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So what your really asking for is a nerf on any gear a wizard can use that would make it OP to play. They cant nerf player skill, something you seem to have that makes your wizturd OP.
This class need lowering refreshing times and empowering the damage it makes if not is really a trash class.
This isnt BG, this is DND ruleset, period. If your allies are taking down the mobs fast, then good you wont die so soon.
I really dont see your issue here. All I see is you whining over nothing important except to you.
Check the players handbook to make a decent refresh timer argument. So far you presented none, and your opinion is not a basis for any changes.
Keep going!
And Search isn't a good choice for Wizard, much better have a Rogue or Cleric develop it.
But I suppose it's a solo build, and you found some OP holes. More than Wizard OP it's more a accumulation of items that makes him OP.
For example a Cleric in a party can get sort of infinite healing and such party will be quite more powerful than your solo wizard.
It probably highlight the design weakness (but fun if you don't abuse of it) of items with cooldown reduction. A classical limit to such abuses is just setup a max, like max 80% or 60% cooldown reduction. That way it avoids become an OP hole.
EDIT: And some similar limit to damages increases could be used. I think it would be better to use such limits even if they are sometimes frustrating, because they'll allow keep the interesting equipment diversity.
BG was D&D my friend. It was 2'ed not 5'ed.
However, just like 2'ed, in 5'ed PnP you can cast fireball as many times as you like in a battle as long as you have the available 3rd level slots. (Mechanics are a little different now but the end result is the same.)
Anyhow, Osky Re is very correct in the fact that he/she should be able to fire more than one fireball a combat in a 5'ed D&D game. The problem is this game took the asinine route of cooldowns from a crappy MMO style and screwed up spellcasters.
That all adds up to 139-152 per missile
does it though? please explain what im not seeing ^^
I think this is an awesome build. There is zero chance a person can gain access to all these magic items early in the game (without cheating, obviously). Thus, we are left with a "normal" wizard progression of power. They start off stupidly weak...but, if you play your cards right, can eventually become the most powerful. It is sort of what "defines" the wizard class.
I don't see why anyone would have issues with this. It seems more like people are jealous that the wizard class is capable of making all the other classes their ♥♥♥♥♥. From what I know of D&D, this has always been the primary reason anyone ever plays a wizard. I don't ever recall anyone saying, "I want to play a wizard because they start out much weaker than all the other classes and just stay that way!" End-game wizards are supposed to be the character that can single handedly take on armies.
It's funny (and infuriating) to see how some people comment without even knowing how to play their character class, and without even READING the original post of the thread, which in this case explains precisely how lo lower casting times or cooldown reduction by 101%, among other things:
Thank you @Death2Gnomes, you said exactly was I was thinking:
I totally agree with @MehZure: