To those who have not yet read, new critical is capped at 75%. This is terrible, because schools like storm and fire have WAY lower HP, defense, then ice and myth
Look at content creators- ice and myth with 170-190% damage. While having 3-5K higher hp. This is not acceptable and is a HUGE step back. @Ratbeard These changes are terrible, and are the WORST update choices we have seen in wiz101 in its entire history of the game.
Yes beaten out the 500K crown event shop. Glass cannon builds GONE. Why would anyone now use fire and storm?
If your going to be reducing critical to a max cap of 75% you need to reduce the cap for those schools drastically.
75%- for fire is maybe appropriate 85-85% for storm
55-65% to Death and Myth- as they are hybrid hit/ utlity schools 35-40% cap to ICE- as they are tanks and should not be critical their hits at ALL 20% for life hits, 45% to heals
I understand you are trying to increase school identity- which is GREAT, this is not how you do it. The TC audit is great, i would go all out and just ban TCs all together. They have no place in PVP
Moving forward, you guys need to reduce power creep. You reduced our wizards stats- but simply replaced OP darkmoor gear with OP dragoon gear
- i say dragoon is OP because of how easy it is to get, the power/ easy of access is to low. Consider nerfing dragoon by 30-40% same as all gear.
Ideally- schools should be more then just animations. Again i repeat as i have years ago. For lvl 150
- 14K HP, 75% resist, 30% max damage, cant pierce at ALL - 16K HP- 55% resist- 0% max damage- cant pierce at ALL 12K HP- 40% resist- 35% max damage- max 5% pierce
: 10K- max 35% resist- 45-50% damage- max pierce 10%
7K HP- max resist 15%- 70-95%- min pierce 20% 4K HP- Max resist 0%- 140-180%- min pierce 50%
This is how schools have always scaled before they where ruined by making them all play the same. Time to get back on track
A large part of the problem is that our spells are large part over tuned. We have not had the damage of spells reduced enough. I am sure you all working on power creep for smaller rank spells. Here is my 5 cents
*** I will adjust all values- however I do not see as storm stronger then fire- they are equal but play different.
lifeblade- 15% Iceblade- 15% Fire Blade- 35% Storm Blade- 35% Myth Blade- 25% Death Blade- 25% Balance Blade- 20%
Nature Wrath- 150 aoe Forest lord- 400 aoe + 150+ chosen target Luminous Weaver- 150 + 150 / 6 rounds Sacred charge- 220 aoe, 150 aoe heal Gnomes- 550 + 3 life dispel King Arthur - 730 / 5 rounds, 200 heal Spiny- 550/ 5 rounds + 150 heal Scion of life- 1000 aoe hit+ 350 aoe heal Wings of fate- 760 heal, 250 aoe heal Rebirth- 750 aoe heal Lamasu- 550 aoe, or 650 to single
Frost giant- 400 aoe + 35% shield Famori- 320 + 15% shield + 15% blade Reindeer knight- 150 aoe+ 600 over 9 rounds Winter Moon- 75 + 65% shield Frost bite- 1000 over 10 rounds Snow angel- 300 + 300/2, + 35% shield Wooly Mammoth- 600 + stun King Arthur- 550+ 15% shield Lord of winter- 300+ 65% shield Ab weaver- 250+ 120% shield Clima- 300 + 100% shield Scion of ice- 800 + 90% shield( x2 if enemy no shields)
Link- 5 dmg/ 5 + 150 Fire dragon- 10 + 640 next turn Brimstone- 450, + 100 Burning rampage- 10 + 950 after 3 turns Krampus- 100+ -65% accuracy on enemy naut- steals 3 blades. 75 aoe Heck Hound- 3000 over 6 rounds (made into 14 pip spell) Immolate- X pip- take 80 dmg per pip- deal 120 dmg per pip,100 if in pvp scald- 500 over 2 rounds Power link- 10+ 300 efreet- 150 + -110% on enemy Detonate- destroy all dots, x50% damage (0 pips) Sun serpent- 1100 aoe Scion of fire- 1500 (x2) if 6 traps
Wild bolt- 300 or 350 or 400, hits twice Insane bolt- 650 dmg to enemy, -50% blade on you Healing current- 650 heal, -60% blade on you Storm Owl- + 30% pierce, 950 dmg aoe Glow bugs- 850 aoe + 30% trap Scion of storm- 2000, x2 if enemy has 6 traps or more
Skeleton dragon- 250 + 350/ 3 rounds Lord of night- 75 dmg + -150% heal sacrifice- -700 + -70% dmg blade on self Scarecrow- 450 dmg, -20 aoe damage blade Dr von- 550 dmg + -75% heal Bad juju- take 1500 dmg (ignore resist), for -160% dmg Call of- 350 aoe+ 150 dmg to selected target Scion of death- deal 2500 dmg to self, 890 to enemy, -30 aoe blade, recover 50% (2x if enemy has plague)
Orthus- 450+ shatter aoe Ninja pigs- 350 + 5x myth traps Medusa- 200 dmg + 4 round stun Basilisk- 150 dmg+ 750/ 5 rounds + 2 stun King arthur - 600 + tier 4 minion Mystic- 550 aoe + tier 3 minion snake charmer- 730 dmg + 100 aoe Scion of myth- 890 to enemy, shatter, tier 4 minion (tier 6 if enemy has no minion)
Power nova- 340 + 50% dragon blade Helping hands- 300 + 300 over 2 judgement- 45 dmg per pip/ aoe Availing hands- 700 + 100 over 2 Mana Burn- target takes 25 dmg per pip, can burn 9 pips Scion of Balance- 700 + 50% aoe blade, (2 if team has has 4 blades total)
The rest of the spells also need to change, could not figure out how to change them.
You seem to have mistaken Ratbeard’s PvP Developer Diary as something regarding PvE. The max critical cap in PvP is 75%, however in PvE it still remains 95% as originally set.
I can't speak much to the crit stuff as I haven't progressed enough but many of the early level changes you suggest are honestly a bit ridiculous and to me harms the credibility of your suggestions. Suggesting that imp from the life class which already deals far too little dmg at early levels should deal a mere 35? There is absolutely no rational basis to that and would make a class that already struggles at solo play become completely ignored. In addition as others have said, the crit changes are merely pvp and not pve which are 2 very different environments.
I can't speak much to the crit stuff as I haven't progressed enough but many of the early level changes you suggest are honestly a bit ridiculous and to me harms the credibility of your suggestions. Suggesting that imp from the life class which already deals far too little dmg at early levels should deal a mere 35? There is absolutely no rational basis to that and would make a class that already struggles at solo play become completely ignored. In addition as others have said, the crit changes are merely pvp and not pve which are 2 very different environments.
That’s the point. It’s supposed to be hard for life and ice. They are tanks. Not supposed to be good at everything. And come late game, they replace all classes.
The point of classes is that they change your game play style. A storm should in 99% of cases not be able to defeat elites alone. He is a damage class in its full benefit and detriment.
Balance. Myth and death are the games hybrids. They are supposed to do damage, but not at massive cost to survive ability. Tanks should struggle to do Damage. Healers should struggle to do damage.
I don’t expect you to understand because your only bellow lvl 50.
A large part of the problem is that our spells are large part over tuned. We have not had the damage of spells reduced enough. I am sure you all working on power creep for smaller rank spells. Here is my 5 cents
*** I will adjust all values- however I do not see as storm stronger then fire- they are equal but play different.
lifeblade- 15% Iceblade- 15% Fire Blade- 35% Storm Blade- 35% Myth Blade- 25% Death Blade- 25% Balance Blade- 20%
Nature Wrath- 150 aoe Forest lord- 400 aoe + 150+ chosen target Luminous Weaver- 150 + 150 / 6 rounds Sacred charge- 220 aoe, 150 aoe heal Gnomes- 550 + 3 life dispel King Arthur - 730 / 5 rounds, 200 heal Spiny- 550/ 5 rounds + 150 heal Scion of life- 1000 aoe hit+ 350 aoe heal Wings of fate- 760 heal, 250 aoe heal Rebirth- 750 aoe heal Lamasu- 550 aoe, or 650 to single
Frost giant- 400 aoe + 35% shield Famori- 320 + 15% shield + 15% blade Reindeer knight- 150 aoe+ 600 over 9 rounds Winter Moon- 75 + 65% shield Frost bite- 1000 over 10 rounds Snow angel- 300 + 300/2, + 35% shield Wooly Mammoth- 600 + stun King Arthur- 550+ 15% shield Lord of winter- 300+ 65% shield Ab weaver- 250+ 120% shield Clima- 300 + 100% shield Scion of ice- 800 + 90% shield( x2 if enemy no shields)
Link- 5 dmg/ 5 + 150 Fire dragon- 10 + 640 next turn Brimstone- 450, + 100 Burning rampage- 10 + 950 after 3 turns Krampus- 100+ -65% accuracy on enemy naut- steals 3 blades. 75 aoe Heck Hound- 3000 over 6 rounds (made into 14 pip spell) Immolate- X pip- take 80 dmg per pip- deal 120 dmg per pip,100 if in pvp scald- 500 over 2 rounds Power link- 10+ 300 efreet- 150 + -110% on enemy Detonate- destroy all dots, x50% damage (0 pips) Sun serpent- 1100 aoe Scion of fire- 1500 (x2) if 6 traps
Wild bolt- 300 or 350 or 400, hits twice Insane bolt- 650 dmg to enemy, -50% blade on you Healing current- 650 heal, -60% blade on you Storm Owl- + 30% pierce, 950 dmg aoe Glow bugs- 850 aoe + 30% trap Scion of storm- 2000, x2 if enemy has 6 traps or more
Skeleton dragon- 250 + 350/ 3 rounds Lord of night- 75 dmg + -150% heal sacrifice- -700 + -70% dmg blade on self Scarecrow- 450 dmg, -20 aoe damage blade Dr von- 550 dmg + -75% heal Bad juju- take 1500 dmg (ignore resist), for -160% dmg Call of- 350 aoe+ 150 dmg to selected target Scion of death- deal 2500 dmg to self, 890 to enemy, -30 aoe blade, recover 50% (2x if enemy has plague)
Orthus- 450+ shatter aoe Ninja pigs- 350 + 5x myth traps Medusa- 200 dmg + 4 round stun Basilisk- 150 dmg+ 750/ 5 rounds + 2 stun King arthur - 600 + tier 4 minion Mystic- 550 aoe + tier 3 minion snake charmer- 730 dmg + 100 aoe Scion of myth- 890 to enemy, shatter, tier 4 minion (tier 6 if enemy has no minion)
Power nova- 340 + 50% dragon blade Helping hands- 300 + 300 over 2 judgement- 45 dmg per pip/ aoe Availing hands- 700 + 100 over 2 Mana Burn- target takes 25 dmg per pip, can burn 9 pips Scion of Balance- 700 + 50% aoe blade, (2 if team has has 4 blades total)
The rest of the spells also need to change, could not figure out how to change them.
I have no idea how to feel about this. All I know is that I saw you say 's rank 2 spell should do 60 damage max, and I fell to the ground laughing.
I can't imagine anyone being very excited to have a 10 minute battle with a single Rotting Fodder. Seriously, with that damage output, it would take AT LEAST 6 days to finish Triton Avenue. The beginning of a game is meant to hook players in. If we wear them out with long, drawn out battles, the combat (which is essentially the heart of the game) will drive them away immediately.
I have no idea how to feel about this. All I know is that I saw you say 's rank 2 spell should do 60 damage max, and I fell to the ground laughing.
I can't imagine anyone being very excited to have a 10 minute battle with a single Rotting Fodder. Seriously, with that damage output, it would take AT LEAST 6 days to finish Triton Avenue. The beginning of a game is meant to hook players in. If we wear them out with long, drawn out battles, the combat (which is essentially the heart of the game) will drive them away immediately.
You can disagree if you wish. I would not expect 99% of wiz players to understand what I am saying. Because majority of wiz players have no idea what makes wiz good. Or why kingsisle make the choices they do.
It is largely why I avoid the fan websites for this game. They cultivate a cultist mentality that will destroy this game. Aka this is what killed pirate101.
It was not the lack of content. Not bad updates. The players. Kingsisle should not be listening to 99% of players of this game. Because they would ruin the game. Like they did with pirate101.
Bitter pill to swallow yes. I am not known for telling and sugger coating. If something is good, I tell it such. If it’s bad. I will tell it as such. You all can disagree, but kingsisle them selves have stated...
We need to reduce power creep. We need to reduce how OP the wizard is. It’s not sustainable. This changes reflect this. Sooner or later we all will accept it. If wiz is to have a good 10 years to come.
Wizards at lvl 140 with nearly immunity to 7 schools with 100% damage across all schools will KILL the game. I told you this before for pirate. I will say it again here. That community shat on me.
Wiz is on the same road. We act quickly and decidedly or arc 4-5 May be th last one we have.
You can disagree if you wish. I would not expect 99% of wiz players to understand what I am saying. Because majority of wiz players have no idea what makes wiz good. Or why kingsisle make the choices they do.
It is largely why I avoid the fan websites for this game. They cultivate a cultist mentality that will destroy this game. Aka this is what killed pirate101.
It was not the lack of content. Not bad updates. The players. Kingsisle should not be listening to 99% of players of this game. Because they would ruin the game. Like they did with pirate101.
Bitter pill to swallow yes. I am not known for telling and sugger coating. If something is good, I tell it such. If it’s bad. I will tell it as such. You all can disagree, but kingsisle them selves have stated...
We need to reduce power creep. We need to reduce how OP the wizard is. It’s not sustainable. This changes reflect this. Sooner or later we all will accept it. If wiz is to have a good 10 years to come.
Wizards at lvl 140 with nearly immunity to 7 schools with 100% damage across all schools will KILL the game. I told you this before for pirate. I will say it again here. That community shat on me.
Wiz is on the same road. We act quickly and decidedly or arc 4-5 May be th last one we have.
I think you need to realize that what you are saying is your own opinion and not everyone is going to agree with you. However, you are most likely incorrect about the whole reason Pirate101 is "dying" thing. The reason more people play Wizard101 is because of the constant updates. A lot of people think about it this way: Would you rather put all your time, money, and effort into a game that is fun and will last a while, or a game that receives no new updates for your recent efforts and could potentially shut down? Also, a big reason Pirate101 is not so popular is because KI is in no way listening to their players, which is quite obvious because everyone is asking for an update. Now look at the game, there's so few people on it! You know what makes a game good? Listening to the ENTIRE player base, not just one person, not even a small group of people. Why cater to just one person? This game is made for everyone, not just you and not just me. What comes to mind right now is Old School RuneScape. That game is old and thriving with lots of players. They take the community's perspective into mind when updating and from I remember there is even a voting poll for the players. Now I have no idea how much life Wizard has left in it but from what I can see, lots of it. There's plenty of people returning to the game and KI is rolling in new updates to fix some of the power creeps. I think I heard something about a Spring update changing resist and damage but I'm not entirely sure. Either way, remember that you are not the only person enjoying Wiz and maybe some of these people you are saying "don't know what makes wiz good" think they same way about you.
You can disagree if you wish. I would not expect 99% of wiz players to understand what I am saying. Because majority of wiz players have no idea what makes wiz good. Or why kingsisle make the choices they do.
It is largely why I avoid the fan websites for this game. They cultivate a cultist mentality that will destroy this game. Aka this is what killed pirate101.
It was not the lack of content. Not bad updates. The players. Kingsisle should not be listening to 99% of players of this game. Because they would ruin the game. Like they did with pirate101.
Bitter pill to swallow yes. I am not known for telling and sugger coating. If something is good, I tell it such. If it’s bad. I will tell it as such. You all can disagree, but kingsisle them selves have stated...
We need to reduce power creep. We need to reduce how OP the wizard is. It’s not sustainable. This changes reflect this. Sooner or later we all will accept it. If wiz is to have a good 10 years to come.
Wizards at lvl 140 with nearly immunity to 7 schools with 100% damage across all schools will KILL the game. I told you this before for pirate. I will say it again here. That community shat on me.
Wiz is on the same road. We act quickly and decidedly or arc 4-5 May be th last one we have.
In all 7 paragraphs of that reply, not once did you address the actual argument I made against your idea. While inspired, it was mostly just you just tooting your own horn, talking about how wise you are and why your opinion matters more than everyone else's. I appreciate confidence, but don't confuse it with adamancy.
To reiterate, 60 damage on a Rank 2 spell is ridiculous and will invoke extremely boring gameplay for new players using or . I would at least suggest that the branching out happens exponentially after level 20. That way, people can at least get to like the game before the heavy cons of each school begin to plague them.
Don’t confuse tedious with challenging. If you do not want to heal or tank, don’t pick a school that is built around it. The only schools damage that I nerfed are ice and life. Death and myth got a 20% damage reduction as well as balance.
If you want to quest quickly. And easy, you pick storm or fire. In a game where currently it does not matter what spells you use when 2-3 blades basically carries you for 90% of the content in game.
Hence you point out the game is tedious. Yes it is tedious because everyone and everything plays the same. When the spells are nerfed it will force the players to once again use their head instead of every fight being the same.
(2) second point- 60 damage for a rank 2 spell is not a huge nerf knowing that most rank 2 bosses have 500 hp. The strongest rank 2 is malet mane with 500ish hp. Since by the time you hit any rank 2 bosses you will have tier 3 spells.
Lore wise, again life and ice should be hitting any boss roughly 4-5 times to kill them anyway.