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lowkey13
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IMO (and I speak only for myself on this) I think that the primary issue that they have in 5e is that they have designed everything on a rough spell-equivalency system.
Because everything is so spell-dependent, the short cut for balance is to use spells. Which has a lot of advantages in terms of design, but also some drawbacks (if you think that it makes the spells seem kind of same-y, like I do).
But the game would really benefit from the addition of some new, martial characters that were dependent on ABILITIES and not SPELLS.
The Wizard is already the king of 5e control, I'm not sure how much better you want him to be. It all comes down to spell choice and action economy, as unsexy as that is. Sure, some control could be offloaded to class features form spells, but the class doesn't lack control ability at all.Structurally the Wizard put too much into the spells instead of allowing class features to enhance them in a controller (battlefield manipulation) fashion. As to the controller role being not yet solidified hmmm I think tradition interfered even in 4e. I they could have grabbed the bull by the horns and allowed classic spells controller effects even if they weren't necessarily done that way originally. A fireball that leaves dangerous/difficult terrain over an area one square radius larger than its strike zone for instance.
(could bring tradition in with fluff... it smells of bat quano)
The Wizard is already the king of 5e control, I'm not sure how much better you want him to be. It all comes down to spell choice and action economy, as unsexy as that is. Sure, some control could be offloaded to class features form spells, but the class doesn't lack control ability at all.
@lowkey13 - Yup, Warlocks feel a lot different, and they're my favorite 5e casters for that exact reason. Playing one doesn't feel like playing a lightly reskinned wizard.
The wizard was hardly light on class features - it had cantrips, implement mastery, rituals, power-swapping through it's spellbook - it was just hard to pin down how it's features supported it's Role. In the final analysis, I think, it's role support was mainly just in having OP dailies & AE at-wills.Garthanos was talking about the 4e Wizard who was a 'controller' mostly by doing area of effects more than anything and was very light on class features.
It was, oddly, both the most nearly OP role, and the most nearly dispensable one.I dunno... it didn't start to show until they began pumping out additional options. Out of the book they could do their job well... The Wizard... nobody knew what a Controller was supposed to look like for the longest time and I wonder if they ever really got it right, my group almost never played Controllers.
Except the most defining mechanic: 'memorization' or prepping into slots rather than casting spontaneously, is gone from 5e.The 5e Wizard feels almost solely defined by mechanic: preparing spells from the spell book, adding spells to the book, and specializing in a one of the School (because that was how it was in 3e...). The only thing fluff-wise is "they learn magic from studying really really REALLY hard you guys!"
Well, preparation is huge. Possibly a bigger deal than most other differences. My wizard can play differently on different days, and prepare for what we know of the challenge ahead, which incentivizes research.I mean .... kind of?
It depends on the level of abstraction you are using, I guess.
For example, I'd say that the Warlock is very, very different than the other classes. Even ignoring the lore, the mechanical differentiation makes it ... well, completely different in play. And druids have the shapeshifting, if you're into that sort of thing (not judging ... get ur freak on!).
But while some people get very hung up on preparation, etc., I just don't find that much that really separates sorcerers and wizards, or clerics and bards.
Very true. I wonder, is it legitimately part of the 'chassis' of the Cleric/Druid/Wizard that they prep spells? Because that versatility is the kind of thing you might expect from a class that represents tactical acumen, leadership, resourcefulness, &c. Of course, that recent UA expanded versatility a bit, if not too evenly, across the board...Well, preparation is huge. Possibly a bigger deal than most other differences. My wizard can play differently on different days, and prepare for what we know of the challenge ahead, which incentivizes research.
Having a class feature that fits your role is actually valuable in showing hey this is what I do. Essentials actually did some of that (while forgetting the base spells were already more powerful). More than that many things could have been increased in control causing the base class to better express what it did. Then one could choose to pull it the other direction say with feats like ones to make your fire burn hotter for instance it could have allowed one to remove control effects (granted by class features) to gain more damage. Similar to how a ranger could take a feat and increase their control factor at the price of striker feature.Garthanos was talking about the 4e Wizard who was a 'controller' mostly by doing area of effects more than anything and was very light on class features.
Eh, it’s still preparing spells, though, which is close enough.The wizard was hardly light on class features - it had cantrips, implement mastery, rituals, power-swapping through it's spellbook - it was just hard to pin down how it's features supported it's Role. In the final analysis, I think, it's role support was mainly just in having OP dailies & AE at-wills.
It was, oddly, both the most nearly OP role, and the most nearly dispensable one.
The wizard was sole controller until the Invoker, which didn't illuminate things much, and the Druid, which, like the Wizard was pretty hung up on trying to hit the familiar bits from the past.
But, it seemed like the controller did three sorts of things:
Except the most defining mechanic: 'memorization' or prepping into slots rather than casting spontaneously, is gone.
- AE damage, especially vs minions
- Condition infliction, also often AE, or single-target lockdown.
- Battlefield control - changing up the environment with zones, walls &c, or 'area interdiction,' changing the battlefield with the mere threat of all-creatures-effecting AEs, since, unlike effects-enemies AEs, they influence enemy tactics (ie 'soft control').