My hope is to make this thread a permanent discussion threat. Here are some of my thoughts:
Judgement: Otherwise known as the one hit kill for balance wizards. I think it's OK for them to have this because a lot of their other spells are weak, but people (especially during pvp) complain LOTS.
Centaur and Lifeblade: Some say that it's unfair for life wizards to have such a powerful attack and blade since they aren't an attack school. I think, hey why not (I’m a life wizard so I’m a bit biased), since Nature’s Wrath, Seraph, Leprechaun, and Imp aren't that good, but still, second most health + extremely good healing spells + 40% lifeblade + plus 515-595 attack at level 30 = a mite unfair.
Myth Spells: The seemingly only good myth attack spells compared to other spells of the same level are Humongofrog, Basilisk, and Celestial Calendar. I’m sure the other ones are just as useful, but they certainly don’t compare to spells of other schools (even life!)
Balance Lacks Originality: The balance spells aren't very exclusive. Balance blades and buffs can be used by wizards from all schools and balance wizards can’t wand off weaknesses or break shields.
Death Bosses: Many bosses and creatures in Wizard City, Marleybone, and Mooshu are death bosses. This creates a certain disadvantage for death wizards, unless a convert is used, and that takes time and space in your deck.
Fizzle, Fizzle, Fizzle…: Storm school spells, although extremely powerful, tend to fizzle A LOT. When you successfully cast one, it is always a potential one hit kill, but until that point, due to low health, you’re a sitting duck. Fire spells also do a lot of fizzling, which is really nice when you're dueling a fire opponent, but when you're a fire wizard? mmm... Not so much.
Thanks for reading this! Feel free to add more issues you have with the game to this thread.
lol with life even with our "op life blade" we don't have an attack on all until lvl 58 forest lord is great but its a challenge to get there without an attack on all
My hope is to make this thread a permanent discussion threat. Here are some of my thoughts:
Judgement: Otherwise known as the one hit kill for balance wizards. I think it's OK for them to have this because a lot of their other spells are weak, but people (especially during pvp) complain LOTS.
Centaur and Lifeblade: Some say that it's unfair for life wizards to have such a powerful attack and blade since they aren't an attack school. I think, hey why not (I’m a life wizard so I’m a bit biased), since Nature’s Wrath, Seraph, Leprechaun, and Imp aren't that good, but still, second most health + extremely good healing spells + 40% lifeblade + plus 515-595 attack at level 30 = a mite unfair.
Myth Spells: The seemingly only good myth attack spells compared to other spells of the same level are Humongofrog, Basilisk, and Celestial Calendar. I’m sure the other ones are just as useful, but they certainly don’t compare to spells of other schools (even life!)
Balance Lacks Originality: The balance spells aren't very exclusive. Balance blades and buffs can be used by wizards from all schools and balance wizards can’t wand off weaknesses or break shields.
Death Bosses: Many bosses and creatures in Wizard City, Marleybone, and Mooshu are death bosses. This creates a certain disadvantage for death wizards, unless a convert is used, and that takes time and space in your deck.
Fizzle, Fizzle, Fizzle…: Storm school spells, although extremely powerful, tend to fizzle A LOT. When you successfully cast one, it is always a potential one hit kill, but until that point, due to low health, you’re a sitting duck. Fire spells also do a lot of fizzling, which is really nice when you're dueling a fire opponent, but when you're a fire wizard? mmm... Not so much.
Thanks for reading this! Feel free to add more issues you have with the game to this thread.
-Reed Spiritcaster, Master Theurgist
These are not issues in the game. These are complaints that are seen all over the message boards.
I do not believe any spell or school or pet talent should be changed do to PvP. Ever. Those that choose to do that need to learn how to work around whatever is giving them problems. For PvE: Balance is fine. Life is fine. Myth is fine Fire is fine. Storm is fine. (Storm is supposed to fizzle due to the high damage rate.) Ice (not mentioned here) is fine. Death is fine and hardly at a disadvantage. In fact, my Death wizards flew through Wizard City.
ALL schools balance out if played/trained correctly. It is up to each wizard to figure out the "good" and "bad" aspects of their school and work around/take advantage of those.
you must be new~ if you were a veteran player, you'd know that people in the arena complain about anything and everything and that they often cry nerf without consideration for pve players, who use the same spells.
1) as a high-level balance wizard, judge is not always a one-hit wonder: it *can* be, if your timing is right and you know what you're doing (or your opponent doesn't).
- tower shield, treasure and trained, plus any you may have from items); if you play your cards right (pun intended), that balance wizard ain't gettin' through.
-judge leaves that wizard pipless and defenseless. if you're caught without pips in the arena, you're done~ you're at your opponent's mercy.
i do agree, though, that we balance wizards should get some kind of buff that benefits us exclusively: our reliance on off-school tc at level 90 bothers me and, given how frequently we are forced to rely on them, shatter and cleanse charm should have been balance spells.
2) no, life is not known for its firepower, but a good theurgist should be able to hit just as hard as they can heal. compared to other spells at the same level, centaur's base damage is the least of your worries.
3) i have a level 90 necro, and he's soloed most of the game just fine. except morganthe, whose cheats don't allow converts to be placed on her (he had help, because he doesn't have a mastery amulet).
4) as someone said on another board, myth is only there for pvp... and to troll people with earthquake/chain-stuns. trololol.
5) storm is the go-big-or-go-home school: either hit big, or fizzle and "go home" to the commons. this can be remedied later on, with the right gear/pet combo~ at level 81, my wizard has 101% accuracy (though ki math says differently): her hits are devastating, and she does not fizzle.
you must be new~ if you were a veteran player, you'd know that people in the arena complain about anything and everything and that they often cry nerf without consideration for pve players, who use the same spells.
1) as a high-level balance wizard, judge is not always a one-hit wonder: it *can* be, if your timing is right and you know what you're doing (or your opponent doesn't).
- tower shield, treasure and trained, plus any you may have from items); if you play your cards right (pun intended), that balance wizard ain't gettin' through.
-judge leaves that wizard pipless and defenseless. if you're caught without pips in the arena, you're done~ you're at your opponent's mercy.
i do agree, though, that we balance wizards should get some kind of buff that benefits us exclusively: our reliance on off-school tc at level 90 bothers me and, given how frequently we are forced to rely on them, shatter and cleanse charm should have been balance spells.
2) no, life is not known for its firepower, but a good theurgist should be able to hit just as hard as they can heal. compared to other spells at the same level, centaur's base damage is the least of your worries.
3) i have a level 90 necro, and he's soloed most of the game just fine. except morganthe, whose cheats don't allow converts to be placed on her (he had help, because he doesn't have a mastery amulet).
4) as someone said on another board, myth is only there for pvp... and to troll people with earthquake/chain-stuns. trololol.
5) storm is the go-big-or-go-home school: either hit big, or fizzle and "go home" to the commons. this can be remedied later on, with the right gear/pet combo~ at level 81, my wizard has 101% accuracy (though ki math says differently): her hits are devastating, and she does not fizzle.
you must be new~ if you were a veteran player, you'd know that people in the arena complain about anything and everything and that they often cry nerf without consideration for pve players, who use the same spells.
1) as a high-level balance wizard, judge is not always a one-hit wonder: it *can* be, if your timing is right and you know what you're doing (or your opponent doesn't).
- tower shield, treasure and trained, plus any you may have from items); if you play your cards right (pun intended), that balance wizard ain't gettin' through.
-judge leaves that wizard pipless and defenseless. if you're caught without pips in the arena, you're done~ you're at your opponent's mercy.
i do agree, though, that we balance wizards should get some kind of buff that benefits us exclusively: our reliance on off-school tc at level 90 bothers me and, given how frequently we are forced to rely on them, shatter and cleanse charm should have been balance spells.
2) no, life is not known for its firepower, but a good theurgist should be able to hit just as hard as they can heal. compared to other spells at the same level, centaur's base damage is the least of your worries.
3) i have a level 90 necro, and he's soloed most of the game just fine. except morganthe, whose cheats don't allow converts to be placed on her (he had help, because he doesn't have a mastery amulet).
4) as someone said on another board, myth is only there for pvp... and to troll people with earthquake/chain-stuns. trololol.
5) storm is the go-big-or-go-home school: either hit big, or fizzle and "go home" to the commons. this can be remedied later on, with the right gear/pet combo~ at level 81, my wizard has 101% accuracy (though ki math says differently): her hits are devastating, and she does not fizzle.