Wizard TL Report Feedback

Therrik, Wizard team leader, posted the "Wizard Report v1.64 Feedback" over on Camelot Vault's DAoC TL Reports forum:
    Damage / Utility – Last report’s feedback said that more damage was unlikely, and that instead utility should be considered. As such, here are some suggestions to round a wizard’s damage out with some utility.. We're aware and on board with the issue facing Wizards regarding their lack of utility and unexceptional damage. We have some ideas on some creative and unique abilities that should address this, unfortunately we won't be able to get these in for 1.65.

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Issue Needs to be Addressed
# Sep 18 2003 at 7:58 PM Rating: Decent
I Strongly recommend, if you have not, to read that post by Therrik. I agree with almost all of what is on there. First, my idea of the wizard for Albion was to be the ultimate damage dealer in the game but with low health. Period. Instead, I have found out first hand, wizards have absolutley no more power than any caster from other realms designed, like the wizard, to be high damage dealers. The big difference is the other casters get much more useful 'utility' spells. There are 3 realms to choose from, and each should have similar, but not identical, classes. Each having the same general purpose, but different ways of accomplishing it, and compensation made up for where they lack compared to other casters.

As a response to the post about volcanic pillar being too strong. I would like to say... ARE YOU NUTS!? Thats the one thing we can get as a usefull RA for RVR combat. Once again i stress the point of wizards suppost to be doing a LOT of damage all at once. If a zerg can be outfitted with a few wizards capable and quick enough to cast simultaneous VP's around the same area and time, than the enemies should be dealt the amount of damage from both, and only reduced a small amount as not to be sure-fire instant death. I'm sure an argument could be, and has been, made that doing a massive amount of damage like that can ruin some aspects of combat, such as giving the enemy a chance to fight. But it should not be a simple matter of 'who has more people' to determine who wins a fight. The strategy used, such as syncronization and concentration of damage should be as big a part as numbers.

In regards to changes to Specifications:(Ideas of something a wiz could use or lacks)

Earth: This is a nicely rounded spec that lacks one thing... a good direct damage. It should not be comparible to the damage fire can do, but be very fast casting to be used as a complement to the strategy of DOT's. For the regular line, there should be more self armor buffs that can raise the casters resistance of other spells, much like the cleric and friar resist buffs. For the spec line, group buffers would make wizards more useful to have around in a group where magic might not be nearly as affective as melee, much like the idea of having an earth theurgist.

Ice:This spec has a very nice idea for grouping or situations where your not the only taget. The debuff and speed decrease in the liquification line are clearly designed to help not just the caster. It is not, and should not be changed for solo activity. The PBAOE has amazing damage that is over two times as powerful as the fire's AE. There is a very complicated and risky strategy involved, but the damage can be more than worth it if you know how to pull it off. As for buffs, which they have none, a group or targeted melee buff that decreases the melee and/or movement speed of enemies would be original and useful.

Fire:This is where my big problem with wizards arises. Wizards are the big damage dealers of Albion, yet they have very little other use except for that. This would be OK, if we could do the damage we sacraficed other abilities to get. One or more of the following changes would increase the effectiveness of wizards all around.
1. Speed at which nukes are cast
2. Lessened/shortened inturrupts
(Instants cast on a wizard will prevent them from casting for up to 3 seconds waiting for recast after initial cast, then another attempted cast which is also inturruped and another wait for up to three seconds before the wizard can start a successful cast. This is a worse case scenario of course, and is not always that long)
3. More damage dealt per Nuke/AE
4. A reactive buff that deals damage to ranged attacker.

These are just some ideas i had off the top of my head. Im sure there are problems with them and having all off these abilities would make wizards unfair. Although, some changes similar to these could make wizards more effective, while not over powering them. Obviously Mythic knows more about how changes like these would affect gameplay. And again, i stress that I do not think all, or even most, of these changes, or ones like it, should be made. Rather a few that would not overpower the wizard, but still make him/her more potent should be thought about. I would love to hear what other people think should be changed and what should not.

Thank you for reading.

-Arklem
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