Could also increase mob AC. Would be an effective way to balance the melee without removing stats from weapons. Everyone knows we all hate to have things taken away or nerfed!
Aesop wrote:Could also increase mob AC. Would be an effective way to balance the melee without removing stats from weapons. Everyone knows we all hate to have things taken away or nerfed!
Yes, this would really help balance things out... but if you are significantly increasing mobs' AC, will it also mean that they will have their HP significally lowered too? I'm not concerned about trash mobs, but mainly raid targets.
POAir and POFear named would be brutal. The fights are already long if you are not a huge guild with a ton of DPS, making the fights longer would be moving them into the near impossible range for guilds without a lot of DPS resources.
Most of the other encounters don't worry me too much, except maybe for the Fennin encounter where time is a factor. You don't want to make that undoable by smaller upcoming guilds. We can't balance everything for a couple guilds who have already geared up from the lower encounters. We have to consider the growing population as well.
There are Rules that govern Wizard only critical chance and modifiers. Why don't we play with then, and adjust the wizards spell efficiency at once all across the board?
there are 2 values we can adjust:
-Critical Chance - 7% by default (all other classes 2%) and -Critical Ratio - 100% default (x2), but can be made more just for wizards (so their critical modifier will be not x2, but MORE, say x4)
we should run a wizard vs a mage considering that mages just got massive dps upgrade in form of pets, wizards spell power should be about 2x of that of the mages.
Also, you might consider adding some spells for wizards that aren't just big one shot nukes... Rains and fast casting nukes are still needed for everyday grouping/grinding/hunting...