Constructive feedback please
We're adding in some pretty heavy features to most of the caster/healer abilities.
per-level increase of RANGE
per-level REDUCTION of mana cost
per-level decrease of COOL-DOWN
per-level increase of DAMAGE (not working)
"I pvp'd quickly to kill harshly against lower levels" <-- lol
Drunkin' rage slurs right there
typed it in a rush xD
Okay, you requested constructive comments.. Connnstructivvve. Being a Level 55 Wizard this is how I personally see Wizards as they are now and what I would like for them to have in order for them to be balanced.
First things first, if your going to have warm up times on a Wizard, you can't have a slowing effect that cuts you out of running or narrows your view while casting. It either allows the enemy to run out of range during your 5 second casting time OR it allows them to damage you, interrupting your cast. Once they get in close, the only damaging move your allowing is fireball.
1. Fireball - as a whole is great, decent damage, shoots fast.. It's only flaw is lagg, which is limited by your own personal computer usually. So right now, I honestly don't think it needs to be changed. UNLESS - There was a way to change the burning aspect of the fireball to deal decent damage on warriors solely on armour. Meaning, a dragoon would take a fireball as it normally would, but the excess fire (burning effect) would decently effect its armour deduction, not it's health. This isn't a huge change, but getting rid of the armour is the core idea behind this suggestion. Because it is a casters worst enemy. You seriously can't take an armoured class on unless your fighting an idiot with a black screen at 1 fps.
2. Consume - Consume is cool, but at 4 second cool down gaining 10 mana is pointless; for the fact that bones are to EASY to acquire. Meaning you basically will always have 10 regain every 4 seconds, always. This skill could be taken out and replaced with a shorter "Wisdom". 30% Mana regain for lets say 2 minutes (160 seconds), rather then 300 and a 160 seconds cool down. The cool down AND warm up would be perfect for making it not OP. There needs to be a decent cool down on wisdom.
3. Telekinesis - Never used it and probably never will. It's not unless but it's not a skill I will ever be required to use. I really think it should be replaced. A skill I've been thinking of is the ability to cast a spell on the target making their cool down times 5 seconds longer then what they are supposed to be for 10 seconds. Call it what you will, but this would be a great skill.
4. Replenish - Amazing, saves my ass every time. This is necessary to keep me in the game, without it Wizards can't play. It's a Wizards most useful skill.
5. Root - I HATE root. It's too easy to use and is too helpful really. I know that sounds crazy but it almost makes Wizard OP. It shouldn't be on any class. In it's place an Ice move that slows the target should be implemented. It's not fair if you can just stop a player from moving when ever you wish. An Ice bolt, that looks like fireball should be in it's place. I know a lot of people won't agree with me because they love root, but it isn't fair. Especially when Wizards have a hard hitting bolt to deal while you just sit there. Nerf it!
6. Port/ Group TP - Perfect.
7. Bolt - Wizards third most useful skill, without bolt fights take a very long time. The longer the time it takes to kill someone or get away, the chance of dying is exponentially increased. Wizards are SQUISHY, and as such need to have at least one nuke. Which is what Bolt should be. A fast, hard hitting
finisher. I don't think it should be spammed or capable of being spammed but nor do I think a casting time should be on it. I think a 90 minute cool down for 50 damage, 10 block radius should be the power of the attack. 50% Mana so that Wizards need to think twice about using it. This would NOT be OP for the fact that it is :
A) Taking a large amount of Mana that wizards need to surive, there lifeline. Take any more then 50, then it's a suicide attack and will never be used because the mana you need to keep yourself alive will just be gone.
B) has a big cool down, so they can only use it once and rarely twice in a fight due to a wizards squishiness and
C) because it still won't do the desired effect of a bolt to an armoured player. Though it will have the desired effect on everyone and anyone else.
8. Manashield - Useless. I've tried by it never saves me. It just sucks my Mana. Get rid of it and replace it with a different attack; as Wizards should have many. Damage is the name of the game with Wizards. Although, if you wish to help my survival through tricks, confuse would be the best idea. I would rather them still have a chance of getting me. Again, root is an abomination and is OP as hell.
9. Blink - Wizards second most useful skill. I love it as it is. It helps me get away when needed (sometimes), sucks a decent amount of mana so I can't spam it forever and has a common casting item. But, I think that perhaps it should be nerfed in the way that every time you use it consecutively it goes 1 block shorter distance. Don't make it to easy to get away. I'm not sure how you'd do it but I'm sure you'd agree with me.
10. Pulse - You seem insistant on giving AOE's a warm up time. If so, to make it worth using, I believe it should have an added Burn/Fire effect or Poison. 20 Mana and a 20 second cool down is to high of a cost along with a warm up. It's simply not worth it on it's own. Now, 20 damage with an added effect would be much better. I think I'd use it more if I could use Pulse, it hit everything within a 6 (not 9, to OP) block radius and have them catch fire for 10 seconds taking an additional 10 HP off the original 20 from the pulse. This would help groups but makes it so that there is much risk getting in that close to many enemies.
11. Megabolt - Nothing is needed accept an increase in damage. 10 more and your set. It takes a LOT of Mana, you need to make it worth using other then for the fancy light show. Casting time on AOE/ buffs are needed to be fair I think.
Wizards are "squishy" which is why I suggested and noted the things I did above. The main thing I want to get accross is the fact that right now armour gives a wizard no chance. Not 1 chance. Without exaggeration. I think it should be used as the baseline for deciding the power of attacks as right now, half the server is going warrior for the fact that at the moment they are so difficult to kill. I think dirrect target to target attacks shouldn't have a casting time, but AOE and Buffs should. I need bolt/ fireball to kill enemies. I can't rely on just fireball. As it stands I can only fight with fireball because the casting time either breaks on self damage or is to slow to cast when in pursuit of others. Basically I'm saying Bolt is useless unless I'm in a party; which shouldn't be so because it's a one on one attack.
Hoes are silly and worth nothing when you think about it. Your dead if he is close enough for you to use a hoe. Either a buff to a hoe, "soul fire" or elimination of it altogether is the logical decision concerning them.
Honestly, I reeeeeally want to say to give Wizards force push. Most people will argue it, but for 45 Mana it could be the move that either makes or breaks a Wizard in a fight. You see in countless movies Wizards and such having force like powers. Think about it, it wouldn't even be OP because of the mana cost. Mana costs on Wizards mean a hell of a lot more then on a melee class. 45 is a heavy price, but its high enough to keep you from using it to much.
Anyway, Kainzo. There, there is your constructive feedback. Sorry for the panic earlier. Honestly, I was just agitated that my class could be useless after all the effort I put into mastering it as fast as I could. Hope this helps and you use some of these suggestions.