Well, its the feedback area so... @Chris I play as a pure mage. I use wands. I do not want to have to pick up a sword or bow, like I have seen so, so very many people do (having started out wanting to be mages) because its easier and requires far less investment to be effective. Mages did not need another nerf. If anything, they were already losing appeal for PvE purposes due to the far less investment in experience it takes to achieve the same effectiveness in a physical damage/weapon tree. Weapon-users get a (very cheap) passive skill at the top of their tree - 1 skill - that can be pumped for damage. Weapon users can also get significant damage bonuses from wearing bronze or constantan armor that give a straight damage boost. Weapon users get stances like berserker (or berserk for bludgeon) that give additional damage bonuses. Weapon users also get a damage bonus from Strength, which is a stat that is easy to raise which has many active/passive skills that boost it, allowing it to get, easily, very high. Mages, by contrast, get none of the above. Spellbinders stance is pretty limited due to the fact that you can't move at all while its active, and the downside makes it pretty unappealing except in specific scenarios. We can only get spell damage boosts on weapons, not armor. The spellcrit armor with using beetles costs 10x as much to craft requiring a much harder to obtain component. There are no skills that boost INT, save the 1, extremely expensive, train int. (and train str/dex exist too, so, this is nothing special). And we do not have a single "damage skill" to pump - we have to rely on "attunement." So, lets talk about attunement. You get it by raising 10 skills in the three - instead of 1 cheap skill to boost damage. In some elements, those skills may be the cheap 1.2m GMs. In most trees, there are quite a few expensive ones in there that are, frankly, pretty worthless, but you raise them anyway, because attunement. It requires an obscene amount of exp investment - many orders of magnitude more investment, than for a physical damage user, to get a magic attunement tree high enough to be comparable to melee damage. A mage who uses wands without the extra attunement enchant simply cannot compete with weapon-user output- so thanks to crafting RNG, our gear is 100x more expensive to make requiring hundreds of iterations to get that attune/int/skill combination without which our damage is significantly lessened. Furthermore, you can only get your damage high in a single element - and there are insufficient damage glyphs in most of the magic trees (except perhaps fire) to make a pure deck without slugs or things of inappropriate timing/use. For example, a melee user can create a dynamic deck of minimize size (14 glyphs) and always have a melee skill on draw, using the full force of their passives and boosts to "weapon damage" consistently with every single hit. A mage must dilute their damage using alternative elements as a 'pure' tree is not possible - even with specialization giving you 6 of each, you'll have slugs unless you dilute your damage dynamic slots with alternative element or non-damaging skills. Essentially, as a mage you must diversify into two trees to create a constant damage deck rotation - minimum but you can only gear for one. Melee/ranged do not suffer from this having plenty of damage glyphs to choose from. As a mage, I have watched my mage brethren slowly pick up bows and swords and polearms over the past couple of years since for 20-30m xp, they could GM that tree and be pretty effective. Meanwhile, the only thing I've been able to do to boost my effectiveness is to dump hundreds of millions of xp trying to squeeze out another point here or there in attunement for a slight, slight damage bump. After some nerfs in the past, even I too lvled a melee skill to 120 and tried it out, though at heart, I am a mage, and despite magic being a struggle to "get good" I ultimately went back to it. But then more nerfs happened. Now I can't even step foot in the bottom of hilt fortress, or ruins, or shardfalls, or blood bay, or anywhere that obsidian golems are, unless I am prepared to try and run around keeping insane distance on things that do COMPLETE MAGIC SHUTDOWN. Melee has no such issue. I gave up trying to fight bosses (except the troll with fire) with magic as it is quicker, cleaner, and easier to shred them with physical weapons than it ever was with magic. The balance has changed so many times on these but the fact remains that bosses are extremely magic resistant and trying to do them with magic, while possible, is awkward and inefficient. Even non-boss mobs around have strong elemental resistence, making a mage less effective unless they are going to carry gear sets for every element (since the majority of your attunement/damage is contingent on that expensive, hard to make gear...that you now get to make in several flavors, vs. melee's one). Basically, what I'm trying to say here is, PRIOR to the R55 global damage nerf, mages were not in a good position. Magic was already severely limited by types of mobs in locations, resistance, deck limitations and the extremely prohibitive cost compared to alternative damage types. After the R55 damage nerf, well, I've lost about 30 points to min and max damage on my spells. When every single point of that damage cost me millions of xp in attunement grind to achieve, this was a significant slap in the face. While I understand there's a need for balance, and a need to "lessen the gap" between low and high level players, this is, frankly, over the top, excessive, and demoralizing to a mage demographic that was already having to grind harder and longer to be on equal footing. I'm not talking about meteor shower - I agree that was overpowered and needed nerfing. I'm talking about the general, global, damage nerf as a result of the attunement changes. If this change was motivated by PvP, consider making it only applicable in PvP. This change was not needed for PvE, at all. If anything, mages need more reliable ways to boost damage, boost int, and boost attunement - currently the only way to get int to a reasonable area anywhere close to what you can boost str/dex to is through the use of artifacts- and str/dex have those too, better ones even. In most group/boss activity we're almost inevitably reduced to being healers since our spells do very little to bosses, and other than the fire/moon persistent ground effects that free our hands to do other things, well....as I say, you can only gear 1 element to a high lvl where its super effective so putting all your eggs in 1 of those baskets is pretty limiting as far as what you can do solo or contribute to a group. I'm not saying mages are useless. I'm saying that compared to physical damage alternatives getting the same level of power requires significantly more investment due to the current balances already in place - more investment in XP, more investment in time, more investment in gear - and even then you still deal with resistances, magic shutdown/immunities, deck dilution, and single-element-effectiveness. Not to mention reagents, fizzle considerations, focus considerations,, cast timers, fixed targetting, lack of meaningful autoattack - debuffs to opposing magic trees for magic specialists, making a lot of combinations kinda...meh.... (melee/ranged get no penalties for specializing in their damage tree)....the list goes on and on. We absolutely did not need a global nerf. I'm sitting on sixty million adventure xp in my pool that's been accumulating due to all of the recent doubles, and nowhere that I put it is going to make me any better. I could push attunement, sure, but that was a dubious investment BEFORE the nerf and now just seems pointless. I strongly urge you to reconsider this change as it seems my current prospects to be able to do what I could do effectively a week ago are: Put unspent XP into a weapon and forget being a mage Spend 500-600 million xp in attunement to get partway back where I was (but not all the way) Be satisfied being mediocre and just stick to T5 zones forever, despite hundred of millions invested in magic bringing my death decay to a level absurdly high to try anything more difficult Uninstall game and find something else to play in which a magic-user is relevant at the high end I'll probably end up picking up a melee weapon. But I will not enjoy it.