Jimjam |
08-15-2022 01:04 PM |
Quote:
Originally Posted by ezigrelnos
(Post 3493144)
so why not just give them clarity instead of only enchanters having it?
wizards are more convenience than optimization, they delete mobs faster than any other class, CC with aggro clicky/root/stun plus evacs/ports so why not let them have an extremely convenient group buff to round it out?
at the very least the stigma of wizards being useless in groups would go away when everyone is begging for crack.
also my idea is to give Rangers Feign Death so they can be competitive with SKs and Monks
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Wizards are all about personal power and overwhelming show of force, not tricks of the mind. The nukes, pbaoes and aoe snares are a good start, and I think any other spells should play to that rather than buffing friends (which is what clarity does). They don't subtly manipulate - they beat physics into submission.
Going with the original post's theme, I'd suggest moving the shaman's PBAoE slow to wizard. Maybe even make it into a rain - to give the feel that the wizard has chosen a point of the battlefield and overwhelmed time itself to make all enemies in that area attack more slowly.
I think stopping time was what their 8 second duration stuns were meant to convey - but of course player stun durations got nerfed early to cap at 4 seconds on due to Whirl til you Hurl abuse, making the wizard stuns completely unmentionable. At least NPC wizards can still stun properly!!
Quote:
Originally Posted by Kich867
(Post 3493145)
Agreed, even the devs noted that Complete Heal was an atrocious design. It completely boxes in their design space for raid bosses. Every single raid boss has to contend with the fact that the tank can be fully healed over and over and over again in an extremely mana efficient manner. This gave them basically one knob to turn. Complete Heal is _probably_ the worst game design choice they made to be honest.
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Well, in the context of when cheal was made (level 50 cap, max hp very limited, naggy/vox/kedge not itemised yet and planes not added) it was fine... just when you got tanks buffing over 5.5k hp with easily attainable gear, and far higher with top gear (some bosses giving 900 hp worth of gear to a character (cough vulak)) CH just got ridiculously op. It's a nightmare on the flipside too for NPC giants/dragons with over 10k hp casting it again and again too because they can't be stun interrupted.
My suggestion to fix it is limit the spell being cast in certain (unexpansioned) locations, like manastone's manaconvert spell.
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