One of the reasons I generally don't play wizards/sorcerer's on Arelith is due to several design decisions which dramatically reduced the power/playability of these classes.Trunx wrote:Which spells were nerfed that would've made it even marginally more optimal to stay pure classed had they not been nerfed?RedGiant wrote:
I would also add that multi-classing in this fashion was made attractive due to the substantial nerfs to entire lines of sorcerer and wizard spells. Wild Mage has helped make pure classing somewhat viable again, but...still need help IMO. This is probably another conversation.
-Nerfed the Missile line of spells (in addition to normal counters such as spell mantles and globes, they added shield w/ abjuration feats, and severely knee-capped the IGMS DPS.)
-Nerfed the Bigby line of spells (reflex saves added, added additional counters/cures)
-Nerfed layering damage shields
-Nerfing of fear and fear-inducing disablers
-Nerfing dispel line of spells (limiting the caster's lvl calculation by as much as 10)
-Nerfed area effect stacking possibilities (leaving blade barrier stacking in place for clerics...?!?)
-Nerfed durations on almost all 'escape' spells (invis-g.sanctuary) + removed ports in combat
Added to this list are several one-off unfavorable changes to individual spells (i.e. Evard's) as well as changes that affect classes beyond the arcane casters, such as the nerfing of Arelith's enhancements to epic evocation.
To all of this we might add the inconvenience of...well...spell components. (While I lobbied hard for them before we had them, I had more in mind a video-game friendly version of spell components. I.e. one-time, non-consumable purchases from in-game magic shops to aid in RP.)
Granted, there have been many great enhancements to wizards and sorcerers. Some that come immediately to mind are; the brilliance of the foci system, the planar-binding/dismissal spells, conjuration enhancements, and the Two-Swords (MK's & BBoD).
As one who almost exclusively played wizards on every other server until coming to Arelith, the net effect of all these changes is to make the class feel entirely different. For me, this isn't a good thing. Having so many arcane-specific spells down-graded make playing a wizard feel like playing an underclass. In addition, by epic levels most MOBs have a potpourri of ridiculous saves, HP, and immunities that render most, if not all, of your spells useless. Finally, I think these changes have tacitly encouraged odd 'builds' to replace the survivability once had through magic alone (i.e. Cortex's 27 Wizard 3 Bard reference).
Some recent changes are positive. The foci spells help and so do the summons, but this tends to make conjuration almost something of a meme of late, as noticed by many. This most certainly counts as my annual wizard rant. I'm not bitter, really, I just tend to play other things instead!