Or we can just suggest they make a item or put it as a item option to increase sp regen. I haven’t play the game but from the look of it so far from video sites, it to increase the difficulty of the game to know when to use skills, use potions, and etc. There also the option of adding sp recovery pots for item shop or making sp recovery foods. If they just increase sp regen, they have to make monster and bosses with more hp so that we don’t kill them so fast. If you notice, the skills so far can literally one hit monster around your level easily or close to it. (Only saw players up to lvl 40 in the videos) And if it just like ragnarok online, there probably a max stat value and than you start working on the secondary stats. This is btw, 100% a guess.
The argument against that is Archers and Swordsmen have a much stronger auto-attack damage. The could easily auto-attack regular mobs to death while Wizards and Clerics need to use spells to kill anything at a reasonable pace.
Im playing Wiz -> Pyro and I’m not really having any prob on mana. I build mine for 4spr 1int build and I’m doing good damage on my skills while having no prob in mana except fighting boss which needs 2-3 small manager pots. My real prob is that I’m taking 2-3 hits of aoe and I die.
i think no one using bonefire here that regen all your sp in ~30 seconds
also going yolo and pumping all points into int is not smart 
40 spr , still run out SP/Mana as pyromancer who just do Enchant Fire , Reflect , earthquake and fireball, nothing else.
Imagine further class with more skill ?
Do not compare yourself as an example for which that affects everyone!
Yes, the SP regen is just too slow and it needs to be quicker, even in combat.
Spamming skills really do burn too much mana. If you know how to/ when to use skills, you will have a proper management of mana.
Archer and Swordsman still need to take 2-3 hits to kill a small crowd, compare to a wizard nuking a larger crowd with a single shot. For them to do the same thing by nuking a large crowd, they drain SP the same way too. But lets not forget the range factor too, where Swordsman has to chase down their target. Overall, I don’t see the justifications in your statement about the unfair comparison.
You’re also excluding INT Cleric from your argument, treating only Wizard should be the only exceptions.
My personnal experience as a cleric is that I keep pots for bosses and bonfires for grinding. With 2/3 INT and 1/3 SPR, I would run out of mana every 5 minutes or so, but I would take me about 1 minute to get all my mana back from a bonfire. If you compare it to other games, swordsman and archer always had an easier time to level compared to “spell” classes, but this tends to switch around at higher levels. However you have to take into calculations the overall xp per hour. If in 1 hour you gain 100 000 exp for both cases it is fair. For example:
Mage - 100 000 Exp/hour -> Killing time per mob 5 secondes -> Downtime 1 minute every 5 minutes
VS
Swordsman - 100 000 Exp/hour -> Killing time per mob 10 secondes -> Downtime 1 minute every 10 minutes
The calculations are not precise but it’s just and idea, which to me seems fair if you factor in the rest. Of course the money is not factored in.
actually conduct the similiar experiment with cleric-priest, spr type , the standing sp regen pretty much enough when you only do buff , but it become not sufficient when you start to spam heal-cure .
but when we talk about wizard type. think we have to be friend with bonfire and sp pot. since standing SP regen wont enough with tons of skill we have to spam.
I was talking about INT Cleric, like how you were talking about INT Wizard.
Changing it to STR Cleric does not make it fair as I can say the same thing to, just go SPR Wizard to solve the problem with SP. Also, elling me to go SPR and use Priest specifically to get buff is no different then saying you should go SPR and go Pyromancer specifically and get Enchant Fire to boost your damage.
i have to disagree on swordie part.
while a swordie can atk fast with their melee normal atk. mage cant.
especially in boss fights . 1 swing of a wand takes like forever llol
without mp pot . soloing is tough.
Never had a problem with SP when i was playing my wizard.
This is where Jump-normals come in. if you time it right the entire casting animation finishes while airborne, negating the hold-still requirement.
I mean, it’s still an extreme slog (I opted to attack this from “boss HP in solo is too damn high” instead of “I shouldn’t be needing 5 SP potions to solo a boss in any remotely reasonable amount of time” in my own thread), and mana regen is still a huge issue…
However, it’s really only an issue in solo. I personally found that most of the problems I was having with mana went away completely in parties… mostly because the aoe spells are hilariously efficient when you have a lure, and bosses die a lot faster (say 1-3 sp pots) when you’ve got other people doing damage.
Really I’d say more of an issue of wizzie vs swordie damage output is the free +50% swordies can get on all their normals outside of the “bring a wizzie or else” fights. This also contributes to the “early wizard is extreme suffering” problem.
Fixing the SP regen rate for early wizards would be a good way to alleviate the whole “wizard is kinda useless except for when it’s required” of early game, without having too much of an impact on late game (your mana and mana regen scales upwards faster than your mana costs as time goes on, and you also will have better gear, such as blue gem in gloves).
I made a swordie->peltasta yesterday starting at around mid day. Within like 10 hours I had caught up to where my Wizard was, had significantly more money, and felt like I was in a significantly better place game wise for continuing on. Of course part of that is because I had trial run a lot of the game on my wizard without knowing what I was doing. But it was also because, if you play rock paper scissors with your damage type, the swordie can kill just as fast as the wizard- except only costing 9 sp to do pierce, and being free to do slash or blunt, meaning you basically don’t need sp. Only times I’d run out of mana was if I was tactically switching between Gung Ho and Guardian, or spending mana on slightly harder hits simply because I could and that mana wasn’t doing anything else.
The exception to the quick fights on swordie? The high-pdef-magic-vuln fights which I’ve dubbed “Bring a Wizzie Or Else”
Swordie is insanely easier than wizzie early on, and while that’s par the course, it’s for a really stupid reason: Wizzie mana regen is complete ass.
I mean, if it was taking me 1 spell to kill things that took 5 normals from a swordie, you might have a point. But it was taking me 2 normals to kill things that would take 1 spell (and maybe 1-2 normals) on wiz, and 5-6 normals for things that would take my wizzie 2-3 spells and 0-3 normals.
And this was with 2-handed on wizzie and 1-handed on swordie.
The kill rates aren’t even remotely aligned for downtime required. About the only thing wizzie has over swordie is aoe spells, which are really only good when you also have a swordie in your party to gather and manage the mob for you, because pissing off multiple things by yourself on a squishy wizzie is generally a bad idea if they’re still over 60% HP after you hit them.
A competent swordie playing rps wins over a wizzie hands down unless it’s one of those magic-damage-only bosses (specter and that grim reaper boss in tenet garden are the first two that come to mind).
To me personally, SP on wiz isn’t a real problem if u manage ur stats well and with pots and bonfire. The real problem is dieing too easily to monsters when you aggro them too much. Especially archer-type monsters with multi shots, imagine 3-5 “Pond” from the Chapel 1F and their projectiles on the ground. Way too annoying.
If you have play melee, we melee player have to carry one +5 sword, one +5 mace, one +5 spear and even one +5 shield. If we don’t, our damage will tank, for example, Str Cleric dmg will drop from 200 to 50 damage!
A wizard only have to carry one +5 rod to play the game. Same as archer.
Once you go to the higher level, you will want 2 set of weapons for grinding or you will have to head to town often, which is where squire really shine with its weapon repair skill to restore dur past the maximum amount. For melee, the cause of carrying 6 weapon is insanely expensive, where your wizard is suppose to use those surplus of money on potion as a gold sink to balance out the cost of maintaining the class. Melee have to use what extra money on hp potions, which is why they need healer. we grind on monster up to 8 level lower to kill faster without getting hit too much in order to get equipments to sell for money.
The way I handle my SP cost on my cleric is to gather a small crowd of mob and fight them. If possible, I try to fight 2 mobs at the same time.
I have to help my teammates, while I spam deprotect zone, and using safety zone when dealing with 3+ mobs at a time. having a priest and pyromancer in n the party to use blessing, holy enchant, and fire enchant together allow me to be compotent in my damage at level 40s. It also save me from requiring to spam deprotect.
If wizard don’t know how deprotect works, it stack the affect each time the caster attack the target. a target with 1 stack of deprotect damage does 0 extra damage. it take 3 hits for my pure str cleric dmg increase to 25 additional damage which is very small. This is with Level 24 Deprotect Zone: Enhance attribute! The skill only shines in very long fight suck as boss fight, where I can stack it up to ~24 to 39 depending on if I have to move around from getting knock out of my safety zone. On boss that move around a lot, forget about even getting more than a dozen hits.
I have to disagree on Archer part.
Archer’s AA are weak. Ntm its single-target. I also had to spam skills but bonfire did the trick once I ran out of pots.
