I have been with Wizard101 on and off since the beginning and its one of the best in balancing all the classes, but one thing is starting to bug me and might if not already be a problem... and that would be the armor. It is very exciting for players to upgrade their gear, they constantly feel like they are getting stronger and stronger. I always seen 60+ players in "Waterworks Gear" because really there is nothing better and its true. I have seen someone with 99% damage booster and 39 resistance to everything with like 114 critical and I believe he was storm. That is way too much, especially resistance. If anyone should even ever get to 39 resistance to every element it should be Ice since it is the "Tank" wizard. With Waterworks gear staying with one player for 20(+) levels it gets dull. I constantly look up the boss i fight to see what exciting things it may drop, but nothing is better than what i wear or even my friends.. not even the crafting gear which you need to be legendary crafting to even do.. its not worth it and it kinds feels dull. When a new level cap comes out the first 70 armor should be better than any 60 armor no matter what and gear should upgrade every 5 levels to make the player feel like they are growing, not just a spell or two and maybe a new pet. Nothing should give over like 3% resistance (even pet talents) to all else everyone becomes a tank, so really the only way to fix this is to nerf the current gear (I would really hate to see that when/if level 90 comes out that theres gear and you can have 60% resistance to everything, that would just be ridiculous). And the pet skill spritely, you need that on the pet you have or else its not worth really keeping that pet, especially end game. If anything change it to where it has a low chance to heal the player 75 flat, making it kinda convenient and not really absolutely needed at end game.
-Idea 1- Players no longer like going in dungeons with more than 2 players anymore or there will be more creatures to defeat, so there should be two ranks to each boss/dungeon. 1-2 wizards - Rank 1 and 3-4 wizards Rank 2. Rank 2 giving the same gear but slightly better (not too small of an increase else it wouldnt be worth it) and make the boss more difficult with more health and better minions. This way group activities become more frequent rather than just soloing.
-Idea 2- I have noticed from talking with a few 80s that there isnt much to do after you have quested and done crafting. Yea you can do gardening, but that could get old.. SO. Once you hit "current max level" there will be 7 different bosses/dungeons (end boss is random that way players don't just do one over and over because of the element weaknesses) and at the end you will get one or three (depending on Rank 1 or 2) "Wizard Stickers" (or whatever you wanna call them) and those can be use to buy gear even better than what any boss drops. Each piece costing roughly 95 to 150 "Wizard Stickers" each, and only being able to obtain 12 "Wizard Stickers" a day.
-Idea 3- With players being able to charm and ward for seven turns then one hitting the boss the next turn, Bosses need to be better at taking wards and/or charms away and defending themselves. So maybe add to their build Tower shield and just random little heals or shields, especially to what they are weak to.
-Idea 4- Since I have played, players do not want to join a group.. they will stay with you and quest or do a boss and play with you awhile but will not group for some reason. So how about making it where you get better/more drop (chance), more xp, and badges over time (for those who like badges), and maybe something else.
~Card Ideas~
1) Switch Places - Intercept the next attack for a fellow player and puts a ward on the caster +15 damage, so if he is gonna take the hit.. it will be slightly stronger. (Ice Wizard spell only, maybe.)
2) Recoil Aura - For 4 turns, 15% of the damage done to you is done back to the caster (cant resist).
3) Fuel to the Fire - Add +10% damage to each tick for the next damage over time spell. (Fire Wizard spell only, maybe.)
4) Cat Eyes - Reveal all enemy buffs and shields.
5) Thundering Roar - Add 10% armor piercing and 10% critical chance to next lightning spell. (Thunder Wizard spell only, maybe.)
~Ideas for Class Only Spells~
Kings Pyramid - Does 150 damage, then 500 damage, and 1000 damage to target. Cost 10 pips (Myth Wizard spell only.)
Ancient Elf - 1075-1150 damage to target. Cost 10 pips (Life Wizard spell only.)
Polar Bear Stampede - 600 and 750 damage to target. Cost 10 pips (Ice Wizard spell only.)
Onyx Gargoyle - Deal 1250-1350 damage to target and -25% damage to next spell. Cost 10 pips (Death Wizard spell only.)
Fist Full of Power - Deals 685 Balance damage, then 150 Life damage, 150 Death damage, 150 Myth damage, 150 storm damage, 150 ice damage, and 150 fire damage to target. Cost 10 pips (Balance Wizard spell only.)
Thousand Year Storm - Deals 375 and 1375 damage to target and -35% Accuracy. Cost 10 pips (Storm Wizard spell only.)
Lava Giant - Deals 400 and 1275 over 3 rounds and -20% damage to next spell. Cost 10 pips (Fire Wizard spell only.)
Feedback would be appreciated.. good or bad, just wanna know what y'all thing. And if y'all read all this, then thank you. I didn't expect it to be this long, but this is what I decided to do while servers were down.
P.S. - If we do keep climbing in resistance, then IMO - spell damage should increase drastically and Bosses play a lot smarter. 4-6 turns of warding and charming then one hitting them is too easy :P