Perhaps from an individual player standpoint. From a module design standpoint, it would be a step forward, or at least towards resolving a core balance quandary: how do you make pve content appropriate for both Vancian and Cooldown spellcasters?Mithradates wrote:Then I apologize for misunderstanding and my tone, however there are key arguments that have been used (not necessarily by you) that immersion is broken or that the server is somehow less fun because of the existence of infinite casting, which is perception based and not a shared truth.Scholar Midnight wrote:[
I didn't mean it that way at all.
Making it less accessible and more difficult to play pure casting characters would be a complete step backwards.
It's probably the biggest balance issue brought about by infinite casters, and after their introduction, many spawns across the module were dramatically buffed to withstand infinite casters (most notably TFs). Saves went up across the board, more critters were added that will fight into darkness, HP got heavily buffed, etc. all in an effort to make content challenging for infinite casters. Unfortunately, it directly harmed the ability of vancian casters, most notably wizards, to do more than buff and summon for extended pve, since little else makes a meaningful and efficient use of their slots. Buffing the Vancian classes isn't really an option, because, with the notable exception of Druid, they're mostly towards the top of the balance heap already. Nerfing the mobs puts infinite casters back on cruise control.
This, I believe, is the core of what SM is getting at with reference to the balance difficulties posed by infinite casters, and why balance of the module would be easier if they were gone.