Mearls on Controller design and At-Will balance

The class ability I wish I had seen for Wizards is that they automatically know the name and type of creature and it's resistances, vulnerabilities, and weakest defense.

Knowledge is a key archetype of wizards, and knowing which defense to target, which vulnerability to target, and which resistance to avoid, would make sense for the Wizard.

That way, other Wizard powers become more powerful because they become more efficient.

This doesn't address the control aspect issue, but it does address the perception of weakness issue.
 

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The class ability I wish I had seen for Wizards is that they automatically know the name and type of creature and it's resistances, vulnerabilities, and weakest defense.

Knowledge is a key archetype of wizards, and knowing which defense to target, which vulnerability to target, and which resistance to avoid, would make sense for the Wizard.

That way, other Wizard powers become more powerful because they become more efficient.

This doesn't address the control aspect issue, but it does address the perception of weakness issue.


Wizard have more knowledge skill then any other class.

My human wizard is trained in Religion, Arcana and Nature. That cover most Monster knowledge check. And all these skill key off intelligence so these are good scores.
 

It turns out the "escape" action allows a shift as part of the escape. So no need to use a power to shift.

Oh yeah, I forgot about that.

Yeah, you can throw multiple mobs at the ranger, but the chances of both orcs even hitting in the first place is pretty remote, and for every monster you try to peg the ranger down with, thats 1 less to keep the rest of the party busy. Assuming you can even get that many close to the ranger to begin with, they enjoy a high range and very good mobility.
 



Well, they easily could have given wizards a bonus area or close at-will as their feature. In fact, if that was their only time to get one it could have been interesting.

Now... make it so you can use mage hand to do a minor action 1/round slide at Int vs Fort. That's pretty controllery :)

Technically, I think the wizard _feats_ Spell Focus and Spell Accuracy, are great examples of what could have been control class features. If controllers got the ability to do more shaped area effects and gave a -1/-2/-3 (by tier) penalty to saves, I'd nod and say that was a good comparison to striker damage or combat challenge or word.
 

Yeah, you can throw multiple mobs at the ranger, but the chances of both orcs even hitting in the first place is pretty remote, and for every monster you try to peg the ranger down with, thats 1 less to keep the rest of the party busy.
That's what minions are for: to chase down and hold the ranger.
 

Wizard have more knowledge skill then any other class.

My human wizard is trained in Religion, Arcana and Nature. That cover most Monster knowledge check. And all these skill key off intelligence so these are good scores.

Yes, but most DMs do not appreciate the time it takes to roll before every combat and then compare your result to the chart and then determine what parts you know and what parts you do not know. It would be a lot easier if Wizards just automatically knew, so the DM could prep a card to hand the Wizard's player in advance or something like that. It would be thematically good, and it will be an appropriate "boost" to power without actually tinkering with any other powers.
 

Prep just cause someone picked 'Wizard'? This is some meaning of the word 'easier' I'm not aware of.

Rolling dice can be fun, when there's a benefit to doing so. Wizards have enough identity, but you have to start reading the powers to get it. Unlike other classes you don't learn about this class by stopping reading at the heading 'Level 1 Encounter Spells'
 

Yes, but most DMs do not appreciate the time it takes to roll before every combat and then compare your result to the chart and then determine what parts you know and what parts you do not know. It would be a lot easier if Wizards just automatically knew, so the DM could prep a card to hand the Wizard's player in advance or something like that. It would be thematically good, and it will be an appropriate "boost" to power without actually tinkering with any other powers.

That sounds like WAY more work than is needed. Prep a card? Sheesh.

"You see a Squamous Thing."
"I roll 25 on my Arcana check."
"OK, the Squamous Thing is vulnerable to acid and can eat your spleen from 20 feet away."
"Cool."

I can't imagine it being a difficult or complex process. Hell, 4e -- the game under discussion -- even tells you EXACTLY what you know with each level of knowledge check.
 

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