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General Tabletop Discussion
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Mearls on Controller design and At-Will balance
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<blockquote data-quote="Hambot" data-source="post: 4592350" data-attributes="member: 61484"><p>Wizards do need to be patched. They do have great at wills, but they care too much about damage and less about changing the rules of the battlefield.</p><p></p><p>Their at wills should make up for the fact that they are constantly squishy when they are hit, making them more vulnerable than other PC's when monsters get through the front line.</p><p></p><p>I think a better solution would be to give all wizards 1-2 extra at-wills, at their current power level with a big selection to choose from so all wizards don't feel the same.</p><p></p><p>This allows them to control battles by picking the perfect tool for the job. And give them an at will that punishes monsters for being too far apart - so monsters are never sure whether to bunch up or spread out. This recaptures the feel of "options" from previous editions, while still having far less baggage like the massive spell compendium.</p><p></p><p>Also feats should be available that really augment different wizard builds - at the moment their lack of arcane themed choices really sticks out. </p><p></p><p>Like for example a paragon feat that decreases casting time for all rituals by 1 step so </p><p>8hrs -> 1hr -> 30mins -> 10mins -> standard action, once ritual requirements are met (like getting mage hand to draw portal circles on the ground).</p><p></p><p>Being able to bust out funky portals and random stuff mid-combat that other PC's can shove bad guys through would make the wizard feel like a wizard again. </p><p></p><p>An example using the current rules: Making a sturdy airtight coffin that shuts and locks itself when slammed shut, then summoning it mid combat with leomunds secret chest, pushing a bad guy in, slamming the lid shut and teleporting it away back to its secret 20ft under the ground burial location is the kind of stuff that makes for a memorable fight. As long as it isn't save or die, and the bad guys have defences that have to be overcome for big ideas like this to work, the class would get its mojo back.</p><p></p><p>And people who love straight blaster wizards should have feats to make them more of an arcane striker too. The best thing is that feats allow the whole class to be patched with more options - more at wills, more control riders on at wills, whatever.</p></blockquote><p></p>
[QUOTE="Hambot, post: 4592350, member: 61484"] Wizards do need to be patched. They do have great at wills, but they care too much about damage and less about changing the rules of the battlefield. Their at wills should make up for the fact that they are constantly squishy when they are hit, making them more vulnerable than other PC's when monsters get through the front line. I think a better solution would be to give all wizards 1-2 extra at-wills, at their current power level with a big selection to choose from so all wizards don't feel the same. This allows them to control battles by picking the perfect tool for the job. And give them an at will that punishes monsters for being too far apart - so monsters are never sure whether to bunch up or spread out. This recaptures the feel of "options" from previous editions, while still having far less baggage like the massive spell compendium. Also feats should be available that really augment different wizard builds - at the moment their lack of arcane themed choices really sticks out. Like for example a paragon feat that decreases casting time for all rituals by 1 step so 8hrs -> 1hr -> 30mins -> 10mins -> standard action, once ritual requirements are met (like getting mage hand to draw portal circles on the ground). Being able to bust out funky portals and random stuff mid-combat that other PC's can shove bad guys through would make the wizard feel like a wizard again. An example using the current rules: Making a sturdy airtight coffin that shuts and locks itself when slammed shut, then summoning it mid combat with leomunds secret chest, pushing a bad guy in, slamming the lid shut and teleporting it away back to its secret 20ft under the ground burial location is the kind of stuff that makes for a memorable fight. As long as it isn't save or die, and the bad guys have defences that have to be overcome for big ideas like this to work, the class would get its mojo back. And people who love straight blaster wizards should have feats to make them more of an arcane striker too. The best thing is that feats allow the whole class to be patched with more options - more at wills, more control riders on at wills, whatever. [/QUOTE]
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