patrisaurus wrote:
I don't have the info to make a vote. If you are saying debuffs and 14-art petrification succeeds 1/3 of the time in tough PVE right now, given what those spells are doing, I'm not sure that's a problem.
Three petrification casts from a GM max mana max wis gnome takes 28% of his mana pool. You don't think having to spend nearly or over a third of your mana pool and 5 rounds on average to petrify one NPC is pretty harsh? That seems to make petrification pretty much a waste of time to me, given that you can usually guaranteed kill a NPC of the same strength with melee damage and less than 10% of a comparable priests mana pool, plus you get to loot the NPC afterwards.
It's all about the costs involved, and let's talk about "what those spells are doing" when it comes to PvE: When I go to the dreamscape, and I fight one jelly blob, it's going to take maybe 10-12% of my mana as a hellion, necro or shaman to weaken the NPC once: If it furies, I may as well not bother at all because it's fort save is going to be absolutely through the roof. And what do I gain by doing that if I happen to be lucky enough to land the spell? It's not going to A) reduce the damage that the NPC did before weaken landed, and B) it isn't going to reasonably reduce the amount of healing necessary to keep my front line healthy even once it does land. As Turon, even -before- this huge nerf, I gave up trying to maledict NPCs on PvE trips because the damage I did to the NPC with hellfire was actually more useful to our healers and tanks because it ended the fights earlier and made them require less healing than even if I'd landed weaken.
Think of it this way: Say that I'm a hellion and I'm tanking a pegasus in the dreamscape. It's doing 10% HP a round to me, and on average our group takes 5 rounds to kill it. If I'm lucky and manage to land weaken on it, it might do let's say 7% HP a round to me instead. I could either spend 12% of my mana trying to get lucky and land a weaken on it, which might make me take maybe... 9%HP less damage, assuming I can manage to get the weaken in before the third round of combat (unlikely), or I can otherwise hellfire it, allowing us to guaranteed kill it an entire round early, meaning that I take 10% less HP damage guaranteed. Unless I just like playing the lottery, it's stupid for me to bother casting weaken. I know this is a contrived example, but my point is that the numbers feel so skewed now that you're extremely unlikely to land a single malediction before a NPC is half dead except for boss NPCs. You can run the same numbers as a shaman: In almost every circumstance you're all but guaranteed to be more mana efficient by healing your frontline than by bothering to maledict in PvE.
There's only a handful of NPCs in the game, boss NPCs and guardians in particular, where maledictions were even remotely worth casting. Petrification used to be somewhat useful at least in some areas where NPCs didn't have any items that you wanted to grab. Now, they're all just a dice roll and waste of mana most of the time, even with max art casters.
It isn't like sorcs, necros, shamans and hellions were overly populated or anything. I don't see the point in the nerf being this hard. It's one thing to make it so that wand slows from moderate level store-bought wands miss more often than not. It's another thing entirely to make max art GM casts miss more often than not, and that's what we have now.