Let’s buff mages’ damage, shall we?
Why do staves deal so little damage when I can swing a wand 15 times faster and deal 20 times more damage overall? What’s the point of staves at all? Their charge time is long, and their damage is pitiful. Sure, maybe healers could use them—but who’s going to play a healer in a two-player party? :)
Why not increase their damage output or let them summon shields via spells?
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28 Dec, '25
KennyHighlighted comment
I started a new playthrough as a mage and omg is it rough. It's half or worse as strong as a melee character. You cant even be a glass cannon. You are squishier than a marshmallow that dies in 1 hit AND your attacks are comparable to smacking an enemy with a wet napkin. Juice up a nice fireball 2, does 20% damage to an enemy and then you get swarmed and killed. It feels awful. -
12 Dec, '25
Paul JOp, I believe you and I joined this game late, because apparently early on mages were obliterating bosses in 1-2 shots. Well, it seemed they overreacted in the opposite direction and ever since then staff magic has sucked frog ass.
Personally, I'd like to see some kind of charging mechanic, where if you click to use the staff then immediately let go, it would fire at, say, 50% strength. Meanwhile, if you click-and-held for a bit the spell would charge, and depending on the spell's limit you could charge it up to like several times it's max rated output.
This way you could run and gun for quick blasting as if you were using a wand (but looking cooler while doing it), or you could pretend to be a sniper and kamehameha the target with a 1,000% charged blast.