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The classes are based off Dungeons & Dragons and the diffrence between Wizard and Sorcerer is that Wizards obtain their magic power through study and experimentation, and as such have access to the widest array of spells of any caster and can learn functionally all of them given enough time unless they are obtained through something like a Warlock pact or a Cleric faith. Sorcerers on the other hand get their magic power innately through a bloodline or something along those lines, and they have access to far less spells than Wizards but can cast what magic they do have at much higher potency and more often.
Spending time during early access constantly balancing and re-balancing everything outside of genuine over-tuned outliers just so you can continue to whine about things not being balanced because something counters your favorite playstyle is a waste of dev time and resources.
That level of balance comes when the game is actually finished and all the classes and core mechanics are in their more or less final states and new additions arent going to throw everything out of wack.
I'd rather Ironmace spend their dev time adding content and fleshing out the game further and then do a bunch of balance passes at the end along with the rest of their polishing and fine tuning.
Strange, because 90% of your posts in this thread end with 'skill issue' ...
I mean it has two perks designed to focus on Arcane damage spells...but there's literally ONLY Magic Missile to work with as Arcane, there's a perk that ONLY enhances Ice Bolt, there's two Lightning spells with no perks related to them...
Wizard's problem imo is that its perk suite is designed like they actually have far more spells to work with, add in the whole issue of most PvE enemies have a 30ish percent magic damage reduction (which on basic trash mobs seems overkill) and you have a class that feels like it can't pick a lane.
...Also Crystal Swords need better attacking/casting animations because right now they just feel so damn unwieldy for no real benefit until you get to super high rarity ones.
it's a poorly designed class in general. Zap applies the reduced healing debuff from Fire Mastery but doesn't benefit from the 5% dmg bonus of the perk cuz it's technically a light spell. Lightning Strike doesn't hit enemies in the targeted area that are mid-jump or falling despite it being a bolt of lightning that comes down from the sky. Ice Mastery is only viable with Spell Overload cuz there's only 1 ice spell. they keep buffing Arcane Feedback but no one will take it cuz as you said, there's only 1 arcane dmg spell.
the dev's line of thinking appears to be "well it sounds cool, let's do that," without any actual foresight or commitment towards fixing significant bugs and issues. they've now publicly said they'll be fixing Evil Eye for lock but they haven't even commented on Lightning Strike when wizs have been around for much longer.
the only reason I even think they're buffing wiz again is cuz the community manager, Graysun, is trying to get to demigod on wiz this season and they're faced with the cold hard reality of what they've done to the class.
it's bizarre, the only thing I was confident the devs wanted from us before was that we were a raw dmg class and now that doesn't even seem to be true. they lack consistent direction and vision for the class. wizs are already the least played at around ~5% of the player base and I wouldn't be surprised if it drops to 3% after the rework cuz no one wants to ride the dev rollercoaster that is wiz.
it's unfortunate. my friends are always trying to give me Crystal Swords.
wiz, to my knowledge, is the also the only class at this point without any class exclusive gear. we used to have Wizard Hat which is understandably iconic, and they felt locks should be able to use it, too. not that we want to be able to use their Occultist Hood, I'm just pointing out a logical inconsistency.
the wiz community on reddit feels particularly disillusioned. it may be that many of the players move on to other similar games like Dungeonborne if the devs show they're competent in designing mage archetypes
I think the Druid class might get more beast forms at some point. The fact that you can customize which ones to take but there aren't any other options currently sort of hints at that.
it doesn't surprise me cuz the average wiz player brings something like Chain Lightning into duos while running 5 spell.
there aren't many good wizs out there
A good Wiz will bring basically just utility spells and build movespeed cap. The only damaging spell(s) they need are Fireball and MAAAAAYBE Zap, but you'll get far more kills with melee.
Magic Lock/Slow/Haste/Ignite/Invis (sorta, way better before the afterimage nerf was added) can be insane if you use them right.
I was about to say that , it be dope
in general, I don't label wizs as bad for the spells they bring, Chain Lightning in solos and duos is perhaps the only scenario I would say truly doesn't make sense, particularly with 5 spell.
I've never heard of a 5 spell build that only brings Fireball and Zap for dmg. I think you're wildly overestimating the impact of wiz utility abilities as they currently are.
trying to play wiz as a support currently with skills like Haste and Ignite is so profoundly inferior to support bard it's not even funny. Ignite scales with your target's will, not your own. this translates in practice to like, +5 dmg per barb swing on a class that can already 2 hit people not stacking PDR. there are few classes like rogue where it may actually make a difference in a teamfight.
I agree that Invis can be decent, but it's situational. you can't even begin to cast spells without breaking it. this means you can help party members get into position, or escape, but realistically nothing more than that.
these abilities can't compete to what cleric, druid, or bard can do in a support role.
why would I run Ignite when I can 2 hit rogues with Fireball?
every single time I run trios with my teams they tell me the same thing when I ask about changing spells. "bring more dmg," cuz that's what wizs are good at.
at least, for now
Wiz, at least in my opinion, has a few roles and does none of them very well. In duos and trios I've had more success running with more utility than the DPS spells. Mileage of course may vary and all depends on your team comp, but getting that clutch magic lock in that locks someone out from their teammate so your fighter you've hasted and ignited can pound their face in feels pretty good.
Let me add that I do by and large agree with what you're saying.
because groot for druid was so tough to balance man hes one shotting everyone out there