Friday, July 15, 2011

Selling Out: Helping the destruction of Wizards

So, if we're going to jump on this "Nerf Wizards!" bandwagon, let's see some other nerfs.

First of all, all powers that deal damage upon entering the zone should be limited to once per turn. Note that this should apply not just to Wizard powers, but to powers in general. I'm not going to go through and itemize them however.

Furnace of Sand also needs to be nerfed to a static value, probably 5 + Intelligence modifier.

Stonewrack can serve as a passable exception to the once per turn rule as long as we modify the text to read "Whenever a creature that is not prone enters or moves within the zone-" that way, the first time the target suffers damage, it falls prone, which would mean it's immune to suffering the damage again while prone. Due to its smaller area and immobility, we can accept the Prone element, so it makes sense to give the damage a Cloudkill esque level, at a flat 10+Intelligence modifier.

If going through with all these nerfs, I strongly recommend changing Summon Marilith to instead make melee attacks against all enemies within reach, rather than the intense damage of multiple hits. Possibly add a rider that increases the Marilith's defenses for every hit (in order to compensate for the fragility of summons).

Wizard Playtest: Farewell Slide Shenanigans

Well, that's not entirely accurate. There are still plenty of powers out there that deal damage dice of damage upon entering a zone, and the new cloudkill is actually pretty potent. If anything, this spells the end of the Staff of Ruin necessitation for zone wizards.

For those not in the know, you can find out here:

Honestly, I'm not entirely sure how I feel about this. Letting non-essentials wizards pick their own cantrips is a nice bonus, and Elemental Maw actually got an UPGRADE depending on how you look at it (Hint: It requires Spell Accuracy), but all in all, the Slide Spam build-aka the one I'm playing in another game I'm in-took a seriously heavy hit. Not only that, but wizards can no longer auto-obliterate minions left and right, with the vast majority of powers that deal damage from a zone being changed from start of turn to end of turn.

It's certainly true that the existing wizard powers were way too strong, and the modifications to Stinking Cloud and Cloudkill, not to mention Flaming Sphere, do address the Wizard's propensity for insane amounts of autodamage. But I'm left wondering if it isn't a little too much. What's odd is that since the article couldn't address every power, anyone who's playing with anything outside of Core will just take Furnace of Sand, which is now demonstrably more powerful than most daily powers.

I think it's a step in the right direction but also most likely a step too far. Damage once per turn was definitely necessary. ALSO making damaging zones into static damage, so that Cloudkill can deal a maximum of 20 damage if you just happen to end your turn in it, was probably too much.