All I have to say to the devs on this subject is this: When comes to PvP and everyone including their DOG is running a certain skill, you KNOW its extremely overpowered.
The newness has worn off. No one is running the skill because its new and they are curious how it works. THEY KNOW how it works and they KNOW its OVERPOWERED and want to pwn face for however long it lasts.
So, yes... Mysticism... please fix it! Its time.
Well again, what would you suggest?
1) mysticism allows mages a chance to compete on a template aside from a tamer mage. Apples, enhanced bandaids, potions all made other temps such as necro pointless.
2) before mysticism, templates like tamer mages, tamer archers, and archer fencers were running rampant...none of those were really fixed. you mention everyone and their mom plays a mystic...yet I still see these other templates running amok.
3) mages hardly have the ability now to do enough damage to interrupt a bandage. if anyone should consider making changes, don't you think mages should have a chance to interrupt bandaids again? without adjusting the current rate of SDI, mages will once again take a backseat to every other *easy mode* template. Is that an answer??? or should the BASE issue be fixed to allow mages to be more versatile.
4) since the introduction of double hit spell bows, the balanced prop on bows, and imbuing...can you explain ANY adjustments made in the game that have been made in a positive manner for a mage? sure a mage can add mods to a suit...but do they compare in any manner to those of a dexxer?
5) mysticism allows mages to do the same amount of damage dexxers do...in the same amount of time...at the cost of 240 skill on top of the 240 skill for magery eval. so that is 480 skill...vs 330 for bush, tacts, wep skill. I don't see how people can go without noticing things like this...yet still expect changes to be made to something that is not the SOURCE of the issue. (sdi)
6) mysticism has been through several rounds of changing...and with each round of changes the same people still complain. when new temps (bush mystic) came about as a result of the original complaints...more people complained. so again, how much change should be introduced before the core issues are looked into and resolved?
mysticism should be left alone until other underlying issues are resolved. The developers mentioned pvp balancing would come AFTER the bugs were fixed in SA, yet we have yet to see any of that come into play. mages themselves are underpowered (instead of on par without mysticism) and have nowhere near the damage output of a modern dexxy, archer, or tamer. fix base damage first...skill damage second. No need to put another bandaid on skills.