1. Just to note, magical classes already have their equivalent of Fishers > the Euphoria Shoes, which provide 25% cooldown reduction.
2. Choosing between Magical Power or HP potions really comes down to preference. The option is there, you’re just choosing not to use it.
3. I agree that grey liquids should definitely be easier to make.
4. Event pushes feel irrelevant since they’re only temporary. For example, I didn’t even bother using the Attack Flower in PvP, and I don’t know anyone on our side who did.
5. Would you rather deal 10k spirit with 9 sec cd or 6k skill with a 4-second cooldown + greater AOE ? The answer speaks for itself. Take into consideration that you have to be middle of the fight with mental whereas with healer u can be in Africa and still land all the skills.
I think it’s important to separate having equivalents from having equally effective tools.
Euphoria Shoes are not the same as Kingfisher Boots. One reduces cooldowns, the other directly scales physical damage. Faster rotations don’t fix the fact that magical burst is much lower per skill, while physicals stack multiple pushes (boots + liquids + flowers + pets) that amplify raw damage.
The Potion of Magical Power technically exists, but it’s so underwhelming that most players prefer an HP potion instead. That’s not just “preference,” it’s a sign the item doesn’t provide meaningful scaling. Compare that to Green/Grey liquids, which can completely swing a physical matchup.
On top of that, physicals often hit so hard you have to defend with Glacial Boots or Qillin Shoes just to survive the trades. Magical classes don’t force the same gear commitment because their offensive scaling isn’t nearly as punishing.
Event pushes may be temporary, but they consistently add more to physical scaling than magical. Over multiple events, this bias stacks up, widening the gap further.
And finally, comparing skill CDs vs damage numbers oversimplifies the issue. A healer might get more casts off, but a Warrior’s Lion Stomp or dagger autos can decide a fight in a handful of hits. The impact per cast is what really matters, not just the cooldown. since while i hit another skill with the itemshop red dragon blessing + potion amplifier my skill is already healed
That’s why the conversation isn’t about giving mages “free damage.” It’s about creating pushes that actually scale on par with physical classes, so both sides have equal opportunities to grow with items and consumables.
PS. Ill pass out on this one since these swearings and discussions not about the suggestion itself are utterly cringe.