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Wizard Warm Ups?

HollowSith

Diamond
Joined
Sep 10, 2011
I dont care what you say, but your not getting my forcepush :mad: its what makes Disciples unique compared to other melee classes.

Forcepush was my alternative suggestion for Root. Would you rather be pushed back? Capable of dodging my next attack or just stop moving and be susceptible to multiple potentially dangerous and life threatening attacks? The point of root is to help wizards get away and stop close melee attackers. My opinion and many others is that it is "to easy". Cuts the fun out of the chase. So why exactly would Forcepush be a bad idea besides the fact that you seem to want it all to your self? You have heals, I don't. Your a melee/ healer class. You'll be unique either way.

It does the same function root does, meaning: it prevents direct contact in a sticky situation; But allows the other player to continue fighting and potentially still get the wizard. It's a nerf, lol.
 
S

ShizzDawgg

Well, this is all good feedback, but has anyone taken under the consideration that you're not supposed to solo warriors? I mean that would be a lazy decision (If they did let that slide) but it's a decision none the less. You all do know you're asking for a caster/wizard/necro etc.. to rise up against someone who one shots endermen? IMO, yes I do think that the caster classes need a well deserved buff, but to no means strong enough to use it on a dreadknight and put him in submission. Just my two cents.
Actually, you're completely wrong. I think it was intended that the combat triangle be Rogue<Warrior<Caster<Rogue etc.. They have low health and can't wear armor. So no, a skilled wizard should be able to wreck warriors.
 

HollowSith

Diamond
Joined
Sep 10, 2011
Actually, you're completely wrong. I think it was intended that the combat triangle be Rogue<Warrior<Caster<Rogue etc.. They have low health and can't wear armor. So no, a skilled wizard should be able to wreck warriors.

A triangle effect? Hmm. Interesting. I've heard players tell that this is supposed to be the mesh of things, but I haven't seen Kainzo say anything about it. If so, regardless of my opinion of everyone having a fair chance or this, the fact still remains. Wizards aren't "supposed" to always lose to warriors. There is no class that is supposed to always lose. There is a balance of sorts.

I can't PVP unless I'm able to use my skills during PVP @Kainzo . I'm not trying to bitch, but I play HC for the PVP aspect. I don't enjoy the other elements because of simple personal preference. Please either remove the warm ups for the time being until the update on Wizards is complete or just complete them. I can't play otherwise.
 

HollowSith

Diamond
Joined
Sep 10, 2011
Okay so he's lowered the warm up to 1 second. Which is reasonable. Leaves us open, but allows us to actually cast the spell; usually. Not always, but at least half the time. Much better then none of the time. If we have the warm up + a cool down, I do however believe a damage buff is needed. Simply because of how much time they have to attack us. Perhaps even have a 15 block range on bolt. Reason being for the increased range is so that you can strike while the enemy is running full at you. A 1 second warm up time is fine if we can get it off in time. 1 second doesn't seem like a long time, but in 1/2 second(s) a player could run at you through 10 blocks. The way I see it work is that you start to cast at a warm up, then you cast. For the player to actually be hit by the bolt its around 2 seconds. If you start casting when he is charging at you, 7 blocks or less, your screwed because of the slowing effect. You can't dodge. The only fix to this I can see is a longer range.

Anyone else have suggestions for a fix? Kainzo wants spells to have a warm up, so what could we suggest that would help balance us having a warm up AND a cool down? My suggestions is a damage/ range buff.

Also, @Kainzo what do you think about the Forcepush idea instead of root? Good? Bad?
 

GraRona

Portal
Joined
Jul 23, 2011
I kinda have to agree with the replacing of root with forcepush. Why? Root is essentially a free 25 damage. All the caster has to do is spam their hotkey for root and once it hits, all they have to do is shoot a fireball which requires no aim. Forcepush would be awesome on wizards because it wouldn't help their aim in anyway but instead push the assailant away so the Wizard can get another shot in without being hit.

TL;DR root is not strategic and is free 25 damage. Force-push is more strategical and is not OP or underpowered either.
 
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