What has happened to Magic Missile? (in General)
With SG coming out, I found poor old Magic missile left in the dust. Why? Because of ranged penalties.
Ranged Penalties now only apply to Fireball and Magic Missile now, and it makes most of their damage rather pathetic in ranged. Now SG and CoC do more damage they can do throughout ranged combat in one round!
Jon has made an emphasis in moving the game towards melee combat, but I strongly believe that MM and FB should keep their viability. Especially with the reintroduction with MgS, MM is a thing of the past.
I think Magic Missile needs a boost, not a large one but something to make it well... more competitive, if not more flavorful :)
i trained 11mil MM and found it hit roughly 2mil against mgs in total of 5 rounds ! it is pathetic.
June 30 2008 12:13 AM EDT
Magic Missile and Fireball don't have range penalties in the melee rounds.
the only advantage of MM and FB is that it attacks in ranged. But if other spell do the same amount in one or 2 rounds total...
June 30 2008 12:24 AM EDT
Check out Home>Spell Skill popularity... They can't be that bad now can they? Not all teams are ToE teams with Mage walls. Up top most of them are but not in the midgame.
MM was viable many change logs ago. Things have changed since then. With recent changes and the introduction with the new SGs, you will find yourself at a severe disadvantage with the new changes in the long run.
June 30 2008 12:46 AM EDT
I use MM. Sut uses MM. MM's not as bad as you think it is, even at higher parts of the game, although I'm only middle.
it's ok, but I feel it's still a step behind most other DDs. Perhaps it has an advantage I'm missing?
June 30 2008 1:27 AM EDT
The fact that it also had concentrated damage is a big plus. Also, with people moving their damage dealers closer to the back to avoid SG, MM should be a bit more favorable too.
June 30 2008 1:29 AM EDT
hmm. 1 being that it hits from the rear?
hitting from the rear was a disadvantage with the AoI in play before. but like the veggies say, you now have to pick which one to defend against... judging by the power of the new DD, people will want their dudes closer to the back. Only problem there is how easily MM is neutered via wall. Especially, when AMF and/or ToE and or/ PL and/or TSA are involved
So your ideal damage dealer placement is where I had mine on my team in the first place :P
June 30 2008 1:44 AM EDT
And if you don't believe me
Koyaanisqatsi (Battle Royale) NWO (F)(+) (Hell Blenders) Koyaanisqatsi 9 Jun 29
Koyaanisqatsi (Battle Royale) FTW (F)(+) (/FTW) FTW 5 Jun 29
Koyaanisqatsi (Battle Royale) NWO (F)(+) (Hell Blenders) Stalemate 30 Jun 29
Koyaanisqatsi (Battle Royale) FTW (F)(+) (/FTW) Koyaanisqatsi 3 Jun 29
I don't understand that point. Koy has completely retrained to stop LA from destroying him, so NWO now stales against him. Doesn't that mean NWO is still not doing enough damage to beat him?
June 30 2008 5:08 PM EDT
It means that NWO kills Koy's tank now, but he's still dying from AMF I assume. The point is the intro of SG has made MM better.
June 30 2008 5:13 PM EDT
That is true since one cannot hide behind the AOI anymore.
mm should seek the largest damage dealer first.
June 30 2008 5:38 PM EDT
So let us say you have a 8M level SF and a 4M str tank with a 254M weapon.
Who does the MM seek out first?
largest damage from previous round, first round would be as is now.
I don't think seeking is the answer. I like the strategy involved with minion placement. It would be a shame to kill it.
June 30 2008 9:11 PM EDT
If Jon is moving the emphasis toward melee combat, then what's with SG?
June 30 2008 9:21 PM EDT
"I like the strategy involved with minion placement. It would be a shame to kill it. "
With the new spell, minion placement is less important, much less.
June 30 2008 9:33 PM EDT
expecially when you can kill pretty much anything in 1 hit
June 30 2008 9:36 PM EDT
i would like to propose that the 1% increase be reduced to 0.5% per AC bonus... at least that would make more sense? which would mean a max of 53% damage increase which would probably let walls survive 1 or 2 hits more instead of the current 1 - 2 hit ko scenario
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