I am honestly very amazed by how the developers decided to buff the guardians even more by adding insignia that add that much hp and def that scales by percentage.
And when they buff the general hp and def of units in the game who become even more useless?
No need to doubt, mystic gets the short end of the stick again.
I have a 14.4k mag Elementalist Kiera that supposing deal 25.6k damage from her active skill deal only 8000 damage or less to guardians standing on panels
Now they created a equipment that increase both hp and def making the 8k damage even less significant than before by adding a single equipment that adds more than 7000 hp and 1k def to a single unit,
Its as if they are not happy making mystic useless in PVE, they wish to make them useless in arena also.
To make things worse they even added vanity skin that add 500 hp and 250 to all stats.
So that means a mystic equipped with the same skin will deal even less damage to any enemy equipped with the same skin due to how mag and def both helps reduce magic damage and the impact of the magic damage is even less significant due to an increase in hp.
I think something is fundamentally wrong with how the mag work as a stat. Guardian could stack def and protect against both magic and physical atk.
Mystic need to stack def, hp and allies to survive to cast a spell , stack mag to deal any damage.
If we ignore the rich player unit like Zoey which have skills that have effects and cd much more superior to any mystic.
The only other mystic to be used is Merlin which deals damage regardless of def,mag or hp at low cd
Basically looking at how much Merlin is thriving, it is living existing proof that mag as a stat is completely inferior compared to other stats.
And the only way a mystic can kill any guardian is by ignoring their hp and def.
Developers, this issue with mystic has been ongoing since the launch of the game and it has already been a year. You could literally see the 1st year anniversary in the game. It was first created when you the developers nerf mystic by making def and mag both reduce magic damage then as the year goes on you decided to buff other classes by adding useful talent that synergize well with their class, armor that increase at least 500 mag regardless of class, armor sets which gives resilience.
While mystic gets nothing useful, range penalty reduction, lol all mystic's ,except taegen, normal atk could not even deal significant damage with zero range penalty. Making half of wizardry suffix and a lot of mystic stats useless.
A magic talent skill that adds roughly 10% skill damage? Wow, in case you did not realize every class also get a talent to reduce that damage by 12%. So much effort was seen in creating such skill.
A raid set that gives miracle skill? Is my mystic dying from a single hit that only hits once.... Nope they will just die from the next trigger.
Is there anyone out there that can make any elementalist except Zoey in the game work well enough in the arena meta currently?
Well the developers has a system to test out units as seen in the raid 2 formation testing, it is really hard for me to see why they are taking so long to even make a change to mystic.
Seen any non zoey elementalist in top arena ranks? Have you counted the amount of guardians in top arena ranks? Hmm sometimes I wonder whats with the double standard they have with guardians and mystic. Guardians and ranger can be as broken as they want and no nerfs is appiled to them on a whole, Mystic on the whole was nerf to the ground at the launch of the game.
Are the developers learning from SMRT on how to fix a problem?
Can the developer even give a developer blog post regarding this issue?
If the developers need help balancing the game, the community has already given a lot of inputs and really wish to understand the difficulty that the developers face in implementing any changes.
#MakeKieraGreatAgain
#MakeGenesisMysticsGreatAgain