pursue melee range combat for Non-Mages. I personally think that there are some very simple solutions that could be considered - Solutions/Suggestions: The first issue I will mention will be related to durability as it is one of the biggest issues for the Non-Mage path. If you include the previously mentioned solution there are a few ways to add simple expansions to that idea. The biggest one would be giving some slight advantages to Non-Mages in the custom item creation system, in particular regarding base durability and potentially exclusive perks. Their gear is their main resource, and it plays an extremely large role as it is their main resource to consume. I understand that you can increase durability with the current point system, but that can’t be called exactly balanced. The reason being that a Non-Mage shouldn’t be expected to spend more to protect their weakness while a Mage can build to their strengths more freely. Keep in mind that I don’t mean large differences, just a small advantage like +1 higher durability level for a Non-Mage.
As for exclusive perks for Non-Mages, I think that this would be an important consideration for Non-Mages to face the unique effects of enhancements that aren’t easy to handle due to a lack of magic. Several of the Magic Enhancements are very potent when successful, but primarily require magic to defend against. Because Non-Mages lack a way to defend they can only suffer one-sidedly as a result. And yes, I do mean passive perks and not simply item spells. Item spells use mana which is a resource mostly ignored by non-mages to do things worse than mages at a higher cost.
I personally believe that for the non-mage classes there are options for class perks or weapon mastery perks related to magic resistance, lunges, and movement speed acceleration that could balance things more appropriately. Something like being able to apply their default (and only the default minor resistance) to their gear could help increase overall item durability, extra lunges per post could let classes that constantly need to close the gap to attack more reasonable, there is also potential for decreasing the running acceleration by 1 second helping with the same issue. Some of these issues aren’t as apparent on Ranger and Gunslinger as they are intended to fight at longer range, but there isn’t any denying that there is very little balancing the lack of magic for non-mages.
Overall I would say that most of the actual issues could be addressed through the Custom Guidelines and the future Weapon Mastery System changes as long as the actual "style" on Non-Mages is considered. This is my feedback on the issues that I see for Non-Mages in comparison to Mages.