![]() And while having that advantage, it's not like they are weak. Let's have some comparisons to back it up.Įlementalist and Naturalist can both build into simply creating their source material (flames, plants, trees with Arches), so they basically avoid the problem entirely. So, why is at at disadvantage compared to other abilities which deal with a specific type of landscape? (which are Elementalist, Naturalist and Earthscribe) (not necessarily even by humans.) Maybe something like "Artimancer" would be more fitting? It deals with mechanisms and tools which were artificially made, that is the core idea. It is called "Humanist" but doesn't deal with "humans". However.īy the way, this is also the only ability with a name that strikes me as. The idea is beautiful, and for the most part I love the way magic in this game is implemented. Like, an Earthscribe feels really good fighting in an area full of rocks. And I get the design philosophy behind it: the idea that a particular kind of Mystic should feel stronger in the enviroment which is rich in particular element. They are both meant to take advantage of particular types of objects to interfuse with. ![]() This is going to be kind of lengthy, because I am going to delve a bit into my perception of balance of the Mystic, explain why I think a rework of this particular thing is needed and so on and so forth.įirst, let's establish a fact: there are currently two Mystic abilities the wiki considers "not typically strong". I am writing this in the hopes of getting attention of either modders or developers. ![]()
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