Ryangwy wrote:
The "new schools" seem like a half-baked, rushed out solution to make sure they could not be sued by Hasbro, instead of an actual well-thought replacement for a system which had been in place forever. Just overall a nerf to the teeth in terms of flexibility (which was supposed to be what the wizard was all about, after they got nerfed in all other areas). "Wait and see!" said the same posters, over and over again. I waited, I saw, and I was disappointed, just like I expected to be. RAW the concept is awful. And telling me that "Your DM can come up with new schools!" is absolute hogwash. My DM can also tell me to suck it up.
Sibelius Eos Owm wrote:
A buff to the "flavour" of the wizard? You can have any flavour you want. This is a role-playing game. You don't need rules about schools to play as a "Battle mage". This is all part of your individual inclinations towards playing a wizard oriented towards a certain philosophy. Wizards would be better served by having serviceable mechanics that increase playability and player enjoyment, instead of being completely lackluster. In the first edition, you could definitely play a necromancer. In the 2nd edition, given the nerfs to minions and "sudden death" spells, that "flavour" has disappeared, because trying to play it this way will result in a character which will lag behind others in terms of effectiveness. Same thing with a manipulator. Adding a mentalism school of magic is pointless unless adhering to said school makes your spells which deal with the minds of others better than those of generalist. Otherwise the school of "mentalism" is just a gimped enchanter. How is this an improvement?
Deriven Firelion wrote:
I'd be fine with summons the way they are if you didn't need to spend actions to control them and they had their full three actions per round. Just write a rule that you can only have one summon spell active at the same time. It's not rocket science. But summons have always been a difficult balancing act. Make them too powerful and the martials become useless, make them too weak and they're punching bags or can be totally ignored. And if you add mythic levels (which I am sure will happen at some point), given the fact they are linked to spell levels, they end up being totally useless.
Unicore wrote: Point of order, as the threads OP, this thread exists to document and discuss what changes have been announced about the wizard and how that may play out. It might have been over run with people decry the wizard and casting doom and gloom over the class, but that was not the point of the thread, nor is it the unanimous position of PF2 players. Most folks who feel the class will be fine probably don’t feel the need to refute every point made by people who have been dissatisfied with the class from the beginning of PF2. With all due respect, this is crazy talk. If anything, there ought to be a giant outcry about the changes done to the wizard, which is by far one of the weakest classes in PF2, bar the investigator or alchemist (also - stop adding pointless classes. Focus on existing ones instead of adding pointless garbage no one cares about). I'm a caster player, but even I agreed that magic needed toning down. But the toning down just went way too far. You can't nerf summoning, and spell duration, and number of spells per level, and bonus spells, and spell damage, and spell effects, and minions, and golems, and adding rarity to spells, and adding secondary casters to rituals (did I miss any other aspect?), and raising saving throws and armor class to the point most spells will reliably fail, while simultaneously making ever other base class except champions better than they used to be. The second edition kneecapped magic. The wizard is only about magic. They have no other class abilities. Now we can see that the remaster, as far as magic schools is concerned, is a rush job. The main focus of it seems to be making Paizo not suable for plagiarism, with little consideration for gameplay. There definitely should be as much discussion as possible about this, precisely BEFORE it's too late. Once November comes and people who said "Let's just wait and see" (and who probably do not play wizards or do not care...), well, it's too late and nothing will change before a possible third edition. Discussion also isn't helped when certain users invariably pop up in posts voicing concerns about wizards and just constantly paint these concerns as being invalid or telling people to "just wait and see".
Wizard of Ahhhs wrote:
Pretty much this. Even though I love wizards and played a ton of them over the years, I didn't really mind a general toning down of the class or magic system, but I feel as if they just didn't know when to stop, and stooped down pretty low. This isn't a MMORPG. The description of teleport is the best example of that. I'd rather have a % chance for my teleportation to go catastrophically wrong (while still letting the DM decide how familiar I am with my destination... Since PF2E is all about giving the DM back his agency), with a chance to get really hurt or to end up in a dragon's lair or something actually interesting happening, instead of a blanket "Lulz, you appear 1% off target automatically". It honestly makes me want to slap whoever designed the spell across the face hard. Making the spell uncommon, on top of it being level 6, on top of it being nerfed, just makes me angry. But hey, if you're a 17th level elf, you can get magic rider so you ONLY end up 1 mile off target if you burn that 9th level slot for it! Joy! I'd like the option to play wizard who is a good at blasting things, even if it means I might not be as "flexible" as a generalist. You'd think a school of battle magic would go in that direction, instead of just being a rushed renaming job for copyright purposes, which ends up also being a nerf.
PossibleCabbage wrote:
Isn't it what people were saying before the 2e rules came out about the wizard, only it turned out the situation was even worse than previously thought? The lack of any official reassurance about these issues speaks volumes - Paizo could easily dispel fears. If they say nothing, then it's probably even worse than what we are thinking.
Unicore wrote:
Certain classes are made to be into melee, others are not. I would say you are limiting yourself out of a lot of good options if you think the party wizard needs to tank a couple of rounds of melee fighting to let melee work. Because, after being told your power is debuffing and killing mooks, I guess the next step is becoming a glorified punching bag so your melee overlords don't need to actually *gasp* take hit point damage.
Calliope5431 wrote:
Blasting, the aspect which got nerfed the most, gets nerfed even more and "it's not so bad"?
Unicore wrote:
I strongly disagree with this. By now anyone should be able to see that "wait and see", as far as wizards in 2e is concerned, will only lead to disappointment. Not that we can do anything about it, mind you, the books are probably already ready and printed. But thinking "Come on, it can't be that bad"... Well, everytime I thought that it turned out to be even worse, so I'll go with that.
Temperans wrote:
Indeed. Nerfing all aspects of magic will make the class based solely around magic so weak it's border useless, who would have thought. The wizard is weak enough as is. But it's not enough, so let's make sure it's not even versatile anymore. Oh, and by the way, if you want to play a viable blaster, go kineticist (hint hint). What's more baffling and borderline concerning is how much gloating and schadenfreude you will find on these boards concerning the current state of the wizard, really casting the idea that this was about balance in doubt.
Deriven Firelion wrote:
They nerfed the wizard repeatedly while making other classes better, to the point where playing a wizard in a party relegates you to a debuff bot or a "cleaner" for low level encounters. And yet you still find people telling you that because you deal a lot of damage to weak mobs in with an aoe in a single round the wizard is a good class, never mind the fact the melee characters could just mop them all up without expending anything (it would just take them a few extra rounds to do so).
One of the selling points of wizards was their "versatility". Before you could pick any spell from your school of the appropriate level to memorize in the extra slot, and that meant 3-4 options easily per level, if not more. Suddenly the "versatility" part is also gone. This is (yet another) straight up nerf to wizards. There's nothing versatile about casting spells. - Cast a spell --> Two actions
I sure hope you remembered to cast haste so that you can actually move once per round and not be one giant sitting duck. Cantrips are just a silly bandaid to the huge amount of issues the class has. The whole rationale of reducing the number of spells per day was to "force wizards to decide when to use their spells instead of using cantrips". But the saves being much, much higher than what they used to be now forces wizards to make sure that they have spells for each possible save (or be even more useless); but since they have fewer spells, you have to really think about when to cast what few spells you have. Because once you're out of spells, you're back to using two-action cantrips. Nowadays "saving the big guns" for challenging encounters is actually a terrible idea, because if CR+2 to +4 are very unlikely to fail a saving throw, even on their weak saves; the "critical failure" save on spells seems like a pointless, rage-inducing last minute inclusion to make you remember what your spells used to be able to do. Nowadays you're a glorified sidekick to martials.
I am surprised by these changes. "Subtly" nerfing blaster wizards was not on my list of expected changes. I get it, wizards WERE too strong - compared to other classes - in PREVIOUS editions. They could have gone the "Tome of Battle" way to spice up things, and instead they went the "bat to the knees" way towards wizards. And it seems like they aren't quite done yet. Usually I wouldn't jump the gun on criticism, but I was reasonable and waited before the 2nd edition was revealed, and, guess what, it was even worse than what I thought it would be. The wizard class is bland. They lack feats, they lack personalization options, they lack differentiated and viable class options. Most wizards end up the same mechanically. I would be quite fine with a wizard class that went totally different paths with very limited spell lists but cooler thematic powers, like an actual necromancer (and no, I don't want to play class "x", I want a classical necromancer wizard). It's poorly designed, especially with the move to a three action round, the extremely awkward "most spells cost 2 actions per round" to make sure you can only cast one spell per round (which in itself is an ironic throwback to a previous edition where spells were too powerful - nowadays you could cast 3 spells per round and it wouldn't make a difference against challenging (+2 to +4) encounters). I get it. Action economy. I get it. Wizards shouldn't be able to do everything, and especially not do it better than other classes. I just wish there was a way for me to say "Know what? I'll give up x% of my spell selection so that I can be really good doing y", and right now it's just not there. But I will no doubt be told how "amazing" wizards are at debuffing or at killing mooks. |