Actually, it's less - your burn up your standard action to do the extra 2d6+Int. Magic Missile does 2d4+Int and doesn't require you to use your move action just to home in with the sphere.Are there any other dailies that come close to doing approximately 2d6+1d4+(2*Int) every round to whoever you want?
My issue with the sphere, as with other similar powers like the fighter's Rain of Steel, is that there is no point in dealing damage at the beginning of an enemy's turn. Sure, it's powerful, but excluding some corner cases, it's no different from doing it at the end of your own turn. And it suggests that the enemy should move away from the sphere, while in practice there is little benefit for him in doing so: The wizard will just move it again during his own turn.
I figured that the damage at the beginning of the turn was to entice people to push, pull and throw each other into the sphere's aura in addition to trying to get away from it every turn. Dealing all of the damage on the wizards turn means that you lose that layer of maneuvering.
The thing that feels wimpy about the wizard is lack of damage. In character it is not very satisfying to 'control' the environment. It is necessary, but it is almost like you are playing a cleric in the older editions. You never do any real damage, you just support. whoopy.
I am trying to buff other powers. I let the wizard take a feat to bring his MM damage up to 2d6 Int, we have experimented with sleep going to unconscious right away (save ends). I do not like that solution to sleep either.
What do people think about sleep going to unconscious (save ends) and then to slowed (save ends), with a miss of slow (save ends).
I think this is not a bad option, though you may have to change it to a burst 1 rather than 2 if you do it this way. Thoughts?
I understand. I personally see nothing too wrong with sleep IMHO. A burst 2 on at least 5 enemies can end up dropping at least 2 out of the battle for a round or more. This in itself is good and a typical controller power. I feel like it too a while to at least come to some understanding on how powerful most of the spells are, so maybe wizards did take some time to think about the powers before releasing them.From a selfish DM perspective, I do not like that. When we played that way, your Big Bad solo (Even with +5 to saves) suddenly goes down right away. Putting the shoe on the other foot, the characters would not like that much either. So now we have limited it to that method on a critical with sleep.