Wizards...

Explanations please - no flames
Aesop
Posts: 118

Re: Wizards...

Post#21 » Mon Apr 19, 2010 7:32 pm

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!

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Lillu
Posts: 11301
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Re: Wizards...

Post#22 » Mon Apr 19, 2010 7:37 pm

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!


aye, this is my approach! :)

khaliss
Posts: 357

Re: Wizards...

Post#23 » Tue Apr 20, 2010 7:30 pm

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.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

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Tyler
Posts: 4365

Re: Wizards...

Post#24 » Tue Apr 20, 2010 7:45 pm

Beside the one odd encounter, that would merely mean that raids now last 3 mins instead of 2 ;)

Or am i off?
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Aruun
Posts: 576

Re: Wizards...

Post#25 » Tue Apr 20, 2010 7:49 pm

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.

ChaosSlayer
Posts: 1693

Re: Wizards...

Post#26 » Wed Apr 21, 2010 5:38 am

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)

what you guys think?
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Tyler
Posts: 4365

Re: Wizards...

Post#27 » Wed Apr 21, 2010 6:24 am

Sounds good to me. Actually though, i really need to see some parses from good geared/aa'd wizards and chaotic Detonation.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

ChaosSlayer
Posts: 1693

Re: Wizards...

Post#28 » Wed Apr 21, 2010 6:30 am

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.
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Mirak
Posts: 22

Re: Wizards...

Post#29 » Wed Apr 21, 2010 8:04 am

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...

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Tyler
Posts: 4365

Re: Wizards...

Post#30 » Wed Apr 21, 2010 10:05 am

Aye agree. But it's easier to sort out the top damage and go from there (downwards to rains/fast/manaefficient ones etc)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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