The issue
Flight is a new mage-exclusive spell added in Full release which allows its users to fly after charging up for a bit. Recently, it has received a lot of controversies, primarily around its energy consumption, which forces flight enthusiasts to eat a ton of food only to be able to fly for a bit. Yet, I can’t help but feel that one huge issue was overlooked:
Flight is (nearly) useless for slow magic users.
The solution
The core of the issue lies in the fact that the speed of flight is affected by both range and your magic’s speed, but energy consumption is constant. This means that, with every nerf done to flight to stop fast magic users from flying across half the sea, slow magic users were punished as well, for no reason at all. Their flight was already slow thanks to their magic’s low speed, and due to drastic increases to energy consumption, flight just becomes completely worthless to them, spending most of their energy on charging for a couple of seconds of flight.
There is a very simple way to fix this, keeping fast magics in check without punishing slow magics for nothing:
Energy consumption scales directly off distance traveled. This means that both fast and slow magics will spend the same amount of energy for the same distance, instead of same amount of time. This way, both magic types will be able to reach the same areas, however, fast magics retain the ability to do so much faster at the cost of losing energy faster, while slow magics retain the ability to control their flight much more easily.
Range will retain its function of increasing flight speed, and will not count towards the energy consumption. This will leave range functioning as it is now, giving flight enthusiasts, both fast and slow, the option to use faster flight at the cost of other stats.
In short:
Flight’s energy consumption should scale off magics’ speed stat and it alone, and range should increase flight’s speed at the cost of losing other stats and lower maneuverability.