Quote:
Originally Posted by HeallunRumblebelly
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Most fights are won or lost in the first 60 seconds for raids. Usually closer to the first 30 seconds. Wizards are good--most annoying part is the mob being pushed out of bellycast range.
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No shit Wizards are good for single-target raids. I'm not talking about that. I'm talking about how a Wizard does during the REST of their gameplay, aka 99% of the time that most people put into playing their character.
A good MMORPG should be about the entire journey. It should be fun or make people feel like the work they are putting in is valuable. Wizards are not "valuable" throughout the vast majority of the Everquest experience, especially when considering twinking, and the problem becomes significantly magnified at the higher levels.
One thing that could and should be done in an MMORPG to make the Wizard type of character more valuable is having single-party "boss" targets throughout the entire course of the game and having those bosses actually give out significantly more exp. In Everquest the amount of exp earned is solely based upon a static level formula and zone modifier, which means farming low/mid blues is the best way to level after you get past the low levels.
If "boss" targets actually existed throughout the entire course of the game and gave out something like 5x as much exp, plus if the exp formulas were modified so that they didn't cater so much to farming low blues, then the Wizard would be far more worthwhile. The amount of time it takes them to do damage would still need to be fixed for the higher levels, though. Obviously the issue there, however, is that there shouldn't be a bunch of different spells that do the exact same type of thing, only with different numbers for different levels. The skill system in Guild Wars is the ideal, as it makes each skill/spell potentially valuable for any level and you choose skills based upon what you want to do and what you have the skill to execute the best.