Honestly I’ve got a few things to say about the balancing. One:
I think the damage buff is needed, conjurers are severely lacking in dps, but i’m confused about the size debuff. I’d get it if nothing else was being done to size, but attack size in general is getting absolutely gutted at every turn. Yet for some reason, conjurer, warlord and warrior are getting singled out, when their aoe isn’t the problem, the mage aoe is. (also mountain wind is a bit too crazy.)
Second:
This… doesn’t quite work. I love the concept, but simply put, this makes the damage average multiplier go from .85 to like… .858. It’s
barely a buff. if anything, just add the effect and keep the damage where it is. that would make a… .884 multiplier as compared to .85. Its a good buff, it’s about the same as the buff proposed higher up, and if you play it incorrectly it’s not nearly as effective, giving lighting a sort of identity. Granted, it’s very similar to crystal, but oh well.
Third:
Do you guys notice anything about this? Not a single heavy solid magic is being nerfed. Metal, Earth, and crystal, are all happy and thriving, even though every single impossible to kill mage uses them. and yet explosion is somehow the meta. Not sure how that went over the testers’ heads, but alrighty.
Fourth:
This simply isn’t needed. I don’t think i’ve seen the enchantments used anyways, if anything the need a slight buff to incentivize using them over hard or powerful. That or the scaling for those stats needs to be messed with.
Last and pretty much least:
This doesn’t make much sense either. I’d understand nerfing them as a whole, but then they nerfed them in the exact same way to “distinguish” them from each other. Mirrored river gets longer and thinner, while flash strike gets… longer and thinner. I’d honestly flip the buff and nerf on flash strike, making it a very wide aoe, but you don’t get much of a leap forward from it, and it doesn’t go very far out.
just wanna make sure that my opinion on all this is somewhat valid.