malcolm_mountainslayer wrote: ↑Wed Oct 06, 2021 12:10 pm
DCs spell discussion feels like a dead horse being beaten.
We have partial save spells for a reason and we prob can use more, but instant win spells should always be easily counterable. In actual group pvp shadow mages casting weird are still wipong out a couple characters in the first round.
Shadowmages now can still cast maxizmised IGMS too; have a broad tool bucket.
This whole "a fighter can fish for 20 fives times" is a ridiculous comparison as no single attack instantly kills and a mage not going for instant wins can actually attempt 4 debilitating aoe saves in a single round via two thunderclaps (hits all three saves but being deafened isnt so bad) while finding what weak saves might vebout there for best follow up tactic (which might not be dc based if everything out there is strong)
In head on pvp yeah sorceror is better but wizard having more spell foci skills helps in the previously mentioned "find the chink kn the armor". Like you can easily afford evo spell foci for hell.ball plus other wanted foci like conj/trans/illusion/necro/etc.
I agree with most of the points made in this statement but take some issues with the overall conclusions.
A weapon master with a scimitar or falchion has a 10-20 crit range on a X3 multiplier while forcing max rolls on the base weapon dice. Considering that a "flurry" all happens at the same time, and a mage only has d4 hit dice, that "single attack" could very well kill a mage outright, and almost certainly do so with a full round of attacks. Meanwhile, the mage has to HOPE they can land some CC that will buy enough time to stop that from happening (all why enduring attacks of such high damage that they will autofail concentration checks). It's not impossible for the mage to win, but it's a very slanted fight in favor of the attacker. Some other martials, like Barbarian or Ranger, are almost as dangerous to a mage in terms of how quickly their DPS will end a mage's life, and additionally have some built in CC avoiding abilities besides.
I would say instant win spells should be counterable. I argue that "easily counterable" is a stretch in some cases. A CL 30 clarity wand/potion/scroll is still REALLY hard to remove as is, ditto for Death Ward, and both can't be breached. I agree the DC issue is very difficult to balance, however, and slight shifts can make control/kill spells go from "not worth slotting" to "incredibly OP." More spells that can reliably lower target saves would be good, and this time don't make it so the target needs to fail a save for it to do anything (It defeats the purpose, because if a failed save is what's needed either way, then why not just slot a control/kill spell instead?). This means it will take multiple spells in order to reliably land the DC spells that are so feared, and the debuff is easily countered by a simple lesser restoration, so it's not like the addition of these spells would be an unstoppable meta shift.
Another useful idea would be to create more repeatable abilities, outside of the spellbook, that are worth using offensively as backups at level 30. I presume the inifini spells from GSF were made to help with the fact that wizards run out of spells easily and it's 1. Not at all fun to play that, and 2. is a very frustrating result for a class who (more than any other class) has ALL of their bonuses focused toward spellcasting, to the detriment of nearly everything else on their equipment and character sheets. I'm not saying they should have many repeatable/cooldown spells, or the spells should be as strong as anything above 5th level, or that this boon should make them "warlock but better", but just having something worth using at level 30 would be nice. Color spray and Blind/Deaf were a decent start, the other offensive infini-spells...not so much.
All of what I said here should include sorcerers. Outside of Div-dip sorcs (and I just really dislike div dip game balance in general), the class is a bit in need of assistance as well, for similar reasons, even if their style of play differs somewhat.
As a side note: While Great Thunderclap is situationally quite good, the debilitating results are all single-round effects. Considering the limited number of level 7 slots available, it's a mixed bag as to how helpful it will be to spend that slot, and a half-round action (full round if not hasted), in order to MAYBE disable an opponent for one round.