Arena Help

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chbachman

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I am making an Arena, with both PvP and PvM included and armour provided, with a shop. However, in the making of the classes, i decided to make a mage class. I really enjoy this class, but it is exremely broken in PvP. I was wondering if any of you had any ideas for a way to nerf the mage class.
Mage Class Gear: Thaumcraft Robes,Boots of the Traveller, Wooden+Iron Wand, and Wand Foci.
If i give it a good wand, it will just use it to kill everybody by spamming the Shock Focus, or even the Primal Focus.
If i give it a bad wand, (Like it has now) it can only kill one person before it has to recharge it's wand. I have aura nodes to give it some vis, however once the mage goes through its inital allotment of vis, it ends up draining the nodes.
 
What kind of foci are you giving the class? All of them, or just a select few?
 
Wand Foci:
Primal
Shock
Nine Hells
Fire


And yes, i considered using blood magic for a mage class. I couldn't come up with a way to make it fair to anybody who walked in.
 
I wasn't going to mention Blood Magic (for once). :p

I think the Primal focus might be a little too strong from everything I've seen. Keeping it at the other three *might* be enough to help balance the class out. Another thing that may help balance it is a few pre-made AM2 spells that are more utility based than damage based combined with pulling a focus or two. So something like a slowing spell, or (if it's possible, I don't know) a damage reduction for the caster.
 
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I thought about AM2, but i couldn't figure out a way to set their mage level and change it back to the original on the way out.
I really wanted this, but on the server i play on, i am in late game, and i wanted some good fights with the new people on it. They dont have AM levels, i do. I might remove the Primal Focus though.
 
The only way I know how to adjust the AM2 level is through commands, which is probably out of the question. I think that your best bet is to focus on which wand foci are doing the most damage, and remove them, test, and decide if they should stay out or put back it. It's going to be a lot of testing to get a good level of balance going, but if you can grab a group of people willing to play for a few hours and put up with constant tweaking, it'll help quite a bit.
 
Probably. Actually, commands are not out of the question, however i couldn't find a way to get their current mage level and save it for when they leave.
I have done some testing, and i probably need to do some more.

Would anybody like to join me for testing this and throwing out any ideas? I always welcome any other ideas out there.
 
How would I do that? Are there any anti Mage weapons that I don't know of?
 
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I like @ThatOneSlowking's suggestion, but couldn't think of anything that would actually help with it. And then I thought of Witchery, and how modifying the class to focus on a mix of Witchery and TC4 could give some interesting battles. Would you be able to do something like that?
 
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Don't have witchery on the modpack, and not too much of a fan of it. However, i could try and whip something up that would go against a mage. I am thinking TC Runic Armour, and a Good Melee Weapon? Or mabye a archer? I'm honestly not sure.
 
When talking about balance we need to know all the other aspects to balance off. A traditional scale has 2 arms for a reason.
What are the other classes loadouts, I was going to say remove the ninehells focus as it's way too effective. But if you gave a class an AOE weapon this isn't an issue.
You could also follow the traditional DnD style mage characteristics, potent but fragile and slow doing away with the boots. Or you can make the wands empty and place nodes in the arena so they have to fill in combat to balance out their power, also provides strategic points for other classes to exploit.

But yeah no one here can TRULY help you until they know the other classes (unless they already do...).
 
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