I’ll be clear, magic in this game works in concept but not in execution.
Yes, many people have said it’s OP due to the storm, but honestly, this is less of a problem with magic and more of a problem with it damaging buildings wich should probably nor happen anyways.
My problem with magic is it hinders your ability to play -in general-
You are constantly corrupted, which means half your health and stamina. It wouldn’t be so jarring if Funcom finally decided to GIVE ALL THE STATS A CORRUPTED VERSION, so we could have corrupted agility or stamina(Why give me a corrupted bow if you’re gonna make Agility a normal stat?).
My suggestions are the following(Read it with a pinch of salt);
Corrupted Agility;
1st perk: Same as strength but for agility weapons
2nd perk: Imbue your arrows with your corrupted magic, granting a passive DoT damaging effect on hit.
3rd perk: Your stamina usage is reduced by an amount equivalent to 2% per agility corrupted stat. This means at max agility corruption, your stamina is almost a normal person’s(But your health is still low).
4rd perk: You can jump higher and your dodges become a short range vanish.(When you jump, you have the floaty effect of featherfall but with normal speed) [If you dodge, instead of your character dodging normally, they instantly become a purple mist and move in the direction of the dodge, this would be almost instant but not fully instant, just a bit quicker than dodge, but with slightly bigger iframes)
Corrupted Grit;
Now, there isn’t much incensive to take grit past the first level when you’re corrupted, because you’ll be extremely hindered by your corruption and this’ll have half the effect. Not just this but stamina perks are in fact based on Stamina usage, because the game “considers” you will have greater stamina then a normal player(But you don’t)
1st perk: Reduces your armor by 40 but increases your stamina by 40. This is a sort of direct counter-act to the normal Grit perk, meaning you lose something for a better amount of stamina.
Alternative 1st perk: Your maximum corrupted stamina is reduced by 1.5% per corrupted grit point.(You’d be losing the 40 armor, but you’d be gaining max stamina)
2nd perk: When you are hit, increase your armor by 2% per corrupted grit for 10 seconds, 30 second cooldown
3rd perk: When you block an attack, deal 25 damage and push the enemy back. 5 Second cooldown.
4th perk: When you die, enter a state of invulnerability for 3 seconds, while you regenerate your health to half. You can’t attack or move while in this state. When the invulnerability dissipates, surge in an explsion around you, knocking everyone(on melee distance) back.
Reworks for existing corrupted skills;
Vitality: Does ANYONE go past 19 corrupted vitality? Yeah, I didn’t think so.
4th corrupted perk: Reap the vitality of those you strike when you deal damage, causing them to lose 1% health per second(0,5% for bosses) and healing you for the same amount(1/4th for bosses). The effect lasts for 5 seconds after striking, and weakens with your distance from your target(melee range = Full effect || 1 dodge range = 3/4 effect || 2 dodges range = Half effect || Past 3 dodges range = 1/4 effect)
This would make this perk as attractive as the normal vitality perk for aggressive fighters, and gives meaning to having high corrupted vitality.
Strength: Last perk’s fine but it should scale with the weapon’s damage; As it is, it only benefist multi hit or fast hitting weapons. Hell, in fact, Agility weapons are better suited for this perk than Strength weapons, since it’s a 5% chance per hit. Make it so a slower weapon has more chance to do the hit, or make it so when a slow weapon actually hits the 5%, it HITS it.
Authority: Authority? More like murder your followers.
1st perk is fine
2nd perk should be revisited. The concept is okay, but you’re eliminating ALL healing from followers in the second normal perk, and then in the third perk you are further dampening the ability to heal of your followers. Making them take 33% of your damage should also have them heal an extra from something.
3rd perk: Make the followers heal themselves with attacks as well as you.
4rd perk: Does anyone use this other than to troll? Instead of the current perk, make your followers gain all your corrupted stat passives.
Now, you may think these perks are “a bit strong”, but is that not the point of having half your Health and half your Stamina? You are ALREADY getting punished with half your stats, so might as well have some decent perks for it, since if you blow some wind on me I will instantly die while you can tank hits for 3 hours.
About the current spells: They’re completely unusable in a read fight- Too slow, and they don’t even have any effect, other than the storm spell, and I’ve already said they should make it NOT damage buildings.
The bat is fine to skip over certain defences in a base, but an arrow will have you instally fall to your death so it’s not really usable in an actual PvP context, I find it just more fun for PvE. If it’s a big problem it could be nerfed when near enemy player bases that are under attack.
And finally:
We need some more spells…And there should be more than one wand, like there’s more than one weapon of different tiers, and the better the wand, the quicker you can cast with it. Maybe more advanced wands could have you choose between a wand to reduce the cost of spells to smaller spell sacks, or to cast quicker, so people can choose between comfort and action/Combat usability.
Suggestions for spells(Considering a quicker staff);
First, add the arrow effects as spells? I don’t understand how this hasn’t been thought yet: The hell bow you get as a sorcerer DOES NOT allow for the usage of special arrows, since it has infinite “hell arrow” ammo. This makes it so if you wanna use those arrows(Since as a sorcerer you are generally a support character), you need to either use 2 bows in your hotbar, or ignore the Hell bow the game gives you. Make those arrow effects spells.
Heal:(Burlap pouch) Just like healing arrows, throw a ball somewhere that spawns a healing area.
Poison:(Burlap pouch) Throw a ball in a straight line that spawns a poison area
Fire:(Cloth pouch) Throw a ball in a straight line that spawns an oil+fire area
Then some extra spells as well;
Portal:(Cloth pouch) Make a portal between 2 places. It can’t be inside a player built zone.
Projectile: (No pouches) Summon 4 projectiles around you that are thrown one by one when you click CTRL(Instead of the normal CTRL attack that is useless). They scale with your highest stat(Strength or Agility) but not with both. This would be your bread and butter attack as a sorcerer, like attacking with melee or arrows.
Flight: (Cloth Pouch) Allow admin flight for up to a minute, but it only allows it with the slow pace, so you’re very slowly floating. Disabled inside dungeons with climbing disabled.
Reinforce skin: (Leather pouch) Make everyone around you(Including yourself) take 30% reduced damage for 30 seconds
Dark protector: (Cloth pouch) Summon a skeleton warrior with decent health stats but not extremely strong attacks, serving more as a tank.
Dark assassin: (Cloth Pouch) Summon a fast creature that bleeds with attacks and attacks quickly, but only resists a few attacks.
I have more spell ideas, but I feel like I’ve posted enough here that it would at least make playing as a sorcerer viable and most importantly…Fun.