Magic is poorly designed in DOS2. Nobody will deny that. Magic is SO focused on the CC aspect that they seem to forget magic should ALSO do damage. If not for the abusive Oil/Fire or poison/fire damage combos, killing people with magic would take laughably longer than just burning through or Overpowering the armor off a target.

Magic just needs to do more damage across the board. AoE Carnage means nothing when half the spells in the game remove dots or restore armor ESPECIALLY when half the bloody human mobs have shields they spam like junkies.

To illustrate this point: I don't even bother going into Int for my spells anymore. Pure Int mages are never going to outdamage a Finesse rogue. If I feel I need more damage, I'll bring two rogues. I've just slapped shields and heavy armor onto my mages, if I even bring any, and turn them into CC machines.

But, there is honestly a huge flaw with having Armor and Magic armor on enemies. Why? At least half your party will be one type, and the other half will be the other. Your damage is so far from optimized it's a little stupid. Why not just run 4 melee with the Warfare tree, which can knockdown a LINE of enemies WHILE clearing environmental hazards AND it will NEVER hurt your allies. And you can cripple. And charge. And AoE damage. While having 4ish teleports.
-OR-
You could run 4 mages, have every fight be a life-or-death situation as you calculate the best way to use your spells without screwing over your teammate's fields and setups.

Magic is just not worth it. If you want magic to be ENJOYABLE, make it WORTH it. A fireball is a massive explosion of flame. Make it apply blind when it hits water. Or make it knockdown at the center. Have those be physical checks. This way mages aren't trying to strip magical armor JUST to be useful while the rogues are one-button slaughtering everything. No matter how we nerf melee into the GROUND, Magic will NEVER mesh well with a party setting. The number of times I have unwittingly screwed over my party because of one poorly placed spell that leads to save scumming because I threw my ally into the middle of a field of fire and smoke is higher than I would like to admit. Magic creates fields. Fields create problems. And problems are not something you want to waste your teammate's time with when they have to navigate a sea of poison/ice/fire/electrified garbage/etc.

OR we can all just play Melee, never worry about a hazard and oneshot the enemy.

Last edited by Fluffington; 29/05/17 06:15 AM.