Blade spirits currently attack the summoner and other blue players (even while non-criminal and non-murderer). I'm not sure if this is an intended change or not. Additionally, blade spirits require 2 stable slots when normally they require 1. Energy vortexes are much stronger and require the same number of stable slots (they also attack the summoner/friendlies).
Blade spirits are one of the few bread and butter skills for new players that decide to play as mages. Blade spirits being a 5th circle spell, and being able to have 5 summons out, made this spell ideal for mages to cast until they could use higher level summons like earth/water elementals.
If blade spirits attack the summoner, as well as making the summoner become a criminal if the blade spirit attacks an enemy, on top of them requiring 2 stable slots, is a huge huge nerf to magery. Currently, I don't see starting on the server as a mage to be cost effective or viable if blade spirits exist in their current form for launch.
The only alternative to blade spirits, for new mages, is summon creature. Luckily it appears that some of the newer mobs were added to summon creature, and the stable slots required haven't been increased, which makes it more viable. However, the gold drops in the new player dungeon, as well as other dungeons may make starting as a mage much more difficult as the mobs may not drop enough gold to make up for the costs of summons (and that's not even factoring in gold lost from dying/being murdered). Killing a mongbat that drops 3 gold actually is a net loss in gold, so hopefully the gold drops in the new player dungeon will be re-tuned.
TAMING:
Pets don't resort to their last command upon finishing a previous command. Example, if you use "all guard" or "all follow" and then "all kill", you must type "all follow" or "all guard" again for them to resume guarding/following you. Fixing this would be a huge QoL improvement for tamers/mage summons.
Blade spirits are one of the few bread and butter skills for new players that decide to play as mages. Blade spirits being a 5th circle spell, and being able to have 5 summons out, made this spell ideal for mages to cast until they could use higher level summons like earth/water elementals.
If blade spirits attack the summoner, as well as making the summoner become a criminal if the blade spirit attacks an enemy, on top of them requiring 2 stable slots, is a huge huge nerf to magery. Currently, I don't see starting on the server as a mage to be cost effective or viable if blade spirits exist in their current form for launch.
The only alternative to blade spirits, for new mages, is summon creature. Luckily it appears that some of the newer mobs were added to summon creature, and the stable slots required haven't been increased, which makes it more viable. However, the gold drops in the new player dungeon, as well as other dungeons may make starting as a mage much more difficult as the mobs may not drop enough gold to make up for the costs of summons (and that's not even factoring in gold lost from dying/being murdered). Killing a mongbat that drops 3 gold actually is a net loss in gold, so hopefully the gold drops in the new player dungeon will be re-tuned.
TAMING:
Pets don't resort to their last command upon finishing a previous command. Example, if you use "all guard" or "all follow" and then "all kill", you must type "all follow" or "all guard" again for them to resume guarding/following you. Fixing this would be a huge QoL improvement for tamers/mage summons.