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Originally posted by Vorthanion Originally posted by evilastro Originally posted by Vorthanion I didn't like the whole two fingered hand thing either. I also didn't like the orb thing. Never read of a single magic-user in the forgotten realms books that mentioned a floating orb being necessary to cast magic spells. Personally, I like wielding a staff as a Wizard, but that won't happen in this game. The worst part of the class for me was the complete lack of the most basic spells you would expect a Wizard to have; fireball and lightning bolt / chain lightning. I didn't have much hope for this game to begin with, but there were many aspects of it that were even more disappointing than I had anticipated. Class structure being a big part of it.
In 4th edition magic users can use one of three focus items: Orb, Wand and Staff.
Orb focuses on damage, wand focuses on accuracy and staff focuses on defence.
They will probably save the latter two for other magic users to be added later on.
Also in DnD 4.0 wizards are controllers. Sorcerors are the strikers. So when they add the DPS caster, it will be the sorceror.
Wouldn't the sorceror be using the orb, since it's damage focused? I would expect by your explanation that the control wizard would be using either the wand or the staff.
Perhaps, I would say the main reason for that choice would be animations though. Its easier just to have a floating orb that doesn't get in the way of the kung fu magic missiles.
Originally posted by nycplayboy78 Originally posted by evilastro Originally posted by Vorthanion I didn't like the whole two fingered hand thing either. I also didn't like the orb thing. Never read of a single magic-user in the forgotten realms books that mentioned a floating orb being necessary to cast magic spells. Personally, I like wielding a staff as a Wizard, but that won't happen in this game. The worst part of the class for me was the complete lack of the most basic spells you would expect a Wizard to have; fireball and lightning bolt / chain lightning. I didn't have much hope for this game to begin with, but there were many aspects of it that were even more disappointing than I had anticipated. Class structure being a big part of it.
Well I do know for a fact that one of the sub wizard classes will be something called the Scourge Warlock...I know this because while playing my CW I picked up a strange drop (boots) that I couldn't wear and in the item description was class requirement - Scourge Warlock....
Yeah I had heard that the 3 classes ready immediately after launch had been datamined and were Ranger, Warlock and Runepriest. Although not sure how reliable that is. Personally I would prefer Druid, although I am sure they will get to that soon enough since it is a popular class.
Originally posted by Vorthanion Originally posted by Nanfoodle Originally posted by Vorthanion I didn't like the whole two fingered hand thing either. I also didn't like the orb thing. Never read of a single magic-user in the forgotten realms books that mentioned a floating orb being necessary to cast magic spells. Personally, I like wielding a staff as a Wizard, but that won't happen in this game. The worst part of the class for me was the complete lack of the most basic spells you would expect a Wizard to have; fireball and lightning bolt / chain lightning. I didn't have much hope for this game to begin with, but there were many aspects of it that were even more disappointing than I had anticipated. Class structure being a big part of it.
The class your looking for is not out yet. If Cryptic does their job and adds more classes, you will see more wizards.
I won't be playing the game anyway. I'm not a fan of the combat system or the plethora of instancing and the lack of an open and fully explorable world. I have to say though, they really missed the mark if they were going for an enchanter style wizard here.
If you didnt get past level 20 then you dont really have any idea of the scale of the later zones. The first 20 levels is a tutorial which takes place in the relatively confined city. After level 20 you venture outside the city and the zones get much bigger.
And again, if you had gotten past 20 then you would know that they pretty much hit the mark with the control wizard as an enchanter / controller. The reason they start off relatively weak in control is so you can choose to either focus on control or buffing / debuffing in the paragon feats.
Meh, I saw a few others complaining like this OP did about the CW but I tested the CW through level 22 and had absolutely no problems controlling situations and staying alive. I also heard no complaints from group members about my tactics in combat either.
So overall for me, I look forward to playing the CW full-time after the game launches. It didn't feel weak in the least.
(Btw, this is not based on being any kind of fanboy because if you look up my past postings here, you will find I am anything but a Cryptic Studios fan in the past.)
I may have been spoilt by GW2s character animation, as now when I look at videos like this, the characters seem to move in a series of preprogrammed routines that all end the same, snapping back to position, rather than any natural transition.
They all did it before, but since GW2 when I go back, I notice it alot.
"When people don't know much about something, they tend to fill in the blanks the way they want them to be filled in. They are almost always disappointed." - Will Wright
"Lastly, what is up with the two fingers sticking into the frickin’ air? I’m sorry but that’s just ugly. Why is that the default stance for CW’s? I have to say it: I HATE IT."
They are amateur proctologists...
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Originally posted by DMKanoThe two fingers....for times when one finger is not enough. It just looks so silly.All that is missing is a latex glove.
LOL!! I was thinking they looked like they either were looking for eyes to poke or they had something stinky on those fingers and were willing to share :P
On a side note; I enjoyed the beta weekend. To me it's not bad for a free to play title and I will probably pick it up at release and fit it into my game rotation.
As I got a little higher level and got more used to the CW it did get a little better but I still agree almost entirely with the article and the general public who think the CW needs a lot of work yet. The stance is totally retarded and almost drove me to not play the CW at all to begin with lol. The damage output does feel a bit to low, felt like my Guardian Fighter companion outdamaged me at times lol, but I did find Ray of Enfeeblement helped counter that later on, but not enough to say theres no problem of course.
While there is some control I felt as though there wasn't nearly enough with the extremely short durations and long cooldowns, the delay after teleporting, and the vast majority of encounters being numerous mobs things started getting a bit tough as I got higher. One or even two big guys even were np at all but a pack of 4 or 5+ little guys could do substatntial damage, and that was using Time Steal for aoe stun, Ice Rays for freezing 2 targets at once, and Entangling Grasp to cc yet another. It was doable but I found myself spamming pots a lot more throughout my entire gameplay than I really shoulda.
It sounds like the typical "gimmicky" caster class: a large number of tools, possibly very strong in PvP and certain PvE situations, but with a higher skill cap that your average profession and unable to passively plow through stuff like less gimmicky melee or caster classes can do.
Take the elementalist in GW2 or the mage in WoW as a reference.
I like that kind of class, but I must say it sometimes gets terribly frustrating when trying to level one. Just taking the elementalist as my example: kiting every single mob into oblivion instead of just pulling 15 mobs and facerolling your whirlwind shit as a guardian or warrior got very irritating at times.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
Played a bit through this last beta weekend on this class, rogue and cleric. What is up with some of the movements and character stances?!? Some things just seem wonky ala the two fingers everyone seems to already be mentioning. There are also some strange design decisions like no mouse curser onscreen unless you press "alt" to enter a mouse curser mode? The quests seemed very generic and the dungeon designs lacked much in the way of what I would expect from a D&D scenario and if they get better later I don't care because they should start off good too. What I took from the game is that it's not bad but it's just not that good. It's possible the foundry could allieviate some of the problems so it will just depend on how much PW want to nickel and dime everyone...
As far as the control wizard goes it was a fun pick up and play nuker class but as others have stated at least in the early levels the control wasn't really there. I do question how much control any class will have without at least the option to tab target instead of just the default directional soft targeting that is currently in use.
I don't believe you mentioned Spell Mastery in this article. Whatever encounter spell you plug in that slot now has added powers/effects and it can be changed per battle. (perhaps I just missed the mention) For example, Repel becomes an AoE power under Spell Mastery.
In my opinion it is class defining.
I enjoyed it too so far. Played CW and teamed up with a priest. I dont know how it would have been wthout a buddy but i think the experience would ahve been much worse. Playing with a friend made it actually enjoyable.
i give it a 7.5/10
Mages in D&D a tually supposed to be weak (fragil, ie glass cannons) yet powerull in their magic. As such neverwinter kinda hit the mark with the control wizard. No other classws Daily does as much damage aas the CW's. Also in D&D casters did best in groups pretty much like in neverwinter. The CW when played well brings alot to a group but is harder to solo then most other classes.
I agree the 2 finger pose really should go though, and the name itself control wizard is fairly miss leading at the low levels since there is little AOE controlling going on. Sleep would have been a good early spell if it weren't for the fact most early level mobs are undead that it wouldn't effect.
Class is great fun if you have a group to play with, if your a soloist most of the time I'd suggest a different class
Originally posted by QSatu I still think Control Wizard is an idiotic name. Next step will be taking away all "fluff" and start naming classes as Tank,. Healer and DPS, afterall why even try.
Talk to wizards of the coast it their changes to the D&D rules not cryptics
Originally posted by Theocritus I was kinda looking forward to this one, but after reading alot of the posts out of beta it doesn't sound like a very good game....
gotta remember majority of people come ot forums to complain about something.. i wouldn't make judgements till you try the game yourself... it's going to be free to download and play so not risking anything in trying it..
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