TheX wrote:
I can live with a 3-4 average, but much more than that the class is pretty worthless. I mean you have to take into account how much damage I am eating, how much damage the group is eating, I tried casting a spell on a normal dragon, I got my first cast off, failed, then in the middle of the second cast died. This was a dragon I could take out by myself before these changes went in. Being able to land these spells is a big part of the strategy when dealing with harder NPCs, if I don't nail the first or second cast, I am dead plain and simple.
NPC damage output did recently go down, though. You will certainly take less damage in four attempted castings than you would have previously. Regardless, you and I agree that the average number of attempts is too high now when it comes to landing a spell on a tough monster. Whatever the "right" number is, it's lower than it is now.
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I also think you should look at no magic areas and what can be done to make all classes of some use, I sent up and idea logging my thoughts.
It's not accurate to say that the classes become useless because of the presence of no-magic areas. Suppose there is a boss with a nice suit of loot behind some no-magic rooms. Wouldn't you rather have a sorcerer with you to enchant that loot on the spot after you get it?
The same isn't entirely true of necromancers and warlocks. Lots of stuff is immune to their spells, and lots of their value comes from the undead and elementals they can bring, which they can both now do in no-magic rooms. We didn't remove no-magic rooms on account of necromancers, but, instead, gave them a little more value in no-magic rooms so they aren't completely undone by them. We could theoretically do that for other caster classes if it is really necessary. I would personally rather do that than go around ripping up the no-magic rooms that builders put into their zones by design.