Right now, like many others already mentioned (including myself), melee outclasses magic by far. Int he early game, most magic doesn't provide higher range than a two-handed sword, but require you to charge it up in order to deal enough damage or have all the benefits (like status effects). Another problem is, that you can run out of mana when using magic, while your normal attacks still hit like a truck, but do not cost anything.
So there are some possible solutions I could think of:
- Endurance: Endurance is like mana, but it is only required for normal attacks. So for example you could do 8 normal attacks in a row with a sword until your endurance reaches 0 and needs to recharge. With two-handed sword maybe 5-6 hits until depletion. There could be some passive skills that influence how fast your endurance recharges. Additionaly, like someone suggested in another thread, there could be a run mechanic. You hold down a button and it enables you to run. Ofc this should also drain endurance. Magic casters would have the advantage, that they can use all their endurance just for running, while a melee characters needs to use it for normal attacks as well
- Mid-Range Attack for Magic Weapons: This would be less complicated then implementing endurance. When using a staff/wand, you can shoot little magic projectile from it when using a normal attack. The damage is based on your MATK (instead ATK) and it pierces enemies. The drawbacks are, that it has no (or close to no) knockback and the attack speed is on par with two-handed sword. Like the name suggests, it only has mid-range. I would say double, maybe tripled range from two-handed sword. This way, you still have to be quite close in order to hit your enemy, but you're out of the enemies melee range at least.
If you have other ideas, please suggest them here. I think this balance should be done sooner then later, because the more magic/weapon get included in the game, the more work will it be to balance it afterwards.
So there are some possible solutions I could think of:
- Endurance: Endurance is like mana, but it is only required for normal attacks. So for example you could do 8 normal attacks in a row with a sword until your endurance reaches 0 and needs to recharge. With two-handed sword maybe 5-6 hits until depletion. There could be some passive skills that influence how fast your endurance recharges. Additionaly, like someone suggested in another thread, there could be a run mechanic. You hold down a button and it enables you to run. Ofc this should also drain endurance. Magic casters would have the advantage, that they can use all their endurance just for running, while a melee characters needs to use it for normal attacks as well
- Mid-Range Attack for Magic Weapons: This would be less complicated then implementing endurance. When using a staff/wand, you can shoot little magic projectile from it when using a normal attack. The damage is based on your MATK (instead ATK) and it pierces enemies. The drawbacks are, that it has no (or close to no) knockback and the attack speed is on par with two-handed sword. Like the name suggests, it only has mid-range. I would say double, maybe tripled range from two-handed sword. This way, you still have to be quite close in order to hit your enemy, but you're out of the enemies melee range at least.
If you have other ideas, please suggest them here. I think this balance should be done sooner then later, because the more magic/weapon get included in the game, the more work will it be to balance it afterwards.