GOLDENOAK2
Re: Upcoming Spell Changes
09/02/2015 08:19 AM CDT
EVOKE is the new alternate way to cast certain spells, which is similar to CHANNEL, except it doesn't cause roundtime.
To clarify you are saying it doesn't cause HARD rt...it would still have casting RT, correct?
KIRKC
Re: Upcoming Spell Changes
09/02/2015 08:30 AM CDT
Looking better on the changes. Thanks for listening GM's and working with us on the changes.
In regards to the haste changes, please keep in mind that haste doesn't only affect Warmages, but it also affects the grouping aspect of Wizards. Having a wizard around in the group to throw Haste on squares and semi's makes them very useful with increased damaged from the group as a whole. It's really no different than Wizards spelling people up. Without the ability to spell up squares and semis, they can't stay alive out in the lands against like level foes. Haste should be looked at the same way, as a buff. If it's rt's that you are worried about, decrease the max that haste can lower rt's.
In regards to the haste changes, please keep in mind that haste doesn't only affect Warmages, but it also affects the grouping aspect of Wizards. Having a wizard around in the group to throw Haste on squares and semi's makes them very useful with increased damaged from the group as a whole. It's really no different than Wizards spelling people up. Without the ability to spell up squares and semis, they can't stay alive out in the lands against like level foes. Haste should be looked at the same way, as a buff. If it's rt's that you are worried about, decrease the max that haste can lower rt's.
RROY
Re: Upcoming Spell Changes ( GO GO ELR Development team) Yea BABY!
09/02/2015 08:47 AM CDT
LOL you got a point, but its now 9:50 Eastern...
Just an elf about town...
Just an elf about town...
BALEKIA
Re: Upcoming Spell Changes
09/02/2015 08:52 AM CDT
>> Haste (506): we're still iterating over a new design for the spell. We'll release more details in the near future.
Is there any chance for a Cast/Evoke pair, where one affects swing RT, and the other affects non attack RT, and so to keep up both you'd have to cast both types? Make the cast version (swing RT) be what casts from imbeds, and still has a cooldown (from imbed) because for other classes that is too much power. That actually makes the mana MORE at the 2 minute mark (24 Versus 18) but causes it to not expand brutally after that point.
>> Cone of Elements (518): there will be a CAST and EVOKE version. EVOKE is the new alternate way to cast certain spells, which is similar to CHANNEL, except it doesn't cause roundtime. It will serve no role outside of making a spell function slightly different than the CAST version. When the spell is CAST, it is player friendly and will affect (2 + 1 per 75 Elemental Mana Control skill) targets. When it is EVOKEd, it is group friendly only and will affect (5 + 1 per 50 Elemental Mana Control skill) targets.
Nice. My only complaint with the revision was the player targeting, limiting the number of targets to EMC was never a big deal in my book (since I have tons of EMC anyway..)
>> Enchant Item (925): wizards will be able to enchant elementally flaring equipment that matches their attunement without any lore requirements (but still with a high penalty if they choose not to mitigate it). To enchant other elements will require 100 lore ranks. However, the same Elemental Lore, Water bonus that actively played wizards will be able to use to reduce their temper times can instead be applied to work as phantom lore ranks for enchanting other elements, up to +50. So if a wizard gained the maximum amount of points for a week and only had 50 EL:F ranks, the water lore points could be spent to allow then to enchant a fire flaring weapon. The points would take the place of the missing 50 lore ranks. Ultimately, if you're an active water mage, you can have reduced timer times or be able to enchant more elementally flaring equipment with less lore ranks.
Definately a step in the right direction, since it boosts the flexibility of Water lore, and allows for a mage to be able to do all 4 Elements if they play their points right (100 Water, 50 Fire, 50 Earth, Attuned to Air, for example).
Just a question... Will some of the other fairly common but not strictly element flares be attached to elements? I'd like to be able to enchant up Acid for example. Also, Lightning is an attunement but not a lore, any clarity on how that one will be handled (or is lightning = Air for flare-land)?
Is there any chance for a Cast/Evoke pair, where one affects swing RT, and the other affects non attack RT, and so to keep up both you'd have to cast both types? Make the cast version (swing RT) be what casts from imbeds, and still has a cooldown (from imbed) because for other classes that is too much power. That actually makes the mana MORE at the 2 minute mark (24 Versus 18) but causes it to not expand brutally after that point.
>> Cone of Elements (518): there will be a CAST and EVOKE version. EVOKE is the new alternate way to cast certain spells, which is similar to CHANNEL, except it doesn't cause roundtime. It will serve no role outside of making a spell function slightly different than the CAST version. When the spell is CAST, it is player friendly and will affect (2 + 1 per 75 Elemental Mana Control skill) targets. When it is EVOKEd, it is group friendly only and will affect (5 + 1 per 50 Elemental Mana Control skill) targets.
Nice. My only complaint with the revision was the player targeting, limiting the number of targets to EMC was never a big deal in my book (since I have tons of EMC anyway..)
>> Enchant Item (925): wizards will be able to enchant elementally flaring equipment that matches their attunement without any lore requirements (but still with a high penalty if they choose not to mitigate it). To enchant other elements will require 100 lore ranks. However, the same Elemental Lore, Water bonus that actively played wizards will be able to use to reduce their temper times can instead be applied to work as phantom lore ranks for enchanting other elements, up to +50. So if a wizard gained the maximum amount of points for a week and only had 50 EL:F ranks, the water lore points could be spent to allow then to enchant a fire flaring weapon. The points would take the place of the missing 50 lore ranks. Ultimately, if you're an active water mage, you can have reduced timer times or be able to enchant more elementally flaring equipment with less lore ranks.
Definately a step in the right direction, since it boosts the flexibility of Water lore, and allows for a mage to be able to do all 4 Elements if they play their points right (100 Water, 50 Fire, 50 Earth, Attuned to Air, for example).
Just a question... Will some of the other fairly common but not strictly element flares be attached to elements? I'd like to be able to enchant up Acid for example. Also, Lightning is an attunement but not a lore, any clarity on how that one will be handled (or is lightning = Air for flare-land)?
BALEKIA
Re: Upcoming Spell Changes
09/02/2015 09:17 AM CDT
>> Rapid Fire (515): we're mostly happy with the new proposal, but as I suggested earlier, if wizards are interested, we could look at putting the spell in the 540 slot with a 30 second duration, reducing castRT to 1 second, but it would not have a cooldown. If we did this, Temporal Reversion would move to 520 slot (with a small adjustment), and Stone Skin would move to 515 slot.
I don't hunt with Rapid Fire (mostly because I'm not at the level where it's essential yet, from my understanding). However, I don't see myself using it after these changes (which means that going 519/ward spam is my only option for the future).
Out of curiousity, is there any way we can just wait to adjust rapid fire until after the mentioned fixes to bolting in general are in? Overall, my biggest complaint with the RF change isn't even specifically the changes being proposed, it's that there's an outright admission that current RF is just a band-aid for deeper problems (which I'll gladly agree to) but it still feels like the band-aid is coming off before the underlying problem is addressed, which has always been my issue. With those adjustments, the rapid fire effect itself might even be needed, or could be overhauled completely into something cooler (in the 520 or 540 slot).
I don't hunt with Rapid Fire (mostly because I'm not at the level where it's essential yet, from my understanding). However, I don't see myself using it after these changes (which means that going 519/ward spam is my only option for the future).
Out of curiousity, is there any way we can just wait to adjust rapid fire until after the mentioned fixes to bolting in general are in? Overall, my biggest complaint with the RF change isn't even specifically the changes being proposed, it's that there's an outright admission that current RF is just a band-aid for deeper problems (which I'll gladly agree to) but it still feels like the band-aid is coming off before the underlying problem is addressed, which has always been my issue. With those adjustments, the rapid fire effect itself might even be needed, or could be overhauled completely into something cooler (in the 520 or 540 slot).
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 09:24 AM CDT
<Rapid Fire (515): we're mostly happy with the new proposal, but as I suggested earlier, if wizards are interested, we could look at putting the spell in the 540 slot with a 30 second <duration, reducing castRT to 1 second, but it would not have a cooldown. If we did this, Temporal Reversion would move to 520 slot (with a small adjustment), and Stone Skin would move to 515 <slot.
Seems pretty weak for 40 mana, honestly. And no major changes to the way bolts work, right? Still a deal-breaker for me, I'm afraid. I would prefer you save this change until bolting can stand on its own without a fast-forward button to break the monotony. Any thoughts on the versions I've proposed which apply the reduced RT to bolts -2s for 901 and -1s for 906 with a multi-cast effect? I just feel we need to do something to make bolts better and more versatile all of the time, not just speed them up for 30 seconds at great cost when they're already inefficient.
The cone change is nice. Thanks for that. It should cut down on the need to use this spell player-unfriendly.
Waiting to see what you have on haste.
Good addition on immolate. A tradeoff. You can't have both, but the base functionality is better in some ways and we retain the disabler option.
Enchant item. I guess it's okay. I really dislike this spell to begin with and would have preferred rewriting the whole mess from the ground up. I barely use it as it is and this won't change anything for me. I'll leave it to the real enchanters to express their opinions.
~Taverkin
Seems pretty weak for 40 mana, honestly. And no major changes to the way bolts work, right? Still a deal-breaker for me, I'm afraid. I would prefer you save this change until bolting can stand on its own without a fast-forward button to break the monotony. Any thoughts on the versions I've proposed which apply the reduced RT to bolts -2s for 901 and -1s for 906 with a multi-cast effect? I just feel we need to do something to make bolts better and more versatile all of the time, not just speed them up for 30 seconds at great cost when they're already inefficient.
The cone change is nice. Thanks for that. It should cut down on the need to use this spell player-unfriendly.
Waiting to see what you have on haste.
Good addition on immolate. A tradeoff. You can't have both, but the base functionality is better in some ways and we retain the disabler option.
Enchant item. I guess it's okay. I really dislike this spell to begin with and would have preferred rewriting the whole mess from the ground up. I barely use it as it is and this won't change anything for me. I'll leave it to the real enchanters to express their opinions.
~Taverkin
AMMINAR
Re: Upcoming Spell Changes
09/02/2015 09:25 AM CDT
LADYFLEUR: |
So basically you've continued to pay no attention to how 515 is in no way comparable to the power of 240 and is not a 40th level spell, still requiring mana per cast and with no AS/CS boost. A 20th level spot being self-cast and non-stackable would be appropriate but not anything more unless its power is boosted significantly in comparison to 240. |
515: GUARANTEED 3 casts in 3 seconds, with a decent chance for more (27% chance of 1 or more 0 RT cast in three casts with a modest 55 ranks of air lore).
240: CHANCE of 2 casts in 3 seconds, with a weak chance for more (better chance if you cast a low-level spell)
It's not clear that the latter is better than the former, even taking into account that the latter has a CS/AS boost and no mana cost on the successful second chance.
That said, I'm baffled by the people who favor moving 515 into 540. The only wizards for whom this would be an advantage are the ones who have huge mana pools... I think it would kill the spell for lower level casters who use the spell situationally rather than as a continuous power-up. I remember having fun with this spell occasionally back in the day, and my wizard never even got to level 50, let alone 100. I'd hate to see this fun spell lost for lower level players just to keep capped power-gamers happy.
But I would suggest a compromise: keep the proposed spell at 515 with cooldowns, but if cast again during the cooldown, make it cost 40 mana for a new 30 seconds. I imagine this would also be easier to implement than the +5 mana per rapid cast. Pretty much the same deal as (or really, better than) putting it in 540 for those so inclined, with no need to shuffle spells.
And again you've continued to pay no attention to how 519 costs more mana than 1115 or 317 and is in no way comparable to the effect of either without a 240-style booster. |
519 is better than 1115 because you only need to train 1 lore to boost 519, whereas you need 2 lores equally trained to boost 1115 the same way. Several critters are also completely immune to 1115. 317 has ZERO chance for instant-kill; it just has criticals akin to what 519 also has independent of instant-kill.
Bringing in the 240 booster is kind of a non-sequitur for comparing these spells. That's like arguing that 519 is itself better because you can cast it 3 times in 3 seconds with 515. If 317 and 1115 always had a guaranteed +30ish endroll with no mana cost complaining about the difference between the spells might make sense. But 240 is a different spell that costs 40 mana for a CHANCE at a second (better) endroll, and it's not at all clear that it's better than using 515+extra mana to get those GUARANTEED extra casts. See above.
GS4-CONTEMPLAR
Re: Upcoming Spell Changes
09/02/2015 09:28 AM CDT
>To clarify you are saying it doesn't cause HARD rt...it would still have casting RT, correct?
That is correct.
~Contemplar~
That is correct.
~Contemplar~
TRIPLEGAME226
Re: Upcoming Spell Changes
09/02/2015 09:30 AM CDT
>"<HCW handaxe while hasted>" -- Throgg, and probably other warmages
>Okay, well, that explains it.
>You were doing it wrong. (Probably, ALL of you have been doing it wrong.)
>Crit weighting, for warmages who are bitching about how badly their weapon AS sucks, IS FRICKING STUPID, PEOPLE! Fighters, at least, have the cleverness to know that if they can barely scratch the beasts, they use a non-crit-weighted weapon.
>.
>If You Are Hasted, You Use Flares. Or DAMAGE Weighting.
>.
>.
>Now. Can we hear the results of some competent warmages, and their feelings about Haste possibly leaving them at only 1s, and not being run all the time, and suchlike. -Krakii
I picked up THW/CM post cap, but all I've hunted with is a claidh and a bunch of enhancives, and I do fine against most things, even against Scatter vvrael and their stupid plate.
If you need enhancives just to hit reliably in offensive, swinging from stance advance is going to miss most of the time.
Please exit 1995 before you start insulting everybody and offering bad advice.
~ Methais
>Okay, well, that explains it.
>You were doing it wrong. (Probably, ALL of you have been doing it wrong.)
>Crit weighting, for warmages who are bitching about how badly their weapon AS sucks, IS FRICKING STUPID, PEOPLE! Fighters, at least, have the cleverness to know that if they can barely scratch the beasts, they use a non-crit-weighted weapon.
>.
>If You Are Hasted, You Use Flares. Or DAMAGE Weighting.
>.
>.
>Now. Can we hear the results of some competent warmages, and their feelings about Haste possibly leaving them at only 1s, and not being run all the time, and suchlike. -Krakii
I picked up THW/CM post cap, but all I've hunted with is a claidh and a bunch of enhancives, and I do fine against most things, even against Scatter vvrael and their stupid plate.
If you need enhancives just to hit reliably in offensive, swinging from stance advance is going to miss most of the time.
Please exit 1995 before you start insulting everybody and offering bad advice.
~ Methais
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 09:37 AM CDT
<515: GUARANTEED 3 casts in 3 seconds, with a decent chance for more (27% chance of 1 or more 0 RT cast in three casts with a modest 55 ranks of air lore).
<240: CHANCE of 2 casts in 3 seconds, with a weak chance for more (better chance if you cast a low-level spell)
<It's not clear that the latter is better than the former, even taking into account that the latter has a CS/AS boost and no mana cost on the successful second chance.
<That said, I'm baffled by the people who favor moving 515 into 540. The only wizards for whom this would be an advantage are the ones who have huge mana pools... I think it would kill the <spell for lower level casters who use the spell situationally rather than as a continuous power-up. I remember having fun with this spell occasionally back in the day, and my wizard never <even got to level 50, let alone 100. I'd hate to see this fun spell lost for lower level players just to keep capped power-gamers happy.
<But I would suggest a compromise: keep the proposed spell at 515 with cooldowns, but if cast again during the cooldown, make it cost 40 mana for a new 30 seconds. I imagine this would also be <easier to implement than the +5 mana per rapid cast. Pretty much the same deal as (or really, better than) putting it in 540 for those so inclined, with no need to shuffle spells.
Look. I don't really want to get into the comparison between 240 and 515. Suffice it to say that when a cleric/empath uses 240, the target is dead meat more or less instantly due not only to the extra casts but the boosts in CS. CS works differently from AS. We still need to spend 40 mana to initiate the speed boost and, at my level, still need to spend 40 mana per kill and 4 casts per kill. If we use lesser bolts, which rapid fire does make possible, we're saving some mana but requiring more casts, more time, more risk. And at the end of it we don't save anything due to the 40 mana initial cost. It's not like we're going to spam 901 at 1s per cast. That only really works against incredibly low DS and low armor targets or with 0 RT.
Anyway, it's beside the point. The problem is not rapid fire so much as the fact that bolts are one-dimensional, inefficient, low crit-rate tools that make up basically 100% of the bolting wizard's arsenal. How does Taverkin kill things? Aside from the odd invasion or arena kill, every kill is made with bolt spells. Some targets require ewave/call wind/tremors, but the damage and the kill are always caused by bolts which have no flavor, no additional effects, and very little incentive beyond mana cost to use anything but the most powerful bolt available.
Rapid fire wasn't needed for its power so much as just to clear through the repetition of casting the same damn spell 1000 times in a row each hunt.
~Taverkin
<240: CHANCE of 2 casts in 3 seconds, with a weak chance for more (better chance if you cast a low-level spell)
<It's not clear that the latter is better than the former, even taking into account that the latter has a CS/AS boost and no mana cost on the successful second chance.
<That said, I'm baffled by the people who favor moving 515 into 540. The only wizards for whom this would be an advantage are the ones who have huge mana pools... I think it would kill the <spell for lower level casters who use the spell situationally rather than as a continuous power-up. I remember having fun with this spell occasionally back in the day, and my wizard never <even got to level 50, let alone 100. I'd hate to see this fun spell lost for lower level players just to keep capped power-gamers happy.
<But I would suggest a compromise: keep the proposed spell at 515 with cooldowns, but if cast again during the cooldown, make it cost 40 mana for a new 30 seconds. I imagine this would also be <easier to implement than the +5 mana per rapid cast. Pretty much the same deal as (or really, better than) putting it in 540 for those so inclined, with no need to shuffle spells.
Look. I don't really want to get into the comparison between 240 and 515. Suffice it to say that when a cleric/empath uses 240, the target is dead meat more or less instantly due not only to the extra casts but the boosts in CS. CS works differently from AS. We still need to spend 40 mana to initiate the speed boost and, at my level, still need to spend 40 mana per kill and 4 casts per kill. If we use lesser bolts, which rapid fire does make possible, we're saving some mana but requiring more casts, more time, more risk. And at the end of it we don't save anything due to the 40 mana initial cost. It's not like we're going to spam 901 at 1s per cast. That only really works against incredibly low DS and low armor targets or with 0 RT.
Anyway, it's beside the point. The problem is not rapid fire so much as the fact that bolts are one-dimensional, inefficient, low crit-rate tools that make up basically 100% of the bolting wizard's arsenal. How does Taverkin kill things? Aside from the odd invasion or arena kill, every kill is made with bolt spells. Some targets require ewave/call wind/tremors, but the damage and the kill are always caused by bolts which have no flavor, no additional effects, and very little incentive beyond mana cost to use anything but the most powerful bolt available.
Rapid fire wasn't needed for its power so much as just to clear through the repetition of casting the same damn spell 1000 times in a row each hunt.
~Taverkin
BALEKIA
Re: Upcoming Spell Changes
09/02/2015 09:43 AM CDT
Sort of echoing Tav, but I'm seeing a lot of spells being compared to each other as if everybody had access to every spell. While I guess eventually this could happen (with knowledge enhancives) it's a bit off. For most of us, the power of one spell on it's own can only be considered based on what it allows us to do. Even a spell in the first circle that's AMAZING isn't overpowered if the 19 spells above it provide nothing (although obviously that circle should be internally redesigned, it's just an example).
Overall, please stop comparing one spell to another when they aren't both available to any normal player, and look instead at the overall power/utility within the class itself. You can compare classes, but don't cherry pick two abilities between the classes and compare them. This doesn't work in ANY game. Classes have to be considered as a whole.
Overall, please stop comparing one spell to another when they aren't both available to any normal player, and look instead at the overall power/utility within the class itself. You can compare classes, but don't cherry pick two abilities between the classes and compare them. This doesn't work in ANY game. Classes have to be considered as a whole.
ASPEN
Re: Upcoming Spell Changes
09/02/2015 09:53 AM CDT
>It's not clear that the latter is better than the former, even taking into account that the latter has a CS/AS boost and no mana cost on the successful second chance.
Really, its not clear?
Okay, how much damage do you do on 3 casts in three seconds when you can't ward your target? How much damage do you do when the second or third casts (a third cast is very attainable with lore) has boosted attack strength allowing you to hit the target.
Hint, 0*3 is still 0.
One spell is clearly better.
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 09:56 AM CDT
To illustrate the point, let me describe how I hunt currently and take a guess as to how I will hunt post-rapid fire:
Lich in the room with or without anything else? Call wind. Follow with cone if multiple enemies present, major shock if not.
Siphon in the room? Rapid shock. With a fetish master? Ewave. With a lich? Call wind. Cone if multiple enemies.
Cerebralite? Rapid shock. Unless lich/fetish master present, then call wind. Cone if lich. Rapid shock if master.
Fetish master? Call wind or Tonis bolt (if single target). Rapid shock. If a lich is present, cone.
So I use a lot of call wind, a lot of cone of lightning and major shock, a lot of rapid shock, and a little bit of Tonis bolt and E-wave.
With the new changes?
Lich. Call wind. Major shock. No change there.
Siphon? Major shock. With masters? Ewave, cone. With a lich? Call wind, cone.
Cerebralite? Major shock. Lich/master? Call wind, then cone.
Fetish master? Call wind or Tonis bolt (single-target). Major shock. If multiple enemies, cone.
So the only thing that changes with the removal of rapid fire is rapid shock is replaced with major shock.
Now I will admit that on plane 4 I use rapid shock and nothing else, mostly because it works and nothing else does. Take away rapid fire and the only thing that changes is I now cast major shock instead, I have to wait for crawlers to attack me before I can hit them or I waste vasts amount of mana plinking them for minor stuns, and I need to use ewave to keep crusaders from regenerating. I'm going to be spamming major shock for all of the damage just as I used 901 for all of the damage previously.
When Wyrom came here and mentioned that the point of changing the "big 3" was to encourage us to use other spells, he seemed to be under the impression that we were receiving a class review or that something in the ELR would fundamentally change the way we hunt. I know the ELR isn't complete, but is this actually going to be part of it? As of right now I'm just not seeing it. Where I hunt, in every instance where I formerly utilized 901 I am now using 910 instead. 901 is no longer on the list, but nothing new has been added. Was this the intent?
~Taverkin
Lich in the room with or without anything else? Call wind. Follow with cone if multiple enemies present, major shock if not.
Siphon in the room? Rapid shock. With a fetish master? Ewave. With a lich? Call wind. Cone if multiple enemies.
Cerebralite? Rapid shock. Unless lich/fetish master present, then call wind. Cone if lich. Rapid shock if master.
Fetish master? Call wind or Tonis bolt (if single target). Rapid shock. If a lich is present, cone.
So I use a lot of call wind, a lot of cone of lightning and major shock, a lot of rapid shock, and a little bit of Tonis bolt and E-wave.
With the new changes?
Lich. Call wind. Major shock. No change there.
Siphon? Major shock. With masters? Ewave, cone. With a lich? Call wind, cone.
Cerebralite? Major shock. Lich/master? Call wind, then cone.
Fetish master? Call wind or Tonis bolt (single-target). Major shock. If multiple enemies, cone.
So the only thing that changes with the removal of rapid fire is rapid shock is replaced with major shock.
Now I will admit that on plane 4 I use rapid shock and nothing else, mostly because it works and nothing else does. Take away rapid fire and the only thing that changes is I now cast major shock instead, I have to wait for crawlers to attack me before I can hit them or I waste vasts amount of mana plinking them for minor stuns, and I need to use ewave to keep crusaders from regenerating. I'm going to be spamming major shock for all of the damage just as I used 901 for all of the damage previously.
When Wyrom came here and mentioned that the point of changing the "big 3" was to encourage us to use other spells, he seemed to be under the impression that we were receiving a class review or that something in the ELR would fundamentally change the way we hunt. I know the ELR isn't complete, but is this actually going to be part of it? As of right now I'm just not seeing it. Where I hunt, in every instance where I formerly utilized 901 I am now using 910 instead. 901 is no longer on the list, but nothing new has been added. Was this the intent?
~Taverkin
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 09:58 AM CDT
<Really, its not clear?
<Okay, how much damage do you do on 3 casts in three seconds when you can't ward your target? How much damage do you do when the second or third casts (a third cast is very attainable with <lore) has boosted attack strength allowing you to hit the target.
<Hint, 0*3 is still 0.
<One spell is clearly better.
LoL You crazy dorf! This is such a "V" argument! I love it!
~Taverkin
<Okay, how much damage do you do on 3 casts in three seconds when you can't ward your target? How much damage do you do when the second or third casts (a third cast is very attainable with <lore) has boosted attack strength allowing you to hit the target.
<Hint, 0*3 is still 0.
<One spell is clearly better.
LoL You crazy dorf! This is such a "V" argument! I love it!
~Taverkin
ASPEN
Re: Upcoming Spell Changes
09/02/2015 10:04 AM CDT
And its not just a made up example either. I use rapidfire (Scrolls, saved from gs3) in invasions, on demons/high end stuff I can't hit at all, or barely, if I need to roll a 90, or I hope a flare fires pushing my over the edge. If I can combine an acuity, ensorcell, and benediction flare at the same time I can get a solid hit in. So I'll rapidfire hoping to brute force it, miss miss miss miss miss miss miss, etc. It is all I can do. Sometimes, even with 117 and mad..er something secret, hitting is still difficult. Of course while I'm doing this some bard or ranger or paladin comes in and kills the thing.
In contrast, if I were an empath or cleric, I'd simply 240 and wham bam thank you ma'am.
240 and 515 are probably about equal when hunting like level or underhunting, where the AS/CS bonus is moot, but for overhunting 240 is easily the better spell.
AMMINAR
Re: Upcoming Spell Changes
09/02/2015 10:05 AM CDT
Sort of echoing Tav, but I'm seeing a lot of spells being compared to each other as if everybody had access to every spell. While I guess eventually this could happen (with knowledge enhancives) it's a bit off. For most of us, the power of one spell on it's own can only be considered based on what it allows us to do. Even a spell in the first circle that's AMAZING isn't overpowered if the 19 spells above it provide nothing (although obviously that circle should be internally redesigned, it's just an example). |
Overall, please stop comparing one spell to another when they aren't both available to any normal player, and look instead at the overall power/utility within the class itself. You can compare classes, but don't cherry pick two abilities between the classes and compare them. This doesn't work in ANY game. Classes have to be considered as a whole. |
Totally agree with you and Tav on this. I was responding to the comparison put forth by someone who I presume plays a wizard; my argument was simply that it wasn't so obviously a valid comparison because there are many moving pieces.
If bolting is really that much weaker at causing critical kills than CS attacks and physical attacks, that's something that should be fixed, keeping in mind the moving pieces there, too. Whirlin had the numbers for comparing bolts versus physical attacks, at least. But a 20% crit-kill rate in 3 seconds is a 36% crit-kill rate in 6 seconds. A 20% crit-kill rate in 1 second is 49% in 3 seconds or 74% in 6 seconds. The real cost is mana. I think it's probably fair that wizards should be able to crit kill as quickly/frequently as anyone else without having to burn ridiculous sums of mana compared to other casters, I'm just not sure (from what I've read) exactly how much bolts need to be changed to get there.
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:05 AM CDT
>Rapid Fire (515): we're mostly happy with the new proposal, but as I suggested earlier, if wizards are interested, we could look at putting the spell in the 540 slot with a 30 second duration, reducing castRT to 1 second, but it would not have a cooldown. If we did this, Temporal Reversion would move to 520 slot (with a small adjustment), and Stone Skin would move to 515 slot.
Also, why is 540 the only available spot? Why not 530, moving 530 to 535? It's already being nerfed, we're paying double the initial mana cost, so why can't we have the same duration?
240's power comes from the extra free mana spirit slayer casts, which flare often, and the fact that said free casts come with massive CS boosts. The proposal to move Rapid Fire to 540 at the proposed costs is also untenable.
If Rapid Fire stays at 515, is it possible to do a reverse seed summation so that it takes more skill to reduce the cooldown but by 2x EMC you could get down to no cooldown? There has to be some incentive to continue to train post-cap. Otherwise, why would people have continued to play wizards instead of just being used for pocket enchanters or buffs and then moving on? That is WHY there are so many wizards running around now.
Also, why is 540 the only available spot? Why not 530, moving 530 to 535? It's already being nerfed, we're paying double the initial mana cost, so why can't we have the same duration?
240's power comes from the extra free mana spirit slayer casts, which flare often, and the fact that said free casts come with massive CS boosts. The proposal to move Rapid Fire to 540 at the proposed costs is also untenable.
If Rapid Fire stays at 515, is it possible to do a reverse seed summation so that it takes more skill to reduce the cooldown but by 2x EMC you could get down to no cooldown? There has to be some incentive to continue to train post-cap. Otherwise, why would people have continued to play wizards instead of just being used for pocket enchanters or buffs and then moving on? That is WHY there are so many wizards running around now.
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:08 AM CDT
The final overarching point is I still don't understand why you can't just make 515 and 506 self-cast before worrying about having to nerf further within the wizard class. It's almost as if you are protecting everyone else's ability to access these spells and forcing wizards to pay a higher than necessary price in downgrade to keep this option open. This is completely unfair and contrary to how you've treated outside access to 319, 215, 307, 303, 1601, etc. etc.
BALEKIA
Re: Upcoming Spell Changes
09/02/2015 10:10 AM CDT
>> The final overarching point is I still don't understand why you can't just make 515 and 506 self-cast before worrying about having to nerf further within the wizard class. It's almost as if you are protecting everyone else's ability to access these spells and forcing wizards to pay a higher than necessary price in downgrade to keep this option open. This is completely unfair and contrary to how you've treated outside access to 319, 215, 307, 303, 1601, etc. etc.
Agreed.
Agreed.
HJELTE
Re: Upcoming Spell Changes
09/02/2015 10:11 AM CDT
Haste (506): we're still iterating over a new design for the spell. We'll release more details in the near future. |
At least this is much more political than saying that're gutting it!
Rapid Fire (515): we're mostly happy with the new proposal, but as I suggested earlier, if wizards are interested, we could look at putting the spell in the 540 slot with a 30 second duration, reducing castRT to 1 second, but it would not have a cooldown. If we did this, Temporal Reversion would move to 520 slot (with a small adjustment), and Stone Skin would move to 515 slot. |
I think that it's a little ridiculous that the new proposal is to do 2.5x the mana cost, reduced potency, and reduced duration. And we're expected to be happy about it.
Cone of Elements (518): there will be a CAST and EVOKE version. EVOKE is the new alternate way to cast certain spells, which is similar to CHANNEL, except it doesn't cause roundtime. It will serve no role outside of making a spell function slightly different than the CAST version. When the spell is CAST, it is player friendly and will affect (2 + 1 per 75 Elemental Mana Control skill) targets. When it is EVOKEd, it is group friendly only and will affect (5 + 1 per 50 Elemental Mana Control skill) targets. |
So instead of our current 518, we're now getting two versions of the spell, both of which is weaker than our current version in two different ways?
Immolate (519): there's going to be a CAST and EVOKE version. The CAST version will be as described before: the base damage is boosted, the instant kill chance is reduced (13% at 192 EL:F ranks), has a chance to deal one additional fire critical ((EL:F ranks / 1.5)% chance), and does not cause any roundtime to the target. The EVOKE version will not be able to instant kill the target, does not benefit from the extra EL:F crit, does not have the enhanced base damage, but it will disable the target similar to the existing version. This should give wizards the choice of how to use the spell (either as a lethal warding attack or as a non-lethal disabling spell). |
So instead of our current 519, we're now getting two versions of the spell, both of which is weaker than our current version in two different ways? Hell, the disabling version should be incredibly buffed if we're still expected to cast a 19 mana single-target disabler subjected to a warding roll.
Enchant Item (925): wizards will be able to enchant elementally flaring equipment that matches their attunement without any lore requirements (but still with a high penalty if they choose not to mitigate it). To enchant other elements will require 100 lore ranks. However, the same Elemental Lore, Water bonus that actively played wizards will be able to use to reduce their temper times can instead be applied to work as phantom lore ranks for enchanting other elements, up to +50. So if a wizard gained the maximum amount of points for a week and only had 50 EL:F ranks, the water lore points could be spent to allow then to enchant a fire flaring weapon. The points would take the place of the missing 50 lore ranks. Ultimately, if you're an active water mage, you can have reduced timer times or be able to enchant more elementally flaring equipment with less lore ranks. |
I still don't understand why this is water lore, and not a factor of CONTROLLING Mana when you talk about infusing. To me, it doesn't make sense that you're going to train in Water lore to be able to enchant fire flaring weapons. I'd rather see the infusion based off of MANA CONTROL, and remove the water lore aiding enchanting other kinds of flares.
Also, this points to a bigger problem with elemental attunement permanence, which needs to be addressed. Especially if it's factored into enchanting. I'd just re-attune to whatever I want to enchant.
I'm incredibly concerned with the direction wizards are heading. We are not the super powered class we've been made out to be, and anything that was seemingly powerful seems to be getting reduced with absolutely nothing to make the class more dynamic, fun, or interesting to play. Everything enjoyable and unique about the class is being removed or nerfed to hell, and we're left as jack-of-all trades class that has 0 niche, except for our buffs... So, no reason to level a wizard past 14.
At the end of this review, if Wizards would given the ability to change classes, that Sorcerers would instantly be the most popular class by a wide margin.
~Whirlin
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 10:12 AM CDT
<If bolting is really that much weaker at causing critical kills than CS attacks and physical attacks, that's something that should be fixed, keeping in mind the moving pieces there, too. <Whirlin had the numbers for comparing bolts versus physical attacks, at least. But a 20% crit-kill rate in 3 seconds is a 36% crit-kill rate in 6 seconds. A 20% crit-kill rate in 1 second is <49% in 3 seconds or 74% in 6 seconds. The real cost is mana. I think it's probably fair that wizards should be able to crit kill as quickly/frequently as anyone else without having to burn <ridiculous sums of mana compared to other casters, I'm just not sure (from what I've read) exactly how much bolts need to be changed to get there.
If rapid fire demonstrated anything it's that you don't necessarily need to hit harder or crit more often to be effective. We could make bolts crit more easily. We could allow them to be aimed. Or we could stick with the primarily attrition-based model and address the reasons why using the same bolt over and over occurs. If rapid fire was making it so that I only used 1 spell, why am I still using only 1 spell without it? Let's answer that question and think about how rapid fire could be used as a solution to that problem. That was the thought process behind my suggestion for a revised rapid fire. How do we get wizards to use bolts of various power and elemental types when they are all basically the same spell? Obviously, we need to change that.
~Taverkin
If rapid fire demonstrated anything it's that you don't necessarily need to hit harder or crit more often to be effective. We could make bolts crit more easily. We could allow them to be aimed. Or we could stick with the primarily attrition-based model and address the reasons why using the same bolt over and over occurs. If rapid fire was making it so that I only used 1 spell, why am I still using only 1 spell without it? Let's answer that question and think about how rapid fire could be used as a solution to that problem. That was the thought process behind my suggestion for a revised rapid fire. How do we get wizards to use bolts of various power and elemental types when they are all basically the same spell? Obviously, we need to change that.
~Taverkin
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 10:15 AM CDT
<I'm incredibly concerned with the direction wizards are heading. We are not the super powered class we've been made out to be, and anything that was seemingly powerful seems to be getting <reduced with absolutely nothing to make the class more dynamic, fun, or interesting to play. Everything enjoyable and unique about the class is being removed or nerfed to hell, and we're left <as jack-of-all trades class that has 0 niche, except for our buffs... So, no reason to level a wizard past 14.
Sounds a little panicky, but yeah, pretty much. Nothing is fundamentally different about the way wizards get their work done. We just have less effective tools available to do the job now. Not good enough.
~Taverkin
Sounds a little panicky, but yeah, pretty much. Nothing is fundamentally different about the way wizards get their work done. We just have less effective tools available to do the job now. Not good enough.
~Taverkin
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:15 AM CDT
>I'm incredibly concerned with the direction wizards are heading. We are not the super powered class we've been made out to be, and anything that was seemingly powerful seems to be getting reduced with absolutely nothing to make the class more dynamic, fun, or interesting to play. Everything enjoyable and unique about the class is being removed or nerfed to hell, and we're left as jack-of-all trades class that has 0 niche, except for our buffs... So, no reason to level a wizard past 14.
>At the end of this review, if Wizards would given the ability to change classes, that Sorcerers would instantly be the most popular class by a wide margin.
+1. There haven't been such broad, profession-wrecking changes since Growing Pains in GS3. At that point, most professions suffered through it. This second major downgrade in wizard power is disheartening.
The mana spellup updates and increased durations are all nice and welcome boosts for those at lower levels, but it's a double-edged sword as it also further incentives people to have pocket buff characters. That is why there are so many pocket wizards.
You should be protecting wizard mains by keeping core spells self-cast before nerfing further instead of protecting pocket wizards first and then leaving the wizard mains to pick up the leftover pieces.
>At the end of this review, if Wizards would given the ability to change classes, that Sorcerers would instantly be the most popular class by a wide margin.
+1. There haven't been such broad, profession-wrecking changes since Growing Pains in GS3. At that point, most professions suffered through it. This second major downgrade in wizard power is disheartening.
The mana spellup updates and increased durations are all nice and welcome boosts for those at lower levels, but it's a double-edged sword as it also further incentives people to have pocket buff characters. That is why there are so many pocket wizards.
You should be protecting wizard mains by keeping core spells self-cast before nerfing further instead of protecting pocket wizards first and then leaving the wizard mains to pick up the leftover pieces.
BALEKIA
Re: Upcoming Spell Changes
09/02/2015 10:17 AM CDT
>> So instead of our current 518, we're now getting two versions of the spell, both of which is weaker than our current version in two different ways?
Weaker yes.... but the friendly fire version will still hit at least 4 targets for even a mid-range wizard (150 Skill) and the unfriendly version hits 8. Of all the proposed changes, this is one nerf that I don't really think needs to be fought, since no other class had that much power in a spammable spell, and it still stays extremely competitive.
TANDL
Re: Upcoming Spell Changes
09/02/2015 10:21 AM CDT
For 515, what would the lore tie in turn into if it switched spell slots? There was no mention of that.
For Cone/Immolate/Evoke goodness, they look great, not much else I can say about it.
Tal.
For Cone/Immolate/Evoke goodness, they look great, not much else I can say about it.
Tal.
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:24 AM CDT
Also, I'd still like to see an example of another spell that requires TWO different lore types PLUS a major, costly skill to get the core benefit. There's all this talk about "design consistency" when wizards appear to have been singled out everywhere specifically with inconsistent design rules vs. other professions. All of this, on top of the cooldowns, etc. is what makes each one multiple times nerfed within the same time, ALL solely to protect outside access to these spells.
That is what is completely unacceptable. If you made them self-cast, to protect wizards first, as has been done to every other "overpowered" spell in the game, the same level of power reduction would not need to be so broadly applied. You basically took what needed a tiny nerf tap and smashed it with a hammer, and we're left to pick up the scraps of what's left over.
That is what is completely unacceptable. If you made them self-cast, to protect wizards first, as has been done to every other "overpowered" spell in the game, the same level of power reduction would not need to be so broadly applied. You basically took what needed a tiny nerf tap and smashed it with a hammer, and we're left to pick up the scraps of what's left over.
AMMINAR
Re: Upcoming Spell Changes
09/02/2015 10:26 AM CDT
Really, its not clear? |
Okay, how much damage do you do on 3 casts in three seconds when you can't ward your target? How much damage do you do when the second or third casts (a third cast is very attainable with lore) has boosted attack strength allowing you to hit the target. |
Hint, 0*3 is still 0. |
One spell is clearly better. |
"can't ward" is an extreme situation. My comparison (as far as it goes) was everyday use. And even if you can't ward your target, the extra strike gets you what, 30, 40% chance of warding, tops, assuming the critter is just barely out of reach? If you're looking for a warding power up, there are better ways to go; this is just one of a few. Meanwhile, for wizards, where we're generally talking about bolts, which resolve under completely different systems and have even more options for increasing their endrolls (or hit percentage, in the extreme case). Again, these comparisons have to take in the big picture -- it's just too easy to distort relative power of abilities by looking at one effect in one situation.
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:29 AM CDT
>Having a wizard around in the group to throw Haste on squares and semi's makes them very useful with increased damaged from the group as a whole. It's really no different than Wizards spelling people up.
And sorry, but I can't agree with this AT ALL. Wizards are already able to share more defensive spells than just about any profession pre-combat, and that is enough. This trend towards treating wizards as slaves and selling all wizard spells off the shelf at every merchant of the last decade is what got us into this problem to begin with. Haste in combat is a utility spell, that should be reserved for wizards only, before wizards have to pay additional penalties just to keep the option open for themselves.
The same applies to Rapid Fire, which should always have been self-cast to begin with. It's on the restricted imbed list like 215 is. Why isn't it protected like 215, or not able to be cast on others without lores?
And sorry, but I can't agree with this AT ALL. Wizards are already able to share more defensive spells than just about any profession pre-combat, and that is enough. This trend towards treating wizards as slaves and selling all wizard spells off the shelf at every merchant of the last decade is what got us into this problem to begin with. Haste in combat is a utility spell, that should be reserved for wizards only, before wizards have to pay additional penalties just to keep the option open for themselves.
The same applies to Rapid Fire, which should always have been self-cast to begin with. It's on the restricted imbed list like 215 is. Why isn't it protected like 215, or not able to be cast on others without lores?
GS4-VIDUUS
Re: Upcoming Spell Changes
09/02/2015 10:33 AM CDT
And again you've continued to pay no attention to how 519 costs more mana than 1115 or 317 and is in no way comparable to the effect of either without a 240-style booster.
Actually we have. I've two sets spreadsheets with damage/crit that insure the new 519 will be on par with 317. One for old 519, one for new. They include comparisons of results at a creature specific level and damage/crit progression charts. To put it into perspective, roughly 3500 calculations. The new spell won't be as flashy as the current 519 with it's 5 flares, and that makes me a sad panda, but it will be a solid attack spell with appropriate lethality.
It'll now also include the original disabling utility for those that used in that manner.
As to the extra 2 mana it'll cost. As people are so apt to point out when a class primary spell is weaker than a major/minor spell in the same slot - it should cost more! You're comparing a major circle spell to two class circle spells - 2 mana is a small price to pay for equal footing.
...
So, that's my stance on where 519 is heading, and the level of effort and thought we've put into getting it right. You've made a pretty hefty assertion in that it needs increased CS as well as 2-3 hits to be as effective as 1115/317.
I'm listening, what makes you believe that assertion?
Viduus
Actually we have. I've two sets spreadsheets with damage/crit that insure the new 519 will be on par with 317. One for old 519, one for new. They include comparisons of results at a creature specific level and damage/crit progression charts. To put it into perspective, roughly 3500 calculations. The new spell won't be as flashy as the current 519 with it's 5 flares, and that makes me a sad panda, but it will be a solid attack spell with appropriate lethality.
It'll now also include the original disabling utility for those that used in that manner.
As to the extra 2 mana it'll cost. As people are so apt to point out when a class primary spell is weaker than a major/minor spell in the same slot - it should cost more! You're comparing a major circle spell to two class circle spells - 2 mana is a small price to pay for equal footing.
...
So, that's my stance on where 519 is heading, and the level of effort and thought we've put into getting it right. You've made a pretty hefty assertion in that it needs increased CS as well as 2-3 hits to be as effective as 1115/317.
I'm listening, what makes you believe that assertion?
Viduus
KIRKC
Re: Upcoming Spell Changes
09/02/2015 10:42 AM CDT
And I can't disagree with you more. A wizard is not designed to be a combat intensive class. It is a casting class. Support and casting are it's strengths and how it was designed to be. The fact that wizard spells are sold off the shelf means nothing. If you like to solo, good for you. But this game was meant to be a group setting.
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:46 AM CDT
>So, that's my stance on where 519 is heading, and the level of effort and thought we've put into getting it right. You've made a pretty hefty assertion in that it needs increased CS as well as 2-3 hits to be as effective as 1115/317.
Thank you for explaining your stance. 519 is already much more costly to make viable as a hunting option (in terms of extra spell ranks almost solely for CS, extra harness power training, and lores, even if thresholds are reduced) vs. 1115 or 317. For wizards, it's generally a post-cap option that is more often used situationally depending on the creature hunted than not. Generally, it was only used on those creatures that were bolt resistant to begin with, but of course some creatures are fire immune.
Along with rapid fire bolting, it was one of 2 spells that could get the job done, but it was already a gamble as even the previous instant kill rate was lower than needed vs. just throwing more bolts. Often it was used when spirit was an issue and one needed a lethal CS-based spell to get the job done. Whether it's major or profession circle, it's still the only viable and effective CS-based spells wizards had. And it was mostly usable as the panic button BECAUSE of the chance of instant kill at all.
1115 and 317 are powerful on their own, but the true power comes when you combine them with 240. That massive CS boost and free mana casts make it a "power-up on top of a power-up" panic button for when things need to be mowed down in a hurry. With the severe nerfs of 515 AND 519, you've removed both wizard panic buttons. We no longer have a panic button to use when our core bolts have failed and we're stuck and low on mana and can't cough cough to get more because we need spirit to bolt.
Thank you for explaining your stance. 519 is already much more costly to make viable as a hunting option (in terms of extra spell ranks almost solely for CS, extra harness power training, and lores, even if thresholds are reduced) vs. 1115 or 317. For wizards, it's generally a post-cap option that is more often used situationally depending on the creature hunted than not. Generally, it was only used on those creatures that were bolt resistant to begin with, but of course some creatures are fire immune.
Along with rapid fire bolting, it was one of 2 spells that could get the job done, but it was already a gamble as even the previous instant kill rate was lower than needed vs. just throwing more bolts. Often it was used when spirit was an issue and one needed a lethal CS-based spell to get the job done. Whether it's major or profession circle, it's still the only viable and effective CS-based spells wizards had. And it was mostly usable as the panic button BECAUSE of the chance of instant kill at all.
1115 and 317 are powerful on their own, but the true power comes when you combine them with 240. That massive CS boost and free mana casts make it a "power-up on top of a power-up" panic button for when things need to be mowed down in a hurry. With the severe nerfs of 515 AND 519, you've removed both wizard panic buttons. We no longer have a panic button to use when our core bolts have failed and we're stuck and low on mana and can't cough cough to get more because we need spirit to bolt.
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 10:46 AM CDT
I rarely use immolate, Viduus. But I observe the same problem I see with all of the changes to the "big 3". You're taking specs that work, breaking them, and replacing them with nothing. Perhaps immolate wasn't intended to be a one-trick pony. Alright then, where is the coherent plan to replace it with a range of spells to support CS casting for wizards? The addition of a level 2 CS spell is a start at least. What else do you have for us? For rapid fire, too. Okay, rapid shock is dead. Rapid fire is situational use. But bolts are still about the same as ever they were. What do you have for us on that score? Haste? Well, it's up in the air now, but you basically killed war mages with these changes and so far all we've seen are some minor defensive additions that do nothing to address the fact that a wizard without haste is not effective with weapons. What is going to make playing a warmage fun, effective, and unique in the absence of haste as their defining asset?
~Taverkin
~Taverkin
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:48 AM CDT
>A wizard is not designed to be a combat intensive class.
And I couldn't disagree with you more. Wizards in any fantasy RPG are meant to be powerful, combat characters. When I think wizard, I think Gandalf, coming in to mow down the hordes and save the realm, not the ancient mage sitting in a corner waiting to buff up whoever else is running in to save the day. Same for sorcerers.
Clerics and empaths, there are your utility and support characters. Regardless, every pure is meant to be able to be powerful in combat these day, and by the currently proposed standards, wizards will fall far below the bottom of the heap.
And I couldn't disagree with you more. Wizards in any fantasy RPG are meant to be powerful, combat characters. When I think wizard, I think Gandalf, coming in to mow down the hordes and save the realm, not the ancient mage sitting in a corner waiting to buff up whoever else is running in to save the day. Same for sorcerers.
Clerics and empaths, there are your utility and support characters. Regardless, every pure is meant to be able to be powerful in combat these day, and by the currently proposed standards, wizards will fall far below the bottom of the heap.
STIDHAMT
Re: Upcoming Spell Changes
09/02/2015 10:50 AM CDT
moving 515 to 540 would be horrible. Pretty much have to be well post capped to have any use at all. Its worse than the cooldown changes
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 10:51 AM CDT
<And I can't disagree with you more. A wizard is not designed to be a combat intensive class. It is a casting class. Support and casting are it's strengths and how it was designed to be. The <fact that wizard spells are sold off the shelf means nothing. If you like to solo, good for you. But this game was meant to be a group setting.
You're both right. I don't want to see haste made self-cast. Nor do I want to see wizards given a heavily watered-down version of haste that is inadequate to their needs specifically because it is not self-cast. What to do?
~Taverkin
You're both right. I don't want to see haste made self-cast. Nor do I want to see wizards given a heavily watered-down version of haste that is inadequate to their needs specifically because it is not self-cast. What to do?
~Taverkin
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:53 AM CDT
>If you like to solo, good for you. But this game was meant to be a group setting.
And actually, all of my younger characters don't solo, but they DO all hunt without haste. Haste is not a necessary group combat spell, and keeping combat viability open to others is not a reason for wizards to pay for unnecessary penalties to keep this ability open.
Every profession is balanced to hunt differently, and that includes without haste. Balancing spells for a profession should always start with keeping the interests of said profession in mind as the first and foremost end users.
And actually, all of my younger characters don't solo, but they DO all hunt without haste. Haste is not a necessary group combat spell, and keeping combat viability open to others is not a reason for wizards to pay for unnecessary penalties to keep this ability open.
Every profession is balanced to hunt differently, and that includes without haste. Balancing spells for a profession should always start with keeping the interests of said profession in mind as the first and foremost end users.
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 10:55 AM CDT
>As people are so apt to point out when a class primary spell is weaker than a major/minor spell in the same slot - it should cost more! You're comparing a major circle spell to two class circle spells - 2 mana is a small price to pay for equal footing.
I'm also pretty sure the rationale behind putting Immolation in 519 was to encourage people to train in the Major Elemental spell circle at all. It doesn't matter that it's a Major circle when only one profession can access it. So don't try to compare that to Major Spirit.
I'd be perfectly happy for you to move 519 to 917, except I'm pretty sure that would be turned down because then there would be zero reason to train in the 500's.
Since Charge Item is only used situationally, with the downgrade in power, I would also be fine for you to move Immolation to 517 and Charge Item to 519.
I'm also pretty sure the rationale behind putting Immolation in 519 was to encourage people to train in the Major Elemental spell circle at all. It doesn't matter that it's a Major circle when only one profession can access it. So don't try to compare that to Major Spirit.
I'd be perfectly happy for you to move 519 to 917, except I'm pretty sure that would be turned down because then there would be zero reason to train in the 500's.
Since Charge Item is only used situationally, with the downgrade in power, I would also be fine for you to move Immolation to 517 and Charge Item to 519.
LADYFLEUR
Re: Upcoming Spell Changes
09/02/2015 11:01 AM CDT
Rapid Fire really should be self-cast only, but if not, it should require a high lore component to access the other-cast ability as 211, 215, and 219 do. That should come first before all of the other cooldowns and penalties you're proposing.
GS4-ESTILD
Re: Upcoming Spell Changes
09/02/2015 11:01 AM CDT
BLACKKOBOLD |
Any thoughts on the versions I've proposed which apply the reduced RT to bolts -2s for 901 and -1s for 906 with a multi-cast effect? |
There are no plans to give wizards an always active ability to cast Minor Shock (901) in 1 second of castRT with the ability to also multicast.
GameMaster Estild
BLACKKOBOLD
Re: Upcoming Spell Changes
09/02/2015 11:06 AM CDT
<There are no plans to give wizards an always active ability to cast Minor Shock (901) in 1 second of castRT with the ability to also multicast.
So if I tweaked it back to a variable chance on cast for RT reduction based upon training that could gain traction? And did you have any thoughts on making changes to bolt spells? Do you even agree with my position that bolt spells are simply too similar and result in the same problem as rapid shock (minus the OP'ness?) - using the same tool for everything? A little more information on what you're thinking would be helpful.
~Taverkin
So if I tweaked it back to a variable chance on cast for RT reduction based upon training that could gain traction? And did you have any thoughts on making changes to bolt spells? Do you even agree with my position that bolt spells are simply too similar and result in the same problem as rapid shock (minus the OP'ness?) - using the same tool for everything? A little more information on what you're thinking would be helpful.
~Taverkin