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View Full Version : Just A Few Ideas


Disma
08-03-2008, 06:46 AM
<p>Just some ideas, doesn't mean they are good ideas or that everyone will agree, just ideas.</p><p>1.  Weapons: why do all weapons that mages use do melee damage? Why not just have the damage added on to spell damage all the time just like a permanent + to spell damage. For example if a weapon is rated to do 100-300 damage then it should always have a chance of adding anywhere from 100 to 300 damage on to the spell every time a spell is cast, and always add at least 100 damage to spells. Also the crits for the weapons should be configured just like a melee weapons for autoattack,  so the damage is brought back up to where it should be for casters. I see some melee autoattacks crit for 2,000 damage (and more), but casters cannot do this kind of damage with melee since we lack the strength. For those mages who like to melee (if there are any) daggers could still do melee damage, while wands have a permanent + to spell damage....This would help get Wizards get back to the T1 DPS where they should be.</p><p>2.  Temp buffs: I would like to see some reuse or casting time buffs instead of crappy damage procs that can be resisted or a crit buff something more along the lines of what melee get.  </p><p>3.  Interrupts and Resists: Mobs who interrupt cost mages so much dps.....cast for 3 seconds then get interrupted once....the spell starts again cast for 2 seconds get interrupted again then cast for 4 seconds to have the spell get resisted..so in 9 seconds you did 0 damage I am not saying this happens all the time but it DOES happen that is the problem...and with no auto attack to supplement this lack of damage mages get the short end of the stick. Some kind of temp buff for interrupts would be nice or gear that prevents interruption would be great. Resists rates in some zones in T8 are just crazy, I have had 4 resists in a row in Chelsith and RE2..why not add resists to CAs or make them interruptible? Or better yet just fix the resist rates PLEASE.</p><p>I can still dps well but our class utility is going down the tubes as are others. Why take a wizard when you can take a Coercer that has crowd control and can dps just about as well if not better than some wizards and they can stun lock the mobs so healers don't have to work as hard? Why take an Assassin/Ranger when you can take a Brigand/Swashbuckler and have the mob debuffed and still have close to the same dps?  Utility of classes needs to be more defined...Why play a Wizard since a Coercer is T1/T2 dps and still get all the crowd control and power regen? Why not play a Brigand/Swashbuckler since they get many debuffs and still get to do T1/T2 dps? This is unfair to those who have been playing the same classes for a while, and seeing other classes take over their role as the dps. With the lack of group buffs other classes will soon be less and less played...The best thing about this game was the defining roles that each class had...with the ROK expansion these lines have been blurred leaving some classes behind and boosting others. I have played both melee classes and caster classes. I played a Swashbuckler for a long time and a Wizard for a long time. They both have pluses and minuses when it comes to dps, but the ROK expansion gear gave melee a huge increase in dps output with hit % and gear with crits and double attack. I would just like to see us boosted up back to where we were....I am not asking for other classes to be nerfed I would rather see the Wizard damage output boosted to match melees. I see wizards all the times in channels LFG, and the same thing happens to me.... </p><p>Just my 2 cents worth.....</p><p><img src="http://a624.ac-images.myspacecdn.com/images01/75/m_cc76cb6a27c24f3106e8429909cf50f7.gif" border="0" alt="" /> </p>