Feedback: Wizard
Greetings adventurers. This thread is for providing bug reports and feedback on the upcoming changes to Wizard in Module 16. If you haven't already please take a moment to read
M16: Overview thread.
The most important takeaway in terms of class feedback is: we are still making changes to class powers, both functional and numerical. We wanted to get your hands on the changes sooner than usual. However, as a result, we ask that you realize what you see on preview will change, sometimes dramatically before launch. If you find your perfect build on preview, it may not be the perfect build on live. Powers you feel are very strong, may not stay as strong. We ask for your patience with these changes.
Finally, there are some known issues going into the initial preview build. Particularly in feats, a number of feats may reference powers that are not available when the feat is unlocked, or in some rare cases, reference powers which no longer exist. We have made a number of changes coming out of closed beta, and it is our short term goal to have these feats updated in the near future.
As always, thank you for taking the time to come check things out on preview, we look forward to your feedback!
Formatting Your Feedback and Bugs
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Comments
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
As a _Control_ Wizard, I did what I thought was a quick-and-close enough redo of boons, feats, etc. Zombie mod at the camp entrance in Dread Ring ripped through me in 3 seconds. Repeatedly. With a Lillend (healing) companion up, 1xR14 bonding, 2xR14 bonding. Conduit of Ice on Tab + Icy Terrain on Q. That combo used to be decent at slowing & killing mobs. No more
I feel that this class is, once again, the misunderstood stepchild still being punished for being OP 13+ mods ago.
The at-will power Scorching Burst could not be slotted in either of my at-will slots.
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
control is much more effective now so are stuns and prones notably shard on tab
also it back to wheel of elements for heals for me and possibly drowned weapons
if not one slot will be wasted for shield on tab just to survive
i had few problems in well of dragons how ever i have all of the boons maxed out and all that give hitpoints
and a fair set of companion bonuses
it is really strange not to be able to slot conduit of ice and disintegrate together
and cw cant be dps / aoe specialist at the same time
i like to pick single target and aoe spells and not have them be governed by paragon
cause then you cannot switch on the fly certain powers in combat unless there is a shrine/ campfire
soloing is going to be hard to impossible for low to average item level/ anti social or guildless players
and people that cant get 5 types x 5 (25) bis companions to get all the synergy bonuses of every modifier type
i dont get it the devs aimed for a more simplified boon system and player feat system
yet introduced a huge complicated companion system requiring dozens of them that is to form new base for power
so powers were simplified and the complication transferred into companions the new ad zen bis sink
I do a lot of dread ring with him atm, and so I went back there because I'm familiar with how I perform there.
on preview, performance is bad
Previous posters mention increased cooldown, and I concur. The encounters as is just don't have the damage output they used to and you can't do them as ofter and it makes for a worse experience.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Wow, I knew the class changes would be pretty steep, but I didn't expect Wizards (and everyone else) to basically be drawn and quartered. Before, subclasses were like 20% of your powers and a tiny bit of your feats. Now they determine half of your powers and all of your feats. PPs now dictate 75% of your character! That is... extreme. I was excited by the name changes and the thought that I'd finally get to play just a Wizard, but instead I get to play an Arcanist or Thaumaturge. The class name means less now than it ever has. WTH. Personally, I would have been fine with getting rid of PPs altogether, at least for the classes that can't spec into multiple roles.
Also, the division of powers/feats. I'm not even sure what the theme between each is, besides throwing more stuff into SS and MoF and calling them by new names. They really just seem like containers to keep >1/3rd of the class away from another >1/3rd for rather arbitrary and undefined reasons. I can't use Steal Time and Conduit of Ice at the same time anymore, or Repel and Disintegrate, and I have no idea why. These used to all be core powers. PPs have severely overreached here. At least Ice Knife and Oppressive Force can still co-exist, but dang.
Feedback
I would strongly recommand to swap Arcanist Tier 2 (top) Feat - Icy Veins with Taumaturge Tier 2 (top) - Snap Freeze. The reason is obvious. Thaumaturge hardly relys on chillstacks, smoulder and rimfire mixup, so having additional source of chill would be a bless. From the other hand plaing Arcanist that doesnt need chill at all because focusing on arcane mastery is much much more important, the obvious choise is to ignore Icy Veins. In my opinion having Icy Veins on Thaumaturge is crutial, in addition it would be a very nice decision dilemma on having Icy Veins or Glowing Flames.
Feedback
i think all around power are messed and have weird synergy as for a dps class here are change i would love to once see on th wizard
1. the first 2 at-will for both path magic missile and ray of frost
2. the first 2 encounters for both path conduite of ice and icy terrain
3. the first 2 daily powers for both path singularity and ice knife
4. the first 2 class features for both path orb of implosion and chilling presence
5. Thaum(elementalist/) : at-wills: storm pillar, scorch and chilling cloud, encounter powers: fanning the flame, sudden storm, icy rays, shard of avalanche, chil strike, class features: Evocation(with arcane presence effect), critical conflagration, storm spell, frost wave.
6. The arcanist could have been synergized with 5e school of divination +scholl of enchantment having self arcane damage boost, accuracy boosts, enemy accuracy debuffs, like, steal time, imprisonment, ray of enfeeblement, repel entagle force, arcane power field when activating a daily power you gain +100% recharge speed +max arcane stacks, making daily power "arcane empowerment" - encounter powers deal 10% more damage and 2xthe effect of arcane mastery stack(this is a good synergy to use on a boss fight).
7. It would have liked to call elementalist( instead of thaum, and have all 3 elements on one path and add lightning charges on cw(when casting lightning powers) and on max stacks, next lightning damage power would consume all stacks and deal + x% damage based on number of charges, the last add a daily power called chaos magic strike where when is casting the cw get max charge stacks, enemies in the area get max chill stacks and smolder, while the power itself strikes the area with lightning storm, meteors, and blizzard.
in general first impression so far all powers dont make good synergy.
There is no build diversity or choice anymore. No IT and steal time. Giving us only one AoE option. How is any of this fun to play? I'm not even touching my CW anymore if these horrible changes go live. Even the base game without any modules had more depth than this. This garbage is worthy of being a mobile game.
BUG:
Int has a Magical Damage Boost of +0. I'm more inclined to play a CW with Dex than with Int.
This can't be what was intended.
Feedback:
Class DPS is worse than pet DPS and so much worse than artifact damage, that you may as well just run around not bothering to attack while waiting for your artifact cooldown to finish.
Soloing (WoD & DR) doesn't seem to be as problematic as I expected, without lifesteal.
It's slow enough that control and avoiding red means something - which is great
I don't get why the cast time of Steal Time is so slow, given the new play style.
Still feels like more of my time gets stolen than theirs
CN was a fiasco. Tank and DPS together could barely aggro a zombie enough to stop it walking into the death sphere. That took forever, with lots of sphere detonations.
When we used mythic artifacts we blow away mobs and bosses in seconds, and when we don't, it was like swimming in quicksand.
In this post I will give my first impressions on the changes made to the
controlwizard. It will probably be a lot, so if you want the tl:dr, just read the cyan-colored text.Preface: On live I play a CW with 14k IL, which includes Level 20 Stronghold Boons. I'm no expert at the class but I've enjoyed the build versatility, especially that I can be a MoF Rene Support or SSM DPS with one class.
Overall Feel: While I can't say too much about which abilities feel better worse yet, I agree with the previous comments that the encounter powers have too long of a cooldown. This is partially because I sometimes have to wait for my cooldowns before engaging the next group of enemies. This could be solved by increasing recharge speed out of combat or by increasing recharge speed on some abilities while reducing their power. Additionally, Daily Powers can be quite strong - too strong in fact (Furious Immolation when it crits) - and I would trade some reduced damage for faster Action Point gain.
Paragon Paths: I like the idea of making paragon paths more important a lot and believe you have found a good baseline for the wizard: Thaumaturge is the cold/fire based choice and Arcanist focuses on lightning/arcane. However, some skills don't make much sense, like Thaumaturge's Repel (since it is Arcane based) or the Icy Veins/Frigid Winds feats of the Arcanist. I would rather see Arcane/Lightning-based feats for the arcanist and Repel could be changed to deal cold damage, add chill and perhaps leave behind a frozen trail (if it complies with d&d lore)
Spell Mastery: One of the most disappointing changes is the partial removal of Spell Mastery Effects. These effects were part of what made the class interesting for me, and I'd gladly give up the 10% damage bonus on spell mastery to have them back. These effects added more interesting choices to character building and an interesting twist to an otherwise underused ability. Should the Spell Mastery effects be exactly like they were before? No! I'd rather have abilities that are both balanced and viable as a normal encounter and in the spell mastery slot. But I don't want that difference to be a 10% damage increase in most cases (Entangling Force pulling nearby enemies - I miss you)
Feats: When I initially read the changes to feats it sounded like the following: Less choices, but more impactful ones. And that sounded great!. With the Wizard I partially got that: I like Feats such as "Directed Flames", "Glowing Flames" and "A Step Above Mastery": They change how a core mechanic, used by many skills behaves. And I encourage you: More of that! I will not go into more detail about individual feats, but generally if you can take some of the boring feats (this applies to all classes) and add some nuance to it - that'd be great. In my opinion, the feats don't have to be perfectly balanced, they also have to be interesting and synergistic, so the player is excited to unlock these or to theory-craft what they can do with a specific feat.
Roles - First Impressions: As I initially stated, I liked how a CW can be a support or DPS in one class, depending on the build. Due to the changes to Roles I fear that I might just think of the CW as "another ranged DPS class". I know that you want to move away from party buffs/debuffs due to the issues it caused in the past, but for the future (Mod 17+) I want to propose some changes to make classes and paragons more unique and to satisfy those who want to support: Add a fourth role: The support! Any 5 man team would consists of 1 Tank, Healer, Support and 2 DPS. The support would deal less damage than a DPS, but provide the party with damage/defense buffs while debuffing the enemy. Same buffs/debuffs should not stack, and therefore parties would always want to run with exactly one Support. The Wizard's Arcanist, Cleric's Arbiter and perhaps the DPS paragon of the Fighter could be re-worked into fitting that role. At least something along those lines, which somewhat brings back buffing/debuffing (not as extreme as before) would be great.
Misc: Lastly, one small request: Since many of these other classes are getting unique UI for blocking/Scales of Judgement perhaps you could find the time to make such a UI for the Wizard's Arcane Mastery stacks as well.
Feedback
With all my regards to whole team who worked on new Wizard New Encounter (Cataclysm) is a cataclysm itself... it is the worst skill i ever seen... range 35' ?? in cone ?? in cilinder ?? what radious ?? it mostly hits one or 2 targets Are you serious about this design and animation ?? couldnt it be a Skillshot aimed on ground circle with radious 35' ?? like old Endless Shard on spell mastery, and some neet meteor fallin of the sky or hellish flames spreading on the ground that with icy terrain look like the FrostFire ground which goes well with rimfire theme ????????????
No, instead we get a lazy flame breath that aim mechanic gives alot to discuss... at least make it a cone that player can hit more than 2 targets a once with this Area of Effect Encounter unlocked at 74 lvl
I waited impatiently for the module, but what I saw pushes me away, you ask yourself why?
I will tell you why.
1. Spell Mastery it's a joke 10% dmg more to use it, why you removed all Spell Mastery Effects.
2. When you are already removing the effects, do something with encounters for example
Conduit of Ice only main opponent has stack chilll but this is aoe sill where are the stack on the other opponents?
Entangling Force pulling nearby enemies where it is?
Chill Strike where is aoe dmg ?
Cataclysm sorry it's a joke ? rysiek86 has a good idea to change it
Rapel this is arcane encounter what he does on Thaumaturge ?
Shard of the Endless where is the control of this ?
Sudden Storm where is the extra lighting attack ?
3. Cooldown can you lower it a little?
Ice Terrain, Fanning The Flame, Ice Rays, Steal Time, Shard of the Endless, Cataclysm dawn to 14 sec cooldawn, if you do not change cooldawns then change the damage for at will.
4. Class Feature Swath of Destruction and Combustive Action OMG it is useless in comparison with Arcanist class feature.
Overall the CW has been butchered and all the joy of playing it has been stolen. Gave up damage to slow frost enchantment to support the party, now completely useless. Now I'm just straight up dps with no heart or soul? Wth is the point of any class now if they're all do the same typical thing?
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
Encounter power cooldowns need to be reduced, or at the very least cooldown speed should be increased out of combat.
In short: Wizard is completely unfinished clusterfuk state, much needs to be done before you release it and not just simple numerical boosts
Totally broken ability bonuses. It shows the minimum % modifier. For example, a 4-point INT boost will affect DMG by only 1%. 90% of all abilities do not give 1% for the insertion point but only for a tiny tenth of a percent. It is not possible to set the default abilities than the preset ones.
Steal Time - Not giving Speed buff on spell mastery. How am I going to throw barbarians into chasm now?
buffer /dps/ chill MoF or SS and with spell on mastery and off mastery
most classes did not have that luxury of so many paths so we (cws) notice the "trimming" feats the most taking theory crafting away /playstyles
the devs were noble and did try to do most classes a 'favor" by simplifying / dumming down effects / paragons to viable ones (cause most classs had 1 or 2 anyways )
but in the case of cw most paragon paths were viable before ...not necessarily for a number crushing perspective but from a fun/rol l perspective as well for players that might have a cw alt
spell mastery effects need to be put back on tab at the very least or synergize/ activate with class feats slotted somehow
also shard of endless avalanche on tab needs to have its second movement push back its impossible to control into mobs and does not always detonate on contact now ..on mastery or off
and thats what made using it on tab fun
now you let it out push and cant correct it / relocate it ..its stun duration and damage work really well now tho
The class feature is "You, as a wizard, have 1 more encounter power slot than other classes." That feels meaningful to me.
It dealing extra damage is just icing. Before you had a situation where there was a best in slot for spell mastery. Making spell mastery less impactful effect wise reduces the impact of that.
It does mean, however, that some powers (spells?) need to be redesigned to have their spell mastery effects on normal use.
But more than that, Arcanist needs to be redesigned to be an arcane build, and Thaumaturge needs focus as well.
And the answer is simple: tactically apply Repel when Rogues are in the middle of duelist's flurry...
While we are open to adjusting cooldowns of specific powers a little bit, we aren't planning to reduce them all down to fast casts. Also damage is directly related to the length of the cooldown, shorter the cooldown, lower the damage.
Also all classes have had powers split between paragon paths.
As for spell mastery, if there are specific ones people would like to see come back we can discuss that. I want to make sure people know how that would work. If Chill Strike spell mastery is that it hits multiple targets, the damage from spell mastery would be cut to 1/3rd of what it is for non-mastery single target. It wouldn't just be the same damage against multiple targets.
I do see players in all threads testing their new class designs in different content, which is great, but it is important to separate where the content isn't balanced vs where the class isn't. Castle Never has a couple of balance issues currently, one of which is the health of the zombies that walk into the spheres. That is a dungeon balance issue. Dread Ring is also currently scaling players too much.
The more specific the feedback we receive, the more likely we can action on it.
Feedback that is along the lines of: "I don't like the powers split between the paragon paths" tells us you don't like it, but doesn't give specifics on which powers you'd like to see moved around.
Where as Feedback such as: "I think this feat from Arcanist should be swapped with this feat from Thaumaturge" gives us a direct point of consideration to work with.