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Wizard Balancing

Posted: Thu Sep 05, 2024 3:47 am
by KriegEternal

I am a bit new to the server I am well aware, Though I'd like to say that I love theory crafting and went to it right after joining and spoke with a lot of people before coming here with it and several people recommended that I bring my suggestions and comments here.

I have played Wizard for going on 20 years almost exclusively, Across multiple servers, Both PVE and PVP with more than 10k hours in the class itself. I'd like to think by this point I'm pretty well informed when it comes to the class as a whole, how it functions and its behavior in both PVE and PVP. Mind you I will Grant that this is a server I'm not totally familiar with I've just noticed that wizard is in a terrible spot and I figured I'd offer my 2 cents on what might be able to be done to help them come into their own and the wielders of awesome cosmic power they are. introductions outa the way ill get right into it.

1. I had noticed that by and large Wizard damage scaling is almost entirely unique on this server with the vast majority of spells being totally customized on their spell scaling or being slightly altered. with new cantrips and spells... That being said their damage is by far one of the lesser threatening classes from what I've seen. With the implementation of Lore master, allowing basically everyone to Cast Mass heal scrolls at +5 CL and use a potion in the same action a Wizard even using epic magic is unable to out damage someone healing in this method. there are classes that can heal far more than others but by and large. They physically cannot win in a 1 on 1 fight against anyone using this heal method unless the person is mechanically bad. This being said i have a fairly simply suggestion that would help a great deal with this. Wizards by and large get stronger as they take more levels and you have this represented in 20-30 but its really only effective in keeping people from dispelling you which while useful in a fight to keep from being dispelled isn't useful for dishing out your own punishment. I think this concept should be taken a step further starting at level 5 and going forward in increments... Adding in a stacking damage multiplier based off the characters total wizard levels allowing high level wizards to act as the masters of arcane fury they are, Their damage should not be easily overlooked by anyone and they shouldn't be so easily viewed as a walking gold box.

2. This one i might be a bit more biasly grumpy about but i know my point is no less Valid, I am an enchanter Wizard lover. I love playing a control mage. But DC casting in this server is only viable for PVE and before someone says I'm full of it its pretty easy according to everyone i've talked to to get more than 40 in even your lowest save stacking all the various universal saves, Items, and spell craft skill points. which will as i am told by several people only get worse with the new Dweomorcrafting set up that is coming up that will likely add more. This doesn't just affect Enchantment. it is bad for all Schools of magic and ill explain why. enchantment, necromancy, Illusion are the biggest classes for "Save or Suck" spells that either do a lot or do nothing at all. Transmutation, evocation and conjuration have a bit more leeway, but they fall into the problem of Evasion being EASILY accessible to nearly all builds putting them also into the save or suck situation as well. This leaves Divination which historically doesn't really have any Offensive spells save for the power word spells that are based off HP values. Leaving things the way they are renders Wizards unable to meaningfully contribute beyond casting Mass haste, Timestop and Issacs Greater Missile storm. There is no point for enchanters to cast confusion, there's no point for circle of death from Necromancers, Or Weird from illusionists, Fireball from evocation and so on and so on. because the vast majority of players will be effectively immune between saves and prayers. This can be remedied in two ways one i think is easier than the other and one is by adding a whole new class which would REALLY play into the thematic of specialists. solution 1. Add a stacking DC bonus per wizard level, this is a little less... Well flair related but it would work just fine. making it so that Wizards can effectively target players as well as enemies with their DCs, Solution 2. this is probably my favorite as it really leans into the whole specialist bit. Making a Arcane specialist class, (Similar to the Red Wizard of Thay Class. But more widely accessible.) that is accessible only having taken both the spell focus and Greater spell focus feats, AND having 3rd circle spells. The class will then proceed for 10 levels ever second level giving them an additional 1 DC stacking for +5 DC at 10... this will end at level 15 Requiring another 5 levels in another class before allowing Epic Arcane Specialist class levels which will proceed just like the original for and additional 5 DC or more depending on what is required. This would make DC spell Casters significantly more effective in all realms of casting and you could probably add some extra cool bells and whistles depending on school specialist. (This would also tie in great for RW players.)

3. This one is going to seem a bit odd... Wizard is very predictable on this server... Not a bad thing just a note. I think the addition of the practiced spell caster feat would go a long way. This feat adds +4 to caster level that cannot exceed hit dice. allowing a player to take 4 levels of a non wizard class while maintaining full wizard levels. Meaning they could take something like rogue to becoming an arcane trickster, Or fighter to pick up discipline and so on to allow some more build variety in terms of what each wizard is able to do and how they are flavored.

These are just my suggestions i know its a bit long winded and i do apologize i wanted to give as much context on the topics as i could muster in the moment.


Re: Wizard Balancing

Posted: Thu Sep 05, 2024 8:33 am
by Sincra

Wanted to comment a few things from my perspective as someone who has worked on the class semi-recently,
On 1, Wizard is a utility class as far as I am concerned, while many players want to be the most damaging or most powerful there is a niche for wizard in that it is a supplier of goods and a multiplier of power in groups.
I think upping their damage encroaches then on Sorcerer or Invoker who, while they can provide utility, are far more centered on bringing large amounts of specific spells to the table for damage purposes. Which isn't to say Wizard shouldn't get something in this regard but it also needs to recognise it's place in the world as the king of utility and one of the very limited sources of dispels that can instantly change a fight.

On 2, DC stuff is rough and all casters that rely on it are suffering at this time. Part of the issue is we now have infinite casters that rely on the same spellbook as other casters so anything done to vancian will further empower them, and the other part is as you highlight by "Save or Suck", saves for spells that do a gratuitous effect like instant death tend to be what everyone works to avoid impacting them.
Even if such save or die spells are given damage on success, people will still fear them enough that unless that damage is comparable to say IGMS it's going to feel lackluster, and if the death component were removed it will become yet another direct damage spell which is rather difficult to make one more worthy than another for a vancian.
Of course we then see the suggestion of classes to give dc boosts or augmented spells, but this still falls on the same issue.
What it ultimately comes down to is how evasion is oppressive in functionality for any direct damage spell, save or die is scary and has resistances for this reason, and spellcraft giving the saves bonus results in saves being, rightfully, higher.
All this is to say it is far far more complex than slapping some extra DC's on and calling it a day.

On 3, This is already something we tangentially do!
Any Wizard that reaches 21 is given +3 cl that does not exceed level 30.
At level 28, 29, 30 they instead get, respectively,
30 cl and 31 cl vs dispel
30 cl and 32 cl vs dispel
30 cl and 33 cl vs dispel

This is actually better than the feat as this is both free and goes above the level cap to assist their resistance to being dispelled.