Magicka: Wizard Wars

Magicka: Wizard Wars

MadDash 24 czerwca 2014 o 5:21
Best Build = Cold/Earth, hands down
It's becoming pretty apparent after playing many games. The best players I've run into all pump up these 2 stats specifically. Reason?

Well other than the fact that Cold has one of the best status effects in game, which causes many players to panic when they get hit, and Earth makes for the best projectile delivery mechanism as well as having perhaps the best raw damage potential, which also happens to be resisted by the only ward that has a severe handicap when used, the counterstats to Cold (Water) and Earth (Lightning) are also pathetically weak.

Water does no damage at all and most of the time its repel mechanic is actually not desireable, so it becomes a GOOD thing to have it be low. Lightning can hardly be called "burst" damage. It's range sucks balls, it can't be sustained for long, it hits teammates, the mini-stuns are nearly worthless in most situations (usually only good for interruptions as they don't stun for long enough), and any other element beyond the first hit pretty much out DPSs it. Earth users also tend to shrug off lightning attacks because of how weak they are, even though it's supposed to be their bane (I suppose it might only be that because it interrupts most Earth spells).

Finally, ice attacks in particular are more difficult to defend against if for no other reason than because the keys for Water and Cold are farther apart. Most spells utilize a combination of S, D, and F, and the combos are fluid as a result. Using or warding against ice takes practice and isn't something most new players can immediately get used to. Of course, this is not so much a balance issue as a skill issue, but compound it with the above, and you still end up with the ability to buff up a character insanely on two stats with virtually no drawbacks and a sort of "I win" button attached when up against less experienced players.

Seriously, I see guys with Arctic Robe, Icicle Staff, and probably some Cold/Earth ring/trinket just armored up in rock spamming ice shards, and there's not a thing most players can do about it. Try any spell and they just throw up a self magic shield, and most of the things that can get through that require Earth, which is completely blocked as well. That leaves just Lightning, which requires getting up close, and with the ice shard cone + spam rate + slow effect, you'd be half dead before you're even in range! These guys rack up about 15-20 kills a game with almost no deaths, it's sickening.

So yea, Water and Lightning need to be majorly reworked. Water IMO needs to do some damage. It's a cool concept with the repel and all, but without minimal damage, it is really a 1 trick pony. Lightning on the other hand is supposed to be the most powerful element, I mean c'mon it's LIGHTNING. I know that doesn't always translate in RPGs (usually Fire is the ultimate damage dealer), but IRL a single bolt of lightning is way more powerful than any house fire, just sayin'. So that needs to be reflected somewhat.
Ostatnio edytowany przez: MadDash; 24 czerwca 2014 o 5:26
< >
Wyświetlanie 1-15 z 34 komentarzy
Black Orpheus 24 czerwca 2014 o 5:36 
The devs are well aware of the problems with cold/water and earth/lightning.

Right now, I'd say Cold > Earth > Fire/Life > Arcane/Lightning > Shield > Water.
Ostatnio edytowany przez: Black Orpheus; 24 czerwca 2014 o 5:36
Jmthebigman 24 czerwca 2014 o 5:45 
Fire/heal is a nice combo for me, but yeah when someone uses fire resist i turn to ice.
depending on beam,100% or projectile which ever i combo.
The War of 1812 24 czerwca 2014 o 6:47 
I dont agree with some of your points. I use lightning all the time to burst through shields and to early-discharge someone's DDD.

Water is great for wetting in prep for a cold attack.. or even just stopping a person from taking a Spawn Point. But I do see the point of a +Cold/-Water outfit being stronger than the rest, since Water doesnt actually do damage.
The War of 1812 24 czerwca 2014 o 6:48 
" Lightning on the other hand is supposed to be the most powerful element, I mean c'mon it's LIGHTNING." As to this point... a game is supposed to be balanced.
Kekrymmai 24 czerwca 2014 o 7:38 
Your analysis is mostly on point. Both +cold and +earth are not very balanced, and -water being almost irrelevant and -lightning not making up for the benefits are the reasons. As +earth gives more damage, more resistance and (worst of all) a shorter charging time, it would be OP even if lightning affinity was more important though.

Początkowo opublikowane przez StirFriedTofu:
Seriously, I see guys with Arctic Robe, Icicle Staff, and probably some Cold/Earth ring/trinket just armored up in rock spamming ice shards, and there's not a thing most players can do about it. Try any spell and they just throw up a self magic shield, and most of the things that can get through that require Earth, which is completely blocked as well. That leaves just Lightning, which requires getting up close, and with the ice shard cone + spam rate + slow effect, you'd be half dead before you're even in range! These guys rack up about 15-20 kills a game with almost no deaths, it's sickening.

The reason for those Kill/Death-ratings is most likely not the gear, they are just very good players. Wearing DDE! all the time as a +earth wizard sounds like a rather bad idea though. +earth wizards are hardly vulnerable to physical damage anyway, so why would you slow yourself down for a rather small benefit?
The best ways to attack them are usually Death mines and novas. This requires to get close to them, but as they are slow, it won't be that difficult. (Be aware of possible SDF!-spam though.)

For long distance fighting DSF-projectiles are probably your best shot. The earth damage will be cancelled, but SF isn't too bad either. (Problem: They can spam those faster than you, so I wouldn't recommend ranged fighting at all.)
Smug Kot 24 czerwca 2014 o 8:04 
Boosting waters just affect QQQ something really stupid when we have a lot more combinations, they can add push to something like DQQ if you have hight water boost but no.
Solar 24 czerwca 2014 o 8:34 
DQQ push has been suggested but would be horrible.

+cold is strong in comparison to -water, this will be addressed.

+earth is strong in comparison to -lightning, this will be addressed.

+life is strong in comparison to -shield, this will be addressed.
Smug Kot 24 czerwca 2014 o 9:37 
Początkowo opublikowane przez VEFI Solarflare:
DQQ push has been suggested but would be horrible.

+cold is strong in comparison to -water, this will be addressed.

+earth is strong in comparison to -lightning, this will be addressed.

+life is strong in comparison to -shield, this will be addressed.

something like you need 100% charge (no overcharge) to just push a little for cc it will fine, something like:

+30 water: "Waterballs" can disrupt now at full charge
+40 water: Water shards will push a little at full charge
+50 water: Water beams will push/knockback if they get hit too much.

Also add push and knockback to self QQQ and other combos.

*But its will too OP Q-Q* about time.

Also i dont like the idea of nerf X becouse Y is broken, i like more buff Y to be like X.
Ostatnio edytowany przez: Smug Kot; 24 czerwca 2014 o 9:38
OakScion 24 czerwca 2014 o 13:22 
People got mad at me for Having zero's, I wasnt really using ice that much, Some players even complained to me abit and we had an agruement until the round ended, this meta should be FIXED, Physical damage should be nerfed or lowered, its also kinda sad to see players using earth and cold Plus' beause its the best thing to do, I thought magicka was a game where you used your imagination and reactions to beat opponents, im starting to think otherwise.
Even if they do something to change it I wouldnt mind the meta moving on to something different for awhile, I aslo see +53 fire users which is wierd because people can either Ice+Death(Arcane) Or vice versa with Earth. Quakes are also another problem but eh, its your fualtfor getting clos range to a Earth+ User.
MaroBaro 24 czerwca 2014 o 14:39 
A good idea I've heard is to make wet status make you slippery and such. And so you can be more wet and be more slippery. It would affect your movement precision and stuff. Or image shooting a rock pushes you back like 5 paces. It will be hilarious :)

and don't talk about what top players are doing if you are not one of them... since you know, it is just not true.
Indure 24 czerwca 2014 o 15:12 
I find the defensive bonuses of boosting elements more concerning than the +damage they give. It is very hard going against a +50 rock guy with a fire/death ward. I really could care less that he can throw a +900 rock at me because I can always ward/wall that, but if he is taking 50% less damage from physical/fire/death, I really don't have a lot of options for damage.
Solar 24 czerwca 2014 o 15:15 
Wet him with QRQ quickly then ARA him. He will take a fair bit of damage and will be forced to change wards or get chilled more.You should then drop SES, so that once he switches wards you can detonate them and inflict a lot of damage.

This game relies a lot on speed.
A Toasty Engineer 24 czerwca 2014 o 15:18 
Początkowo opublikowane przez VEFI Solarflare:
Wet him with QRQ quickly then ARA him. He will take a fair bit of damage and will be forced to change wards or get chilled more.You should then drop SES, so that once he switches wards you can detonate them and inflict a lot of damage.

This game relies a lot on speed.
+1
Smug Kot 24 czerwca 2014 o 15:18 
Początkowo opublikowane przez Indure:
I find the defensive bonuses of boosting elements more concerning than the +damage they give. It is very hard going against a +50 rock guy with a fire/death ward. I really could care less that he can throw a +900 rock at me because I can always ward/wall that, but if he is taking 50% less damage from physical/fire/death, I really don't have a lot of options for damage.

This ONE of my BIG complains i always do when people talk about Lightning/earth, why earth/lightning makes you weak/strong too 3 sources of damage(Boulders, Ice and melee) is just too much.

Also lightning guys have hard times when they are frozen literally even a poke shatter them.
Ostatnio edytowany przez: Smug Kot; 24 czerwca 2014 o 15:19
Indure 24 czerwca 2014 o 15:37 
Początkowo opublikowane przez VEFI Solarflare:
Wet him with QRQ quickly then ARA him. He will take a fair bit of damage and will be forced to change wards or get chilled more.You should then drop SES, so that once he switches wards you can detonate them and inflict a lot of damage.

This game relies a lot on speed.

Thanks for the advice and I've tried aspects of that strategy before and have succeeded from time to time, but against a good +50 rock or cold player I have a hard time finishing that combo with anything above 50% health. So even though I do a good chunk of damage and force the ward change, I end up on the defensive, and slowly get whittle down or force to flee. Hopefully as I get better I can output the scary amount of damage I need while also maintaining my defenses :)
< >
Wyświetlanie 1-15 z 34 komentarzy
Na stronę: 1530 50

Data napisania: 24 czerwca 2014 o 5:21
Posty: 34