At Ilucide's prompting, and for whatever good it might do, I'm starting this new thread for bugs and issues affecting our class. I'll try to keep it updated, if people want to contribute.
Last updated with issues: August 22, 2008
BUGS AFFECTING THE WIZARD CLASS (and/or Caster classes in general)
ISSUES AFFECTING THE WIZARD CLASS (and to some extent Casters in general)
SUGGESTIONS FOR FIXING AFOREMENTIONED ISSUES AND MAKING THE CLASS MORE FUN
These are all the issues, suggestions and bugs that I have seen so far mentioned in this thread. I will update the post later on if more are mentioned.
For further reading, the following threads might be usefull:
http://forums.station.sony.com/eq2/...topic_id=419860 (this is one of the best on our issues with GU 43)
http://forums.station.sony.com/eq2/...topic_id=421901
http://forums.station.sony.com/eq2/...topic_id=418679
http://forums.station.sony.com/eq2/...topic_id=412072
http://forums.station.sony.com/eq2/...topic_id=424687 (this topic specifically discussing the Int/power pool bug)
http://www.eq2flames.com/wizards/30...ing-issues.html (this topic specifically discussing the stacking issues with Storming Tempest and Glacialshield)
D.
Bug: Storming Tempets line.
This damage over time spell is missing its last tick.
Unmodified, this spell has a duration of 48 seconds, and the damage is on an 8 second timer. When cast, this spell does its initial damage, then begins with the damage over time portion as expected. After 40 seconds, and the 6th tick of the spell, it continues counting down the last 8 seconds, as expected, but when the timer reaches zero, and the final tick is expected to go off, nothing happens and the spell simply finishes.
The reason this is considered a bug as oppose to working as intended, other than every other DoT in the game working the way we collectivly believe this spell should, is that if you cancel the spell after 40 seconds, but before the spell expires at 48 seconds, you get the mysterious 7th tick of damage, which would have been missing if you did not manually cancel it.
Issue: Ro's Coil line.
The live update that added Focus damage to the game changes the spell lines for all mages that deal a small amount of unresistable damage over time. Ro's Coil is the T8 mage version. The spell description still says it deals heat damage, both in the spell descriptor and the spell effects. This is an issue because the damage this spell line does is no longer increasable by means of debuffs.
Suggestion: Furnace of Ro.
As was posted above, Furnace of Ro can be rather unwieldly to use in some combat situations. A simple suggestion for this spell, to make it a little easier to use but without removing the flavour of it being a stationary pet, is to have it appear under the target mob or the target group/raid member instead of under ourselves.
Suggestion: Converge.
This spell, which is a minor hate transfer on the MT, as well as a power proc for the MT and caster, does not stack with other versions of this spell, or the warlock variant. This was presumably due to there being no hate transfer cap when the hate transfer portion of this spell was added. As there is now a hate transfer cap, making this spell stack either with multiple instances of itself or at a minimum with the warlock version, would give sorcerers a greater means of power regeneration (as minor as it is), without having the ability to overload the tank with hate transfers.
Issue: fabled chest piece bonuses.
Both the EoF and the VP fabled set for wizards have had a focus to a spell that a raiding wizard uses rarely, if at all. While it is too late to change now (no one was listening when we complained about it in EoF, or with the VP set "upgrades"... so we missed out on gettting something worthwhile this time round... thanks), having some sort of assurance that the next end game set robe for a wizard will have some thought put into it would be appreaciated.
Issue: general caster buffs vs melee buffs.
Casters, in general, have significantly fewer means of gaining DPS through buffs than melee classes do. This is not simply a case of melee having a greater variety of buff types at their disposal (haste, +DPS, +AE attack, +CA damage, +crit etc), but is a case of those buffs being more easily avalibe than caster oriented buffs.
As an example, look at how many classes have a melee proc that can be placed on others vs how many classes have a spell proc that can be placed on others. Now do the same with all melee buffs vs all caster buffs, factor in how many characters can recieve these buffs, and then try and explain the equality in the situation.
My personal suggestions are to make the sorcerer and conjuror melee proc buffs work on spells as well as melee (and consider this for other classes, including the likes of templars Glory spell line). I would also like to see a form of caster splash damage added as a means to equate to melee AE attacks, and to see spell double attack added to several items, though not in the same quantity as is seen on the wizard epic.
This is more a summary post of the current discussions that have been occuring on cloth DPS and wizards. I would like to add that another side of this very large melee burst DPS and what imo is to quick a recovery time for thier CA's is that Assassin's and Swashies also own group DPS as well. Overall the game appears to be very melee centric now..
http://forums.station.sony.com/eq2/...topic_id=412072 ( This thread sums up the dispair and goes a good bit as to why many may not bother to post into this thread. There is some bickering back and forth as to how effective a wizard is which eventually ends in most seeing the wizard DPS being relagated to low high tier 2 maybe low tier 1 dps with no more cloth DPS competition for the top three parse slots, which are the sole providiece of melee DPS. It is identified as being the result of GU 43/44 and probobly an indicator of where the class is headed.)
Please take the time to read thru them all, some wizards originally thought we where fine (and some still do I am sure) several changed thier mind in the course of these threads as they saw the problems develop with progression, no one filpped and started seeing the wizards as currently in a good state.
If I where to sum it up wizards are more random chance DPS on raids, unless where have massive support (Illy, Troub, Fury, Brig) we have no chance to even come in third on the parse. Couple this with the minimal support melee require and the fact that melee have much easier access to raid supporting buffs than cloth (more support available on more classes for melee buffs / debuffs) results in the class failing to be able to compete anymore against assassins and now to a leser degree swashies and rangers. Many parses now typically look like Assassin/Assassin, Swash, Ranger.. then cloth DPS. All we would like to be able to do is again compete for the top slot (not own just compete effectivly) with Assassins. It seems odd that there would not be a cloth equivalent to Assassins.
Thank you for your time and efforts
The 2nd post in this thread is a great summary of our issues IMO.
I especially like the suggestion of Furnace of Ro to autoposition itself *once*. With the usual speedpulling in hardcore raid guilds, it's just not possible to cast it many times, I have to cast from second 1 as spells get into range to be anywhere in the upper half of the parse, if I'm lucky. No way to run in and place it at the mob.
Thanx Ilucide for bothering btw with this thread and Noaani for his insight " />
Regards, Tiath
Just Fix those RESISTS, please!
http://forums.station.sony.com/eq2/...topic_id=422916
This thread finely sums it up for PVP side of the story, which is much more frustrating even than PVE.
Anyway, nice too see developers are still here and thank you for your time and efforts.
Thanks! A more recent list of issues helps!On the resist issue... I'm curious what people's disruption skill is when they're seeing large numbers of resists.Surging Tempest was always meant to have 6 tics, not 7. I'm fairly certain Aeralik changed the spell to work like a normal dot though. Regardless, in an over-time capacity, it's about the most efficient spell a wizard can use.
The largest number of resists is usually in the first 15 seconds of a fight as debuffs are being applied. The biggest problem right now is having to depend on 3 other classes to debuff a mob in order for us to hope that our spells hit in the higher range and do not resist. This is definately being reflected on the parse and making it harder for us to be able to compete with t1 dps classes such as the assasin.
My resist raid buff has to be well over 480 right now, go look at my gear on eq2 flames. I am well geared in the higher end t8 fabled gear and I am still getting random resist problems.
I think you guys made a mistake by making debuffs as a part of abilities such as snares and what not. These are the things that other classes such as scouts will use less as it does nothing for them.
If you guys really want to make it up to the mage community, you need to give us buffs that help us increase our resistability on spells.. similar to how there are buffs that increase hit rates for melee classes.
In regards to what Fomka said, he has definately touched on a lot of good points. I agree that you guys should look at velium gift/ice shape and make it more usefull in raid situations. Having to cast both of these spells is an issue, especially with mobs that have stuns or stifles. It renders it near useless in most high end encounters. Why not just make it so that when you take the ability it restructres velium gift to change all your abilities to cold. And make velium gift instant cast. What's the point of having a cast time on this ability? It's not a game breaker.
Thanks a ton!!! This is awesome to get this kind of feedback! Now that we know surge is only to have 6 ticks we can ask the right question. Since the first tick fires on time 0 then the 6th tick will fire on time 40. Shouldn't the spell then stop and go into it's refresh/recast duration as opposed to waiting yet another 8 seconds to do nothing and then go in recast timing?
We now know the problem wasn't the last tick but 8 seconds of spell cast that shouldn't be there. Please fix surge temp so after it's last damage tick it goes into the recast timer and not run for another 8 seconds od dead space, or add that 8 seconds to the recast timer if you really want to keep it. this will remove a lot of confusion.
Disruption skill for raids is in the 480s to 500's depending on group set up. Resists are very routine with no brig on the raid and even with a brig it tends to be often enough to make my DPS more of a random chance for one of the top 5 slots (usually third thru fifth) and even noticably cuasing parse positions less than fifth. The top two slots easily go to assassin's / swashies,ranger with only a dirge/troub supporting them. Whereas the cloth requires Illy, Troub, Fury, Warlock(proc increase) all in group, and at least a Brig on raid before we see our DPS place us in third thru fifth positions.
Some comments:
First and foremost, I am glad to see you looking at class balance issues. Reguardless of what your actual reason for doing so is, having someone simply say they are looking at these issues other than Aeralik (whom has lost nearly all confidance the general player population could have in a developer), is a good sign. If you were to say you have been assinged to look over class balance, many mages, especially top end/those that have been here since 2004 will be thinking there is no way you will be able to see the current resist rates and not make changes/suggest changes be made.
Second, although I have not tested this as much as I would like, caster skills seem to have a lesser impact on hit rate than melee skills do for melee hit rates. If this is true, then it may well be a large part of the reason there is a disparity in hit rates between casters and melee.
Third, Surging Tempest. If this spell is only supposed to have 6 ticks (the initial tick when the spell lands + 5 more), why is the duration of the spell longer than it needs to be, why did it have 7 when it was released back in DoF, and why are we able to get a 7th if we cancel it after the 6th tick but before it expires?
While I am a lock, and not a wizzy, my disruption is 400/400 and i have only RoK quested gear + few fabled raid drops, and resists are through the roof. (It seems like in game my disruption is over 400, but eq2players doesn't show that.)
On the resist issue: My skills during raids are over 500. Last raid I checked, Disruption was at 579 (effective level of almost 96, if there was no cap, or if those skills actually made a difference). With different setups, I've had disruption at over 600. It makes no difference. The first 10-15 seconds of any fight are completely random with regards to my spells landing. Might get lucky, might get 5 spells completely resisted in a row.
The main issue with resists, however, apart from the outright resists we get at the start of a fight, is the increased mitigation mobs have against spell damage, due to their higher wisdom (and, hence, resistances). Its effect on us is felt much more because, at least from what I can see, there are not enough debuffs out there to bring down the mobs' Wisdom enough.
Then again, the above issue has another side -- which no dev seems to want to talk about -- and that is dishonesty. The whole sham story started because -- supposedly -- melee hit rates against orange (i.e. lvl 85+) mobs in VP (and ONLY in VP) were too low. Then we get the "fix", which changes the resists for casters on ALL epic x4 mobs -- regardless of con -- in ALL zones of Kunark -- NOT just VP. Then, subsequently, melee hit rates were adjusted upwards, but caster changes were not reversed, or adjusted. And Aeralik is... "too busy" to worry about fixing this [I cannot control my vocabulary]. /shrug.
Forgive the bitterness.
Other issue: Storming Tempest: the spell description states (unmodified by AAs)
Now, the way I understand this, it works like this:
So, that's one initial damage hit, and 6 ticks of the dot (pretty much like any other dot out there).
Now, if the spell is supposed to only hit 6 times (initial hit + 5 ticks), why the extra 8 seconds duration? If it's supposed to have 6 ticks though, why is the last tick not hitting, unless we re-click the spell?