It would be much better if the melee folk stopped complaining about mages having "too much power", and shifted their focus to fighters having too little.
Don't you think, there is "folk" complaining about mages
comparing not only with melee, but with
enviroment.
Dont you think, this folk, wanting nerf mages - have more than 1-2 250 skills/branches in
Melee and also in
Magic (or do you expect to see here mages posting "Yes, nerf me pls"? ), and can compare on the experience of use.
There is difference - 'Melee' crying when see "strong" mages and people knowing subject well, able to compare advantages of using and magic and melee.
Melee need burst?
No!
(AIM/Critical strikes - different story)
Magic need nerf
and crafting need burst.
Since Patch 1, many things returned to initial state (or near), but magic was not affected.
PS. Im playing here, enough dedicated, from first game existance days, so i saw all changes, and consequences.
Under term "Magic" - is assumed
Elemental magic and partially
Heal
IMO to 40%-75%, and "Max vs" from 600 to 900.
This can make melee duels more interesing and strategic, and also melee would be not so defenceless in PvE at higher lvls.
Eg. Great Cuttler lvl 251 hit you ~1200 dmg.
"Top" Armour (75% PF/900 Max vs) absorb 900 dmg.
You using ~150 HP/300 Stam for hit (Inc/Acc) + getting 300 dmg from Cuttler = -450 HP/-300 Stam.
For case - atm we have
:
55% and "Max vs"
600.
Great Cuttler lvl 251 hit you ~
1200 dmg.
"Top" Armour (
55% PF/
600 Max vs) absorb
600 dmg (enough
50% PF, cuz limited by "
Max vs").
You using ~
150 HP/300 Stam for hit (Inc/Acc) + getting
600 dmg from Cuttler =
-750 HP/-300 Stam.