-XXX- wrote: Thu Jun 05, 2025 11:33 am
It's justified in an environment where DC spells have a high probability of working even after a single cast, but that's not really the case here. The mechanic doesn't seem to keep anything in check for balance purposes anymore.
For DC spells to be effective the spellcaster needs to string multiple spells together & because spellcasting animations root them in the spot, playing the positioning game can be incredibly difficult in an environment where melee builds asymmetrically benefit from instant sprint. The spell disruption checks then put spellcaster builds on a compound disadvantage in a very unfun way.
This is true.
But only at the top level. I would say that less than 10% of the player base has their saves at 40s. Yes, I got this statistic from the Institute of Made Up Data, but it really does take a while to get a character to 30 and get all the gear needed. Many people aim to tell a story and then move on. Also, not everyone is building optimal PvP builds. One could argue that people who do not optimize their stuff would lose anyway, but that's a bit mean, and no reason not to give them a shot.
Besides, I've actually seen decent pvp'ers run around with a sub 30 will save, because they just never could afford the gear - which often takes considerable effort.
PvP happens at lower lvls as well, and DC very much is a thing there. Be it between "unskilled" players and people without their full gear or build, removing concentration checks would give mages a very significant advantage over other characters.
At the moment, a mage who starts getting smacked usually has to run. If they do decide to take it and roll the dice of fate, then who wins is up to luck. With Concentration checks being removed, the mage will win (almost) every time in such a scenario.
If a melee character without super saves lacks something like Knockdown, then getting into the wizard's face stops being a win condition. It becomes extremely dangerous for the melee... which really should not be a thing. Even if the melee is warded - timestop cast followed by a Mord, and CC could not be stopped either.
Such a buff to casters would also suffer from the "AA Syndrome," which, for a long time, prevented any improvements to ranged being made out of fear of buffing AA.
In this case, it would be called "Warlock Syndrome."
Imagine going up against a warlock that can never fail casting from dmg. Their damage is split specifically to make them unable to break the enemy's concentration, while being vulnerable to it themselves. But not anymore. Oh, did you drop a +100 dmg spell on the blastlock? Doesn't matter; you are getting blasted twice anyway.
Melee characters would not be happy either... The stealthy and elusive warlock would suddenly not have to hide.
There is also the technical side of things to consider. I am not sure how this works, but correct me if I am wrong: the concentration mechanic is shared between PCs and NPCs. Changing the way those checks work would need an entirely new script, unless you'd want NPCs to be subject to the same buff. And I would imagine, not a lot of people would like to have that hasted caster enemy spam IGMS/Meteors until they die.
DC spells are outdated, and concentration checks are also... but one necessitates the other, since DC spells are either useless or extremely powerful - and in the moments when they end up as the latter, they need something to keep them in check.
One solution I can think of is creating a bunch of SUPER endgame items (stuff that would cost A LOT) that bestow significant bonuses to concentration (+10 conc staff and robes... or something. Maybe more class specific gear with like +5s. Make sure warlocks cannot equip those EVER) and make reaching the soft cap bonus of 50 possible. Tone down the concentration DC, maybe remove the +10 it usually gets, and we are golden.
That way, a fully geared mage would be more capable against a fully geared Melee, but the matchup at lower levels would remain untouched.
Melees currently need the gear and save feats to reach the saves needed for top-tier play, and mages would now need the same. The expensive gear, AND the feats - concentration skill foci in this case.
Both sides of the spectrum would need to pay the gear and feat tax, but both end up being almost immune to the other's most dangerous weapon.
Yes, a great axe WM would still break concentration, but those builds sacrifice enough for that to remain the case.