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Reigning in casters
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<blockquote data-quote="Jester David" data-source="post: 6286107" data-attributes="member: 37579"><p>Which is *good* but not that much better than the fighter or other melee classes who can also drop enemies in a single hit. It's miss or die. Wizards are straightforward glass cannons. </p><p></p><p>Just did a level 1 PFS game last Thursday and the first fight started with the perfect <em>colour spray</em> situation. The badguys had 50/50 odds of success and three of the five made the save. My swashbuckler was MVP of that fight taking out three, the cleric dropped one, while the rogue rolled low and dropped none. </p><p>And after that fight, none of the monsters were vulnerable to <em>colour spray</em> so the sorceress just used <em>magic missile</em> not doing very much damage at all.</p><p>Meanwhile, my swashbuckler got smacked two or three times for damage that would have dropped the sorceress. So I felt far, far tougher. </p><p></p><p>The problem is wizards get increasingly better than the fighters. That's the quadratic part. It's slow at first then ramps up. So any "fix" for high leveled wizards needs to be focused at the high level range. Any more and you're just nerfing the crap out of the guy. </p><p></p><p></p><p>There's also the Cleric Question. Clerics can also be pretty darn badass, easily eclipsing fighters with time to buff. The casting time fix doesn't really address that for minutes/level buffs (and actually encourages those) but really prohibits the use of healing in combat. Removing the restriction from clerics means they're still more powerful than martials and removing the restriction *just* from healing spells means clerics are forced into the role of healbot even more.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6286107, member: 37579"] Which is *good* but not that much better than the fighter or other melee classes who can also drop enemies in a single hit. It's miss or die. Wizards are straightforward glass cannons. Just did a level 1 PFS game last Thursday and the first fight started with the perfect [I]colour spray[/I] situation. The badguys had 50/50 odds of success and three of the five made the save. My swashbuckler was MVP of that fight taking out three, the cleric dropped one, while the rogue rolled low and dropped none. And after that fight, none of the monsters were vulnerable to [I]colour spray[/I] so the sorceress just used [I]magic missile[/I] not doing very much damage at all. Meanwhile, my swashbuckler got smacked two or three times for damage that would have dropped the sorceress. So I felt far, far tougher. The problem is wizards get increasingly better than the fighters. That's the quadratic part. It's slow at first then ramps up. So any "fix" for high leveled wizards needs to be focused at the high level range. Any more and you're just nerfing the crap out of the guy. There's also the Cleric Question. Clerics can also be pretty darn badass, easily eclipsing fighters with time to buff. The casting time fix doesn't really address that for minutes/level buffs (and actually encourages those) but really prohibits the use of healing in combat. Removing the restriction from clerics means they're still more powerful than martials and removing the restriction *just* from healing spells means clerics are forced into the role of healbot even more. [/QUOTE]
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