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How have the changes affected your wizard? 01/22/2016 01:12 PM CST
From the Elemental Lore Review from the end of last year to these recent spell changes... how has all of this affected your wizard? Have you used your fixskill? Has your hunting style changed? Whats better? Whats worse? Talk about your character!

My air attuned level 44 Burghal gnome wizard in GOS using crossbows with 25 ranks EL:A and 25 ranks of EMC has seen an improvement overall. Not a huge improvement but little tid-bits here and there that definitely makes him better than without them.

A little history: He's been using crossbows from the start. I played around with spells here and there, and wands, but he was almost singularly kneel, fire, stand, cock, load, kneel, fire, stand, cock, load after learning 506 Haste. It worked really well. Sure, I would screw up hitting my macro sequence sometimes and fire before I loaded leaving him kneeling in offensive, and then rightfully getting thrashed for it. Or some mob getting a lucky shot in when he was cocking as that throws you into stance offensive and hard RT. He's been living with being in offensive in hard RT while kneeling his whole life.

Before the changes he already had some benefits from EL:A being the bolt version of 505 Hand of Tonis, an improvement to 506 Haste and 511 Disk. He was also trained enough to finally reduce his fire and cock round times to 1 sec. with a heavy crossbow.

The ELR at the end of last year gave him some more perks which were all gain. Being Air attuned and having 24 ranks in EL:A the ELR added:

Better EBP though 911 Mass Blur
Improved 504 Slow for two targets and more RT
502 Chromatic Sphere which is a wonderful low level spell
Improved 918 Cone of Elements

When the recent spell changes hit he was 30 ranks in each of the spell circles with the plan to go to 540 Temporal Reversion. I used the free fixskill to back him back down to 920 Call Familiar so he could get 535 Haste and 540 Temporal Reversion since that was what I wanted for him anyway. Enchanting has always been on the low priority list so it didn't hurt and he barely used 930 Familar Gate.

The big adjustment for me was Quickstrike. I think Quickstrike is a really elegant solution in this whole review. One of the reasons I had my wizard join GOS is because I knew he would be sitting on a bunch of stamina going to waste otherwise. Well its going to good use now!

In my case I can keep hunting as long as I want because he is at the point where shaving off a couple of seconds isn't very stamina costly. He still has 1 sec. fire and cock RT. It has been a learning process. It has changed my macros and how I have them set up. But it really is no different from the old 506 Haste. Yes, sometimes 506 Celerity will drop before I can hit the macro that eats up more stamina than I would like. But then even the old Haste would drop leaving him in stance offensive sometimes while kneeling.

They way Quickstrike works it will automatically reduce your RT without using any stamina and will not drain stamina if Celerity drops if you do not specify it to reduce the RT more than it already does. If his stamina is too low to reduce the RT to what I specify it defaults to the automatic reduction and will not induce the overextended stamina cooldown. There will still be an RT reduction. With old Haste that is not the case. If the hold Haste dropped he was stuck in full RT. So in that sense this new system is actually BETTER in this wizard build's case.

Having Haste up for all other RT related tasks 24/7 is awesome. I'm happy taking on a few seconds for everything just to not have to worry about casting it all the time!

The change to 515 Rapid Fire does not bother me because he only ever used it to spell up 404 Disarm Enhancement. Not being a spell slinger the change to 519 Immolation did not affect him at all.

The change to 411 Elemental Blade has given him the ability to create 5x ammo from 0x wood and plain fletchings. With a simple 5x heavy crossbow he has hit is maximum combined benefit of +50AS. Include +30 for kneeling and thats +80AS! With Void flares!

The only drawbacks I have seen that are minor are the reduced amount of RT reduction from Haste doing mundane things.

So, yep, all in all my wizard is in a much better place. One last little note: All of these changes has really made me examine all the spells and lores. My wizard is now a hybrid warmage/pure. With a crossbow always in the left hand he is fully 2x Spell Aim and capable of switching over to bolting/casting when or if needed. Or a combination of using a spell set up/crossbow to the eye combo.

Chad, player of a few
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Re: How have the changes affected your wizard? 01/22/2016 07:37 PM CST

For my warmage character the balance has been decidedly negative.

I was 24 ranks in air lore before, now I require 53 for no real gain, just to keep my RT where it was.

So in exchange for a whole bunch of TPs on a build that was stretched to the limit (which resulted in me having to drop spell aiming am ability I actually liked) I get:

-An extra target for aoe Slow. That's actually an ok benefit, but the spell itself kinda sucks so...
-Groggy 501? I've yet to actually notice this take effect. I use this spell quite a bit so it must have happened by now, although the proc chance is small so who knows?
-Some gimmicky crap on 402 and 405 that I literally get zero use from.
-Weak additions to spells I can no longer afford to use (bolts), referring to 518, 901, 910 here.
-An improvement to 914 that doesn't address any of the significant issues with the spell itself.
-Group version of invisibility. This one is so dumb but probably my favorite out of this list. I'm a silly guy so adding invis to my massies holds a certain appeal.
-Faster player-seeking with 920. I guess that's nice. 5 rounds instead of 6 I think? Still slow though and I already hit that threshold with 24 ranks, so the extra 300ptps worth got me bupkis.
-The ability to hit flying things with my ewave. Somehow it doesn't knock them down, so it's not really useful for me (sleep is better for warmages since it DOES bring them down).
-911. I did get 3 dodge ranks, so I guess that's something.
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Re: How have the changes affected your wizard? 01/22/2016 10:00 PM CST
I was 24 ranks in air lore before, now I require 53 for no real gain, just to keep my RT where it was.
KEITHOBAD


Before the change I had not realized how much of a defensive role Haste played I have to admit. But then I have not noticed that much of a difference at my level and I really enjoy it being stackable now.

I guess we have different way at looking at things. You say "weak additions". I simply see "additions". :)

Chad, player of a few
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Re: How have the changes affected your wizard? 01/22/2016 11:19 PM CST
My warmage just dropped 24 ranks of earth lore for another 24 of air lore. The only adverse effect was losing 3 from her weapon AS. Well, and losing a bit of the earth lore perks. I could probably have gotten away with less switching, or possibly none at all, but I didn't want to be bothered with the quickstrike nonsense before every attack.
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Re: How have the changes affected your wizard? 01/23/2016 01:04 AM CST

I guess we have different way at looking at things. You say "weak additions". I simply see "additions". :)


If they were free, I'd totally be with you!

But nothing in the elore review feels worth sinking TPs into (unlike Sorc lores which both have very solid benefits). After getting forced into buying more to keep my playstyle, I can't help but continue to feel it's just a terribly limp list of "additions" for the price.

All the of the 15% proc chance or less effects (which is most of elore) just really feels lame to me. Specializing in a narrow field of study shouldn't result in being able to rarely pull a lucky fluke. If you are a dedicated specialist, your proc chance should be 100%, you're a freaking leading expert in the field! The way they combined fire lore with 415 is a positive example of how it SHOULD work.
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Re: How have the changes affected your wizard? 01/25/2016 01:12 PM CST
Some things are better that I enjoy, like making 535 stackable so I don't have to worry about it.

I've had to change my hunting "style" to make things work so I can stay alive long enough to actually learn something. I was doing pretty well on my last attempt and then somehow was crit killed by a 1 point hit and a lightning flare off of a scout weapon that fried my larynx shut.

I am not thrilled I have had to change what I want MY Wizard to be like in order to hunt effectively. I had to drop from 60 ranks of Air Lore. I'm at 24 Air and 44 water at the moment but still need to do some tweaks. I've gotten good help by others who say to try out Fire but I really don't want to be a Fire Mage. I have a Sorcerer who likes to play with fire...

So, it's definitely forcing me to learn new ways to hunt. My Wizard is 93 and at a tough level as it is. Like I said, he was actually doing fairly well with 512, 903, and 505 if I made sure to be choosy as to what I was going for. But OTF swarms quickly and that makes me usually have to be on the run.

I'd love a few more fixskills so I could find the right balance. I was lucky to save one from last year, use it to change just before we received the free one so I have one waiting for another change.

I wish there were more lore trainings above 202 and that they were cheaper to train in if they're going to make us use these lores as much as they've spread them out - or change how some of the spells operate at least.

Like I said, one example would be Stone Skin. Why is it just limited to Earth Lores and why can it not be multi-lored depending on what Lore you want to focus in or Element you Attune to since they really want us to attune to something.
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Re: How have the changes affected your wizard? 01/25/2016 02:17 PM CST
The changes affected my wizard in the sense that I can no longer play it the way I played it for years, which was a 202 fire lore immolate build. Air lore is pretty much mandatory now, and fire lore does almost nothing for Immolate anymore.

The investment of 202 ranks of fire lore (or any heavy fire lore in general) doesn't pay off anymore.

The only true benefit I see with fire lore at all now is picking up 100 ranks to guarantee 415 double casts, which isn't even a wizard spell. But it's still currently better than Immolate, both for damage and also as a disabler most of the time, since it usually knocks the target down in addition to doing a lot of damage.

Wizards are currently stuck in a state of mediocrity that offers no rewards for dedicated lore training, and they're a lot more boring to play than they were 11 days ago.

I still see no reason for Rapid Fire having a cooldown when self cast other than "just because", as the 1 RT minimum should be more than enough fix the problem staff had with the spell. Throwing a cooldown on top of that is just rubbing salt in the wound.

It took them almost two decades, but Simu has finally managed to drain all the fun out of the class I never didn't have fun with. As a result, right now my wizard is semi-retired, and is mostly just being used as a bot to level my bard with, with an occasional hunt here and there before being reminded after a few minutes of how mind numbingly boring being a wizard is now.

If the bard turns out to be boring (so far it's pretty fun though) and nothing is done with wizards to make them interesting again, I'll probably just cash out, regrettably, and treasure the memories from before wizards were nerfed into the ground without even so much as a "buffs coming RSN to compensate" post to go with it.

But yeah, "balance"...it's all the rage these days at least if reducing your population in a 30 year old niche text game even more than it already has been is the end goal.

~ Methais
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Re: How have the changes affected your wizard? 01/27/2016 07:55 AM CST
<All the of the 15% proc chance or less effects (which is most of elore) just really feels lame to me. Specializing in a narrow field of study shouldn't result in being able to rarely pull a <lucky fluke. If you are a dedicated specialist, your proc chance should be 100%, you're a freaking leading expert in the field! The way they combined fire lore with 415 is a positive example <of how it SHOULD work.

I would say the chance of triggering effects should relate to the power of the effect. As you point out, the most powerful effects by far are simply training more air lore for less benefit than we received previously without lore. And with nothing announced to add to or significantly alter the wizard playstyle, I expect I'm not the only wizard feeling disappointed.

I'm still holding out hope they'll come up with a plan to fix this and make lores into what they should be. I'm not a game designer, but if I had to guess at a starting framework: mark every rank threshold - the range at which a wizard is forced to choose between one lore and another. For instance, if the max were an even 200 ranks you could split your lores 4 ways at cap, making rank 51 the point at which you are able to force a choice between lores.

The way I see it, the power of the effects in each lore type should be tiered based upon what you have to give up to receive the benefit. Each rank threshold represents a higher tier. Plenty of low-hanging fruit to justify generalist builds at cap and leveling builds along the way. But the really powerful effects should be reserved for the higher tiers and for combo effects between specific lores to encourage hybrids as well as specialists.

The problem I observe with the ELR is that none of the effects are particularly powerful. The slot machine defense is a perfect example of an underwhelming design. While it could certainly work, I see little in the way of progression. We seem locked into this ridiculous seed chart that dictates a long, slow curve of very modest progression. I think I would have preferred making more powerful effects at the threshold points. It would have felt more coherent and, with some really nice buffs balanced by the fact that you can't reach them without giving up powerful benefits in other lores, I think we would have had a more interesting profession.

As it stands, wizards seem pretty much the same as ever in playstyle, but with fewer options and much less power at the cap.

~Taverkin
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Re: How have the changes affected your wizard? 01/28/2016 05:47 PM CST


I feel bad for wizards.however as a warrior that used haste for a lot of things i feel screwed over too. I still need to know who to talk to about paying me for all my haste anklets and bracelets i paid for and are now worthless like haste for warrios for searching duskrin. Qstrike can bite me.

Thank
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Re: How have the changes affected your wizard? 01/28/2016 09:14 PM CST

The changes to haste has left me annoyed with the trip to Icemule from the landing. I was at one second falls and now I am at 3. I have yet to even try an heirloom search the floor task which was 3 seconds and now I think will be 7. Those two changes alone have me wondering what it would take as far as air lore goes to get that down to 1 or 2 seconds and 3-5 seconds.

Pretty huge nerf IMO.

I love 904 which was always a staple of mine as a Bowels hunter, now in bandit/confluence/otf hunting it works great.

As a halfling I am a fire mage who no longer wants to be a fire mage :) That hurts.

I haven't used my fixskills yet as I am still pondering lore benefit vs CS/skill loss. Will probrably just hunt bandits and OTF until I have enough experience to hunt somewhere else.

GBB
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Re: How have the changes affected your wizard? 01/28/2016 09:52 PM CST
I have two wizards. One is a pure bolter, level 62 or so, currently hunting the Stronghold and doing GoS. The other swings a naginata, is level 68, and still hunts the stronghold a bit but has mostly moved on to the krag slopes.

In terms of hunting, the short answer to the question is not much. I have to be a little more careful to make sure celerity does not drop, but I still swing in 1 second most of the time, once in a while 2, and stamina has not been a problem at all.

On the other hand, if we are talking about all of the wizard changes and not just haste and rapid fire (which I never used anyway), I love the changes to 903 and 904. Steam bolt just rocks.

In short, I have not had any issues with hunting since the changes.

In other areas, it's annoying. The changes to haste have certainly slowed down my guild work, and foraging is a pain--the only reason my warmage could do it at all was haste, and that is lost now. So I am not crazy about that part of the change, but it is hardly crippling.

I do wish there was a toggle for quickstrike. But otherwise my wizards are fine.

--David

"At a moment like this, I can't help but wonder, 'What would Jimmy Buffett do?'"
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Re: How have the changes affected your wizard? 01/28/2016 10:06 PM CST
>I do wish there was a toggle for quickstrike. But otherwise my wizards are fine.

What sort of toggle, out of curiosity? I'm interested to hear if anyone has a better suggestion than a stamina cutoff point (which includes zero) for being willing to make swings.
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Re: How have the changes affected your wizard? 01/28/2016 10:09 PM CST
>The changes to haste has left me annoyed with the trip to Icemule from the landing. I was at one second falls and now I am at 3. I have yet to even try an heirloom search the floor task which was 3 seconds and now I think will be 7. Those two changes alone have me wondering what it would take as far as air lore goes to get that down to 1 or 2 seconds and 3-5 seconds.

>Pretty huge nerf IMO.

>I love 904 which was always a staple of mine as a Bowels hunter, now in bandit/confluence/otf hunting it works great.

>As a halfling I am a fire mage who no longer wants to be a fire mage :) That hurts.

>I haven't used my fixskills yet as I am still pondering lore benefit vs CS/skill loss. Will probrably just hunt bandits and OTF until I have enough experience to hunt somewhere else.

I don't know how much exp your wizard has, but when possible you might want to consider 101 fire/101 air. Fire lore is still good for doublecasting 415. And I still see no point in training water or earth, especially over air. I don't know how much RT reduction 101 ranks of air gets you but it's a nice chunk.

~ Methais
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Re: How have the changes affected your wizard? 01/28/2016 10:12 PM CST
>What sort of toggle, out of curiosity? I'm interested to hear if anyone has a better suggestion than a stamina cutoff point (which includes zero) for being willing to make swings.

Just something to be able to set it and keep it on instead of entering it before each attack. I know you can do it fairly easily with macros as is, but it would still be nice,

The stamina cutoff would be excellent too, though.

--David

"At a moment like this, I can't help but wonder, 'What would Jimmy Buffett do?'"
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Re: How have the changes affected your wizard? 01/28/2016 10:31 PM CST
>I don't know how much RT reduction 101 ranks of air gets you but it's a nice chunk.

Haste (535)
If you had only 35 MjE spell ranks and 101 Air Lore ranks, you're RT reduction would be:

X = 80 - ((35/5)-(101/5))
X = 80 - (5)- (20.2)
X = 54.8%

So if you were hit with max 20 seconds from ewave, it would be reduced down to 10.96 seconds (20 seconds x .548) : truncated down to 10 seconds.

If you have 101 MjE and 101 EL:A
X = 80 - 20.2 - 20.2
X = 39.6%

Max ewave of 20 seconds, you'd be reduced to 7.92 (20 second x .396) seconds. However, haste is capped at a 40% reduction max. So you can only reduce the RT down to 40% max of what it was. That means a 20 second knock down from ewave will leave you with 8 seconds of RT.

-Drumpel
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Re: How have the changes affected your wizard? 01/28/2016 11:39 PM CST
<The changes to haste has left me annoyed with the trip to Icemule from the landing. I was at one second falls and now I am at 3. I have yet to even try an heirloom search the floor task which <was 3 seconds and now I think will be 7. Those two changes alone have me wondering what it would take as far as air lore goes to get that down to 1 or 2 seconds and 3-5 seconds.

Unfortunately, the new haste is capped at 60% RT reduction. You can never reduce anything above 4 seconds down to 1 second with the new haste. As opposed to the old version of haste, where a capped wizard with 2x air lore and 1x MjE could reduce 8 seconds to 1 second.

~Taverkin
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Re: How have the changes affected your wizard? 01/28/2016 11:43 PM CST


I'd appreciate it if a staff member could finish the Haste Wiki page in plain English. I still don't get it. Usually Taverkin and I just don't agree, but even he said it was poorly written, and it looks like several others are confused.
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Re: How have the changes affected your wizard? 01/29/2016 12:20 AM CST


Well Heirloom searches are under 506 formula I believe which can get to 1 second from what someone wrote earlier. (way back when on these boards which can no longer be found by me.)

The Wiki has search/forage -3 at 21 ranks, -4 at 46 ranks, -5 at 71 ranks, and -6 at 96 ranks and -7 at 121 ranks (where I was at 24 ranks in air lore before), but it goes down to -10 at 196 ranks which would be 1 rt no matter what when searching for heirlooms....yay for air lore wizards?!


The icemule trail fall is 535 I guess so that will be 40% of 6 seconds which is 2 seconds minimum I guess. I don't know if that one second difference is worth investing in air lore in and of itself but for heirloom searches for sure.

GBB
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Re: How have the changes affected your wizard? 01/29/2016 12:31 AM CST
It doesn't make sense to me that the 535 form of Haste cannot be brought down to the same standards as the old one. It was moved up to a 35th level spell slot and had half of its abilities stripped out. It should be possible to reach the same thresholds as the old Haste on the defensive end, perhaps with more lore, but it should still be possible.

The idea was to nerf haste to bring game-wide balance. Well, no one but Wizards will be accessing 535. If there is ground to be made up for Wizards, it makes sense to start here, on your brand new 35th level defensive spell.
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Re: How have the changes affected your wizard? 01/29/2016 01:38 AM CST
<I'd appreciate it if a staff member could finish the Haste Wiki page in plain English. I still don't get it. Usually Taverkin and I just don't agree, but even he said it was poorly written, <and it looks like several others are confused.

Did I say that? What I meant to say is that the haste wiki page is a masterwork of the English language...and you smell.

~Taverkin
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Re: How have the changes affected your wizard? 01/29/2016 11:26 AM CST
But what does she smell like?

~ Methais
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Re: How have the changes affected your wizard? 01/29/2016 11:56 AM CST
Not here, gents.

Doug
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Re: How have the changes affected your wizard? 01/30/2016 09:16 AM CST
>Not here, gents.

It could be roses for all you know!

~ Methais
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Re: How have the changes affected your wizard? 01/30/2016 10:41 AM CST
Yes, yes indeed it could!

But a gentleman never discusses a lady's condition publicly. Feel free to drop her a direct note expressing swain condition over such matters.

;)

Doug
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Re: How have the changes affected your wizard? 01/30/2016 12:23 PM CST
>sniff Allereli

>She smells just like Allereli.

I guess that settles that.

~ Methais
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Re: How have the changes affected your wizard? 01/30/2016 12:50 PM CST
>>I guess that settles that.

And here I thought you were seeking out fame and fortune in the Scatter, when I saw you zipping by in IMT today.

Silly me.

Doug
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Re: How have the changes affected your wizard? 01/30/2016 01:10 PM CST
Scatter has money? Since when?

I don't believe you!

~ Methais
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Re: How have the changes affected your wizard? 01/30/2016 01:21 PM CST
That's the seek part of 'seeking fame and fortune'.

Silly you.

Doug
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Re: How have the changes affected your wizard? 01/30/2016 03:55 PM CST
What about fortune and glory?

~ Methais
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Re: How have the changes affected your wizard? 01/30/2016 04:01 PM CST
What can you buy with glory?

Doug
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Re: How have the changes affected your wizard? 01/31/2016 02:44 PM CST
Sankara stones?

~ Methais
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Re: How have the changes affected your wizard? 02/13/2016 01:59 AM CST

I have a level 45 mage and a level 36 mage, both of which I play regularly. I am actually enjoying playing them more. Steam bolts are a lot of fun, I like 502 and the fact that half the time it knocks stuff down sets them on fire etc. The progressive development from bolts is a nice change. I love the variable cone of elements. For me the class seems more flexible now with regard to the spells.

I feel the pain of the higher level wizards, it is pretty easy to hunt at this level. I have always disliked the lore costs, if they were reduced we could do even more with our class. I hope they give us the ability to unattune so that I can more full explore other builds.

On another note, I want golems or elementals. Please give me a golem or an elemental summoning ability for my level 50 wizard spell.
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Re: How have the changes affected your wizard? 02/26/2016 11:52 AM CST
Haste/Celerity is a joke. especially when it comes to group hunts.

Hand of tonis is a joke.(An old change, i know)

lore requirements, a joke.

Immolation....while it's not a often used spell in my arsenal, and never was as effective as it should be for me, due to lack of lore training.(tradeoff for 3x spells) even i can notice the difference. even at 77 ranks of fire lore.

Rapid Fire Change: Has gotten me killed. a lot. I didn't "abuse" it like a lot of other people did. I'm really dreading the next time an Oculoth/Vathor invasion happens.
Re-prepping the spells was kind of a must for me. Boss critters on bountys.....really needed the 0 RT for sure

Positives: the AS boosts of 513! That's it. that's all that's benefitting me, at present. i never use elemental strike.


i made my bones over the past few years involving the use of fire. It was a huge part of my character's backstory, and RP. that being said, there is no way in hell, that i'll be using water lore. ever. period.
As it is, it's a stretch for my character to be learning air lore, or earth lore.


Honestly, i still feel like someone up there in authority has it in for wizards. I mean look at the nerfs over the years. dating back to the early 90s.


this is probably the worst thing to happen in this game since Growing Pains, excepting for possibly(for me) the Treasure System Nerf(which i very much blame on multi-accounting, but that's another rant)
Well, anyway. last year? was the year of Hot Sorcerer Nights. Be proud guys, but they'll get you in the end.

I still feel like i'm being punished for choosing to play a wizard.

~Andrew
Hapenlok
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Re: How have the changes affected your wizard? 02/26/2016 12:00 PM CST
>Well, anyway. last year? was the year of Hot Sorcerer Nights. Be proud guys, but they'll get you in the end.

Sorcerers got it 15 or so years ago, so they paid it up front.

Wizards are paying it on the back end now. So by 2031 we should be good again.

That's only 5475 days away!

~ Methais
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Re: How have the changes affected your wizard? 02/26/2016 08:25 PM CST


>Sorcerers got it 15 or so years ago, so they paid it up front.

Wizards are paying it on the back end now. So by 2031 we should be good again.

That's only 5475 days away!

~ Methais

Until Mister Whatley, or whoever it is decides that it is now sorcerers that are now too uber. Then they get knocked down a peg or two,

But honestly, i really love it when virilenus gets angry.

He reminds me a lot of Ang Lee's Hulk when he rages up.

"Hulk Sad."
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Re: How have the changes affected your wizard? 04/13/2016 06:59 PM CDT
I stopped playing. I check back once in a while, but it's going to take more than some gimmicky ice spell to motivate me to play again.
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Re: How have the changes affected your wizard? 04/13/2016 11:53 PM CDT
Sounds familiar.

~Taverkin
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Unsubbing, For Now 04/21/2016 02:07 PM CDT

I'm out for now, but will keep an eye on these forums (and others) in the event Wizards get a spell review and interesting improvements.

For the benefit of the devs, here are the main reasons why:

1) "Nerf first, fix later"

2) "Slot machine" and

3) No real ability to mechanically differentiate oneself within the class. Right now, it's either just warmage, or pure mage. Immolate and Rapid Fire "builds" are gone, replaced by hollow versions of their former selves. 415 shouldn't be the best warding option wizards have. Channeled bolts? Yeah right.

Note that I think there is a problem with a lot of generic-ness with every class in GS4, not just wizards, but I really see all pure wizards being pushed into one broad-based generic build. If lores, attunement, training, etc. could somehow be all brought together to make some unique-seeming builds (fire mage, freeze mage, lightning mage, earth mage, balanced mage, pure warder, pure bolter, elemental summoner, etc.) that would definitely get me interested again. There should be unique benefits for specialization, as well as balance.

Hope things get turned back around sometime in 2016. Good luck to everyone!
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Re: Unsubbing, For Now 04/23/2016 02:28 AM CDT
Bye for now. Like me, I'm sure you'll return to GS eventually. At least, I hope to!

I also wanted to say that my reasons for leaving were more or less the same.

It's clear to me that the leadership on the development staff didn't see this coming, despite the efforts of many players to convince them. If they didn't see it coming, then that means they don't (or at least, "didn't") have a plan to fix it. If they had replaced the builds we lost with builds supported by lore skills, I never would have left. But where are the builds? If you take away two, shouldn't you give back at least that many?

I'm in agreement that some things needed to change. I also recognize that the ELR was never intended to be much more than the completion of an old project that never made it into the game. However, my expectation was that when the time came for rapid fire to change, the development staff would be ready with a range of additions that would produce distinctive playstyles within the wizard class. That's what we were promised in exchange for giving up the playstyles we enjoyed.

You failed to deliver. Not only did you fail to deliver, but you have yet to acknowledge the problem or communicate your desire to see this through to that conclusion, as far as I know. Until that plan materializes, I can't justify playing this game.

I wish I could say this is the first time Simutronics has mismanaged a project like this (but my first character back in the 90s was a sorcerer. Oops?). Fool me twice? The only reason I'm even here posting on a free account is because I'm hooked on the community. If not for that, this would have been the end. As it is, you probably won't see a dime of my money for years. Just like last time. And it's a shame, because I was sure we had the best APM we've ever had and a talented development staff that had been knocking it out of the park until the ELR came along.

There's some feedback for you, Wyrom. How to turn a fan into a very dissatisfied former customer in one move.

~Taverkin
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Re: Unsubbing, For Now 04/23/2016 10:12 AM CDT
Sounds like your issue is much more than wizards.

My wizard is going strong. In fact the changes have me switching between warmage and pure depending on the situation where before he was straight warmage. Runestaves and bolts served.

Chad, player of a few
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