I didn't really like how they went with a "large mana pool, slow regeneration" style for the mages. Unlike my fighters or rogues, it always felt like every battle was on an egg timer where I had to remove the threat before it went off, or desperately run around trying to survive long enough to reset the timer again. Levels up and cost enchants lengthened the timer, but it was still there.
I'd have prefered a "small pool, constant regeneration" method, where charging or holding charged spells didn't stop the regeneration of mana, but took their cost from your reserves while charging, and perhaps leveling up the regeneration would increase the rate such that lower level spells would eventually be possible to cast while only slowing regeneration to pay their charge costs instead of draining from your reserves.
That would mean mages could open up with the big guns till the reserves are drained, then mix in some low cost spells while they recharged, then go back in swinging with a big blast again, and so on in a carefully managed cycle. That would have been more fun than emptying your mana on something, then spending the rest of the battle running in circles while waiting for enough mana to cast again.
Plus the "nursemaid" buff or summon spells that required constant recasting could be rewritten to something you applied to yourself with a specific drain on mana per second, rather than a x second duration, and have them drop off if your mana reserves ever empty. "do I go for this last fireball, and maybe end the fight, or stick to sparks and keep my armor?" kinda thing. More thought and strategy to the fight and less eggtimer.
I'd have prefered a "small pool, constant regeneration" method, where charging or holding charged spells didn't stop the regeneration of mana, but took their cost from your reserves while charging, and perhaps leveling up the regeneration would increase the rate such that lower level spells would eventually be possible to cast while only slowing regeneration to pay their charge costs instead of draining from your reserves.
That would mean mages could open up with the big guns till the reserves are drained, then mix in some low cost spells while they recharged, then go back in swinging with a big blast again, and so on in a carefully managed cycle. That would have been more fun than emptying your mana on something, then spending the rest of the battle running in circles while waiting for enough mana to cast again.
Plus the "nursemaid" buff or summon spells that required constant recasting could be rewritten to something you applied to yourself with a specific drain on mana per second, rather than a x second duration, and have them drop off if your mana reserves ever empty. "do I go for this last fireball, and maybe end the fight, or stick to sparks and keep my armor?" kinda thing. More thought and strategy to the fight and less eggtimer.