Wizard Changes - 19 Apr
Posted: Tue Apr 19, 2011 4:57 pm
So, before we begin, this topic will remain locked. Its not a discussion. We just wanted to explain to the community the changes that went in and why we came to the find that they were the best methods to manage wizard dps.
First off, we all knew wizards were OP. That was no secret, so complaining that we gimped, or nerfed your character is a bit ridiculous if you ask me. Honestly, I can count the number of people who told the devs about the super high crits/dps that wizards were achieving on 3 fingers. Which is a bit sad in my opinion, that a very game changing bug was being used by a lot more than 3 people, but only a few had the honesty to step up and let us know about the issue.
So now for the changes:
1. Focus effects no longer effect detrimental clickies: Well it was the easiest way to manage the 2.0 fiasco without having to make tons more work for the devs in the code. It was explained before that this was probably going to be one of the main routes to tune down wizard dps. I am working on a new focus line that will effect clickies only, obviously not the wizard 2.0 tho, to help compensate for this change. The % increase however will not be anywhere near what normal spell focuses are right now, at most clickies will receive about a 15% increase.
2. Chaotic Detonation changes: Simply put, a wizard should not be able to chain cast a 11k nuke without running oom, or any kind of strategy/tactic to get high dps. The changes were put in to make CD more of a "GoM just proced, let me use my fancy big nuke" type spell. Wizards should not just chain cast their top damage nuke without any concern, no matter what stage of progression they are in. The damage was increased to 12500 to compensate for the new recast time, that was the medium ground that the devs found best suited for the changes to the spell.
3. Ether Flame changes: Really? No one ever mentioned that this spell (8500 dmg) costed more mana (1900) than CD (1800)? The changes here are all pretty much for the best. Only thing that was reduced, was a recast time was added (1s) to make it a little more managable for dps reasons.
4. Ancient:Core Fire changes: All around I hope no one complains about these changes. Nothing was reduced or changed for the bad here, everything went up a little to help compensate for the changes to CD.
So I hope that helps clarify some of the changes that went in for wizards. The biggest thing here was that we did not want to change any playstyle that players may have developed. You can very much still mash 1,2,1,2 as much as you like, but your DPS will definately reflect it.
Also, if you want to complain or put in a few words/concerns about the changes, send me (Vaion) PMs about it. I was the main dev behind these changes and can explain my thoughts and workings behind it all.
First off, we all knew wizards were OP. That was no secret, so complaining that we gimped, or nerfed your character is a bit ridiculous if you ask me. Honestly, I can count the number of people who told the devs about the super high crits/dps that wizards were achieving on 3 fingers. Which is a bit sad in my opinion, that a very game changing bug was being used by a lot more than 3 people, but only a few had the honesty to step up and let us know about the issue.
So now for the changes:
1. Focus effects no longer effect detrimental clickies: Well it was the easiest way to manage the 2.0 fiasco without having to make tons more work for the devs in the code. It was explained before that this was probably going to be one of the main routes to tune down wizard dps. I am working on a new focus line that will effect clickies only, obviously not the wizard 2.0 tho, to help compensate for this change. The % increase however will not be anywhere near what normal spell focuses are right now, at most clickies will receive about a 15% increase.
2. Chaotic Detonation changes: Simply put, a wizard should not be able to chain cast a 11k nuke without running oom, or any kind of strategy/tactic to get high dps. The changes were put in to make CD more of a "GoM just proced, let me use my fancy big nuke" type spell. Wizards should not just chain cast their top damage nuke without any concern, no matter what stage of progression they are in. The damage was increased to 12500 to compensate for the new recast time, that was the medium ground that the devs found best suited for the changes to the spell.
3. Ether Flame changes: Really? No one ever mentioned that this spell (8500 dmg) costed more mana (1900) than CD (1800)? The changes here are all pretty much for the best. Only thing that was reduced, was a recast time was added (1s) to make it a little more managable for dps reasons.
4. Ancient:Core Fire changes: All around I hope no one complains about these changes. Nothing was reduced or changed for the bad here, everything went up a little to help compensate for the changes to CD.
So I hope that helps clarify some of the changes that went in for wizards. The biggest thing here was that we did not want to change any playstyle that players may have developed. You can very much still mash 1,2,1,2 as much as you like, but your DPS will definately reflect it.
Also, if you want to complain or put in a few words/concerns about the changes, send me (Vaion) PMs about it. I was the main dev behind these changes and can explain my thoughts and workings behind it all.