Not going to rant about how bad it is currently, yadda yadda, I'm just going to give honest feedback on how to get things up to a level we can move forward with. IMO: Archery Damage is fine, Melee Damage is Fine for both playstyles. 1. R90 Splash Damage. I'm not sure if this is something that was a recent change, or has recently come to light, frankly it doesn't matter. Current splash Radius: R90s currently need only be shot near the target to be able to do full damage (I believe needles falls under this as well). This has caused mages to throw on added spell damage onto their R90s and allows them to spam needles/unholyflames/R90 near their target to do full DPS, while rays, bow shots, fireball, and bolts all need to land directly on the target for maximum damage. Changes: - 3rd radius test damage should = the second radius test damage. Projectile spells should have to hit their target to do their full damage, it rewards aim, and will help ease potential TTK. 2. Mage VS Heavy Gear Set Personally I'm getting tired of the argument of "Well my gear costs more so I should win" heavies like to use, especially due to the fact that in order for a mage to mage, bone has to be the limit that they throw on themselves. So some simple changes can be done now (I know you guys have more materials planned, but these should be quicker to help adjustment). Current Filler Comparison: Material cost roughly: 50-100 Gold VS Material Cost Roughly: 1200-1500 gold Ok, clearly there is a large discrepancy here. So bringing Bone (the maximum filler for the majority of a mage set) to cost near full plate would help with this. Can be done a couple of ways: - Increase in Gold cost + increase in Amount of Material used, (10 skeleton bone, 10 leather, 250 gold)? OR - Add an extra material requirement (Selentine Ingot/Veilron ingot/Neithal Ingot/Dragon Bone) The point is to bring the cost of mage gear up as to equal balance the cost of living of the playstyles. 3. Staves and Magnitude. The main problem here is with the magnitude changes, it required every staff ever used to have high end magnitude enchant on it to be viable. The damage differential is far to great to leave home without it, so some simple base number changes could help a lot. Current Meta Base + Blackbolt: Firstly, let's bring Blackbolts back into the fold. For a long time they were the go to staff for mage viability, I understand the need to shake things up, but completely brushing them aside does the community an injustice. Increase the cost, make it take a selentine ingot and increase it's baseline to bring it up to par with the new magnitude changes. Next let's tighten up the gap on enchants and exchange some of the pressure with the staff itself. Roughly puts us at something like this: This decreases the gear gap necessary for staves while still adding that extra edge for those that have the cash and want to fork out the extra Quality of enchant. If the current mage DPS output is a problem, you could even take it a step further and lower the New baseline along with magnitude changes, which allows the potential DPS of a mage to be lower.