"Changed KWand damage from 4d3+6 to 4d4+8
Added KWand physical damage (4d3+6)"
ABOUT DAMN FUCKING TIME I BEEN SAYING THIS SINCE YOU LAUNCHED THIS FUCKING SERVER. But that cancel nerf tho..... and hammer strip to same as bh lol warrior server much? If you're going to increase the mana of cancel increase mana of pfm and amp pointless if you can spam those spells and get immune to most/all spells and the only way to remove it is to chase them for 1 minute having a mage literally do nothing or have a super rare spell that now will cost more then half their mp bar. Especially being a 140 server(unless decided to change the level limit) mages having lower magic, ofc people are going to say yea they can go 200 mag + angel. If a mage does that tho they are lacking in other stats from what iv noticed mages need at least 160+ mag if they are not just support or like sitting waiting on mp regains most of the time. Meanwhile warriors are fine with 130-140 dex and do just fine.
If you got Cancel, you can probably pretty easily get your hands on high MS items (MS18 neck, MS28 dm wand). That's already 46 MS. You can get pu to 52 MS with Liche neck and MS30 wand. So basically it's more like ~235 mana to cast a cancel, which should be about 40% of your total mana. It is indeed a lot, but consider that it offers two things in return:
1. the possibility to use mana pots strategically with cancel. Before you didn't really have to worry much about it
2. The fact that there'll be less cancel casts overall means cancel can now be less rare
Increasing the mana cost of PFM/AMP is certainly a great idea though. Not entirely sure how much.
Besides, the whole point of the beta is to test this kind of stuff. It's generally better to underpower features than to overpower them.
I believe there is enough Randomness about Items, so Regens should be Relaxed.
The last two items of the list above should hold, while a little quicker MP equal to HP regen could work better.
Question is, do Regens have to be that Random?
After all, it's what slows down hunts.
I'm not too much of a fan with the whole 'timing' skill aspect of Helbreath. I wouldn't really mind if regens were like 10s for hp, and 15s for mp (with adjusted lower values of course). This would also lessen the effect of having bad regen rolls. But really that's up to the community, I doubt most of the people want that.