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Wizards, nerfed or not?
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<blockquote data-quote="Remathilis" data-source="post: 4631176" data-attributes="member: 7635"><p>To answer, the OP question: somewhat. </p><p></p><p>Wizards gained some longevity (at-wills, encounter-powers) and versatility (cantrips, spellbooks, rituals) at the expense of raw power (game-breaking spells and massive damage effects.) This creates the illusion that the wizard is actually weaker than his 3.x self, but in the right hands he's much more viable. </p><p></p><p>The trick to it is NOT to compare what an X level wizard in 3.0 and 4e can do, since 4e is designed to stretch over more levels and effects have been rebalanced to account for the new power structure. So while a 6th level 4e wizard can't fly (16th level power), he can teleport short distances (something only a 7th level 3e wizard could do). </p><p></p><p>The other thing is that spellcasters (like wizards and druids and clerics) are no longer swiss-army knives of various effects. Wizards are much more focused in their powers. Wizards still can blow away foes with balls of flame, but they are also adept at slowing, crippling, and incapacitating foes. To supplement their power is non-combat rituals. A wizard is no longer equal parts necromancer/illusionist/evoker/summoner, new classes will eventually fill those spots. </p><p></p><p>Having played one (abit briefly) I found them a lot of fun, if for no other reason than using my at-wills creatively (such as mage hand or ghost sound) and not having to cast my one-big spell, then resort to a crossbow. </p><p></p><p>So I generally like them, but like most of 4e its a radical change from the d4-HD fire-n-forget casters of yore.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4631176, member: 7635"] To answer, the OP question: somewhat. Wizards gained some longevity (at-wills, encounter-powers) and versatility (cantrips, spellbooks, rituals) at the expense of raw power (game-breaking spells and massive damage effects.) This creates the illusion that the wizard is actually weaker than his 3.x self, but in the right hands he's much more viable. The trick to it is NOT to compare what an X level wizard in 3.0 and 4e can do, since 4e is designed to stretch over more levels and effects have been rebalanced to account for the new power structure. So while a 6th level 4e wizard can't fly (16th level power), he can teleport short distances (something only a 7th level 3e wizard could do). The other thing is that spellcasters (like wizards and druids and clerics) are no longer swiss-army knives of various effects. Wizards are much more focused in their powers. Wizards still can blow away foes with balls of flame, but they are also adept at slowing, crippling, and incapacitating foes. To supplement their power is non-combat rituals. A wizard is no longer equal parts necromancer/illusionist/evoker/summoner, new classes will eventually fill those spots. Having played one (abit briefly) I found them a lot of fun, if for no other reason than using my at-wills creatively (such as mage hand or ghost sound) and not having to cast my one-big spell, then resort to a crossbow. So I generally like them, but like most of 4e its a radical change from the d4-HD fire-n-forget casters of yore. [/QUOTE]
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