Tree of Savior Forum

Time to nerf quickcast and Magic arrow

while i admire the sentiment of “buff all classes, add more diversity,” nerfing one or two problem issues requires less work than rebalancing the whole system from the ground-up.

still, i hear you on the bokor thing. the class offers super-effective crowd control against regular mobs, but is next to useless against bosses and missions.

Not sure about you but I wouldn’t waste 2 ranks to get a skill that increase my DMG by 10%

Sleep can be gotten from Wiz1.
Surespell is only useful for channeling skills.
Magic missile is a nice skill upgrade from having 0 useful active skills from Wiz1 and Wiz2 that does mediocore damage.

Unless you have channeling skills such as kino/featherfoot, or long charging skills, not many will go wiz3 for your 10% damage increase and increased sleep duration

Maybe you would

i told you there 's 2 option for it in previous post

100% up time for lower dmg increased
or high dmg increased but low up time

sword man not even have a buff that increased dmg by %
scout 's cloaking increased first hit dmg by 50% of your base attack, 35s cd also need 5 rank
ranger need 4 rank to up to c3, got only 20% dmg increased and 10s duration 25s cd

look at that 50% dmg increased 100% up time and only need 3 rank and just tell me
is it sounds right ? :joy_cat:

told you before
gives archer attribute at c3 to swift step that increased physical dmg by 50%
also gave sword man attribute at c3 to gungho that increased physical dmg by 50%
then we are equal no one complain the fk about this anymore, got it ?
or QC need to nerf, no complain also

K

Wiz3 for 10% damage increase 100% uptime
Higher duration sleep (wiz1 skill) that can hit flying enemies
Awesome surespell that is super useful because every DPS class have a channeling skill that makes this skill one of the best buffs ever
Magic missile the best nuke that hits many targets which compensates the fact that from wiz1 to wiz3 (3 ranks worth), this single offensive skill is strong enough to justify it being the only offensive skill a wizard has before he reaches rank4.

Wiz3 is the best class.

Archer3 is so weak because
If buffed like you wanted to, archers have 50% damage from swift step, with added on evasion
Pathetic weak multishot that does 16 hits at lvl 15 because increase the hits by 1 per level is too weak. Overheat 2 is too weak as well
Twin arrows with 5 overheat 7 sec cd is a pathetic single target skill
And kneeling shot which is only useful for QS because this skill is so stupid and dumb that makes QS one of the weakest DPS of all time

And both options are awful. Either the damage increase isn’t worth of spending those ranks or the low uptime gets eaten up by cast times. In both cases, it is made practically useless. Not that i’m particularly surprised, given that’s the tone of these suggestions.

sure you can , what does rank number have to do with anything? some of archers best skills are in like ranger 3 and archer 3 , and some or archers best utilities are in things like rogue and scout which are in the later ranks

rogue is basically the wiz3 equivalent for a rogue sapper,being it has all the buffs and utilities to help it

archers get an atribute that does more damage to flying with 2h yes, but alot of good that does you when none of your skills hit flying, my 2 skills that hit flying are multishot and oblique from c1 archer
thats it…

but even if i used a 2h

its allready been proven 2hs are obsolete

i seriously cant believe people are trying to defend this

the sapper and potentially wugu aoes have more weaknesses for less damage
this balance is a JOKEEEEEEE

i even like how you just assume sapper 2 and not sapper 3 too (the rank 5 one)
because sapper 3 is a such a joke

In my opinion, there needs to be stronger interaction with Elementalist and Pyro/Crono abilities, along with spreading out hte damage increase effect of QC across Wiz C1-C3 as opposed to reserving it for C3 only.

Actually, if needed, just remove the QC attribute altogether and make a different buff that increases Magic Damage that resides on the 2nd buff bar when activated and make it available at Wiz C1 and upgradeable all the way up to Wiz C3.

I would make the following changes:

Wizard

  • Remove Quick Cast attribute
  • Make new ability [Arcane Knowledge] that has 15 second duration and 15 second cooldown, with base Magic Damage increase of 2% at Level 1 and scales up to 30% at level 15 (and yes it will have a skill gem and be upgradeable via Divine Might)
  • Make an attribute for [Arcane Knowledge] to buff party members with extra Physical and Magical Attack equal to half the amount the Wizard gets from Arcane Knwoledge (so Physical and Magical damage would increase by 15% for other members), and this effect doesn’t stack if a stronger effect of Arcane Knowledge is in place (negates Wizards getting +45% magic damage in parties if two max out the ability, and also negates the secondary effect overwriting a stronger effect)

Pyromancer

  • Passive attribute that increases all Fire Damage by a percent (30% at max). Available at C1.

Cryomancer

  • Passive attribute that makes it such that bosses and targets immune to CC gain a debuff called Chilled. An ability that has the chance to freeze can make the enemy Chilled instead. Chilled enemies take 15% extra damage from all sources. Available at C1

Elementalist

  • Pyromancer C2 attribute changed: Enemies that die by a Fire Attack have a chance to deal 20% of their Max HP as Fire Damage to surrounding targets. 50% chance.

  • Cryomancer C2 attribute changed: Ice Blast no longer has a cooldown and works on both Chilled and Frozen enemies, but its SP cost is tripled [Can be enabled/disabled].

  • Prominence duration now increases by 1 second per level invested.

  • Meteor cooldown time reduced to 55 seconds.

  • Hail has its radius increased by 50% of its current amount

  • Electrocute execution time is halved

  • Rain duration doubled and cooldown is halved.

  • Frost Cloud nerfed to 45 second cooldown, and gains an attribute to Freeze enemies, 10% chance per tick at max attribute level.

These changes would make investing in Pyro and Cryo more worth it towards Elementalist than simply Wiz C3. It would also make Pyro and Cryo have utility for future Fire and Ice spells that are released at higher ranks.

This wouldn’t negate Wiz C3 because Wiz C3 would still be desired for Quick Cast (halved cast time), while also separating the damage increase into a different buff.

2 Likes

And people will just avoid going wizard 3. You still get part of the magic damage increase by getting the “arcane knowledge” to level 5 - and given the lack of useful abilities at wiz 1, there will be no issue getting it - and just switch to pyro or cryo for their full bonus (stacking with the new ability) along with their useful skills.
They may go wiz 2 if they need surespell, at most. Essentially wasting a rank in doing so.
Quick Cast is nice, but that’s it. It isn’t something worth spending one or two ranks, without its current attribute. Let alone a nerfed version.

1 Like

Surespell doesn’t guard against CC, just damage during spell casting… so Quick Cast is nice if you want to perform a spell with less interruption time due to potential CC. It’s probably a really good spell for PvP, but since I don’t PvP I don’t know.

The changes I proposed would allows better choice diversity at lower ranks than just a few viable builds for damage.

In fact, I probably overdid it a little with some of the changes proposed… but the general idea is to make the other choices have more weight than their current implementation.

These are some neat ideas dude. Under pyro, there should be an attribute that prevents other players from moving fireball as well. It really contributes to a loss of dps in parties.

1 Like

Honestly I was thinking of making it so when one would hit Elementalist, the Explosion passive SHOULD be a 100% (Or 50% with +10% incriments) passive, and should boast up Fire damage by (Let’s say 30%).

This way, Pyro would still stay relevant because it meshes with Elementalist’s kit: In this case both raw damage and focusing on Ele’s jack-of-all-trades spell casting and would coax more people into making a Ele based Pyro. The drawback being slower charge times, but the fire aspects would be quite strong.

1 Like

That works too. The current implementation of the passive if just terrible and I was thinking of a better version of it ^o.o^

That’s the problem - it doesn’t. It would just make pyro and cryo outright better. If you get wiz1->pyro/cryo you still get a third of the increased magic damage and you can add the full pyro/cryo bonus to that. Gaining many attack spells in doing so, spells that are powered by both bonuses, by the way. And if they go ele they even get the respective pyro/cryo attributes. How are wizards even supposed to compete with all those stacked buffs and many more spells available? They can’t.

What people aren’t considering is that any rank spent in wizard advancements is a rank you could have spent in some other class that gains actual attack spells instead. Yeah, wizard 2 and 3 make some aspect of casting more comfortable…but comfort alone doesn’t warrant spending multiple ranks.
Outright nerfing the attribute and/or shifting it to the first ranks is a surefire formula to make the latter ranks useless. Either those ranks get something to make up for it, or they just can’t be worthwhile.
By the way, i wouldn’t make those damage bonuses that the different classes would get a kind of stackable bonuses. Just make skills use the better one (it would also solve part of the issue mentioned above).

Why would someone planning a Dark Elemental build go into Pyro as opposed to Wiz C2/C3, Linker and/or Thaum? The +30% Fire Damage buff wouldn’t do anything for them in later ranks unless they’re going Dark and Fire Elemental, but then they would have to divide their circle choices on future ranks that may have those abilities in separate classes.

The R2 abilities on their own won’t scale very well for higher content… so why pick Pyro for the +30% damage if you’re not using Fire skills in higher ranks of a build?

Cryo isn’t a bad pick for a party buff, but only really if you have effective means of freezing often to warrent the Frozen and Chilled debuffs. For general mobbing, you’ll probably get more out of Linker instead. And Elementalist can work on its own, but would work better with Pyro C1/C2 and/or Cryo C1/C2 for certain situations.

You keep saying Wiz C3 isn’t worth picking with these changes, but IT IS for later ranked damaging abilitis that are not Fire or Ice. It is worth picking if you have high cast times for spells and want them shortened.

I’ve already explained how Quick Cast can be better than Surespell in situations where you can’t count on Surespell due to enemy CC. That makes Wiz C3 remain useful, especially for support builds or any build that has cast times that lock the character in casting animation for anything higher than 2 seconds.

With the current implementation of abilities, the “optimal” Wizard damage builds are:

  • Wiz C3 / Ele C3 / WL
  • Wiz C3 / Linker C2 / Necro C2
  • Wiz C3 / Pyro C3 / WL (strictly for mobs weak to Fire Damage, and no certainty for usefulness when mob resistance becomes really high)
  • Wiz C1 / Pyro C2 / Thaum C2 / Wiz C3 (strictly for mobs weak to Fire Damage. Thaum increases base damage of Fire abilities keeping them relevant for a bit longer, but no Linker to make some Thaum skills more effective… one could maybe sacrifie 1 rank of Pyro for Linker C1, but you sacrifice Fireball ticks and Flame Ground duration time to do so)

With the changes proposed to make Wiz damage buff separate and available at C1 with growth up to C3, as well as changes to make Pyro, Cryo and Ele, the amount of potential optimal damaging builds increases.

  • Wiz C2 / Linker C3 / Necro C2 ( Sacrifices 10% extra damage for +2 linked targets and Linker C3 utility, potentially optimizing damage in party )
  • Wiz C3 / Link C2 / Necro C2 ( More damage, better off at solo than the above build. Also gets Quick Cast )
  • Wiz C2 / Pyro C2 / Thaum C2 / Ele C1 ( Mob destruction. Great in grind parties and solo grind )
  • Wiz C3 / Cryo C3 / Ele C1 ( Ice Blast spammer. Chugs potions like crazy. Offers Chilled debuff for the party for Boss encounters, and CC. Good single-target dps/burst if Mana can be managed properly )
  • Wiz C3 / Pyro C2 / Thaum C2 ( High Fire Damage for enemies weak to Fire. Doesn’t have Ele attribute to do more damage to surrounding mobs, but better suited for Bossing due to Quick Cast and +10% damage.)
  • Wiz C2 / Cryo C1 / Ele C3 / WL (Loses out on 10% Damage to all skills by going Cryo C1 as opposed to Wiz C3, but gains Chilled Debuff that can sometimes be applied to the target(s) to increase their damage received by 15% for a period of time.)
  • Wiz C3 / Ele C3 / WL (Still a good pick for high damage)
  • Wiz C3 / Ele C3 / Cryo C1 (Good pick if one prioritizes Chilled debuff to enhance the damage the enemies receives from other party members. Better for parties than Wz C3 / Ele C3 / WL if the other party members do reasonable dps)
  • Wiz C2 / Cryo C1 / Ele C3 / WL (-10% Magic damage an no QC, but gains Chilled debuff possibility and WL abilities making them more well rounded for either Solo or Parties while also retaining reasonably-high damage).

There’s more that could be used. These are just some examples of combinations that would be opened up by the changes proposed ^o.o^

So you can just reroll to the next OP build every time they rebalance some skills deemed too strong?
Those skills were deemed too strong, now they got rebalanced. If you made the class because you liked it, you will still like it. If you made it cause it was OP in some contexts, well, deal with it, cause it was just a matter of time.

Well, seens like you dont have the same way of thinking when they talk about a nerf for the class you play

4 Likes

So the quick cast portion of quickcast worth nothing now? I think its still worth going wiz 3 for that 1/2 cast time with 100% uptime even if the attribute given to the new arcane knowledge for those who pick elementalist, necro, or rc

those self fish ppl
only think about them self also don’t give a fk about the others

Lol I know a perfect meme for this

Freeze only seems to boost AAs, not skills. Or at least not Gravity Pole

Lol Thaumaturge is going to be extinct with this…

I would rather keep wiz3 untouched and do it like how Diablo2 does with its skills, each and every skill will add to the damage or give additional effects to a higher end skill.

Tagging additional effects on class synergy is another way, like if you are pyro C3 and cast elementalist’s meteor, it will create an additional flame ground effect when the meteor hits. Or when you are cryo3 with necro build, your Shoggoth gains a chill aura that increases ice damage by 15% and monsters nearby gain a -20% slow.

Do things like for archer tree if go quarrel shooter + sapper. The archer can combine Deploy Pavise + stake stockades to build a spiked pavise. Falconer gets their pet to carry broom trap which hits flying enemies.

This encourages more build diversity than just straight up damage. Give incentives for players who want to spec into other builds rather than just pure damage. Like this every build will be really fun as each class can combine their skills with another class to form something more powerful. It also removes the need to spec specific circles just to cater to a need.

1 Like