Wizard Players, what do you think about these changes?

I am currently in the process of creating feedback in visual form, but before I post the final version of it, I would like to hear your feedback on the changes that I propose, so I eventually can make certain adjustments.

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Deathwish is currently the most problematic item for the Wizard, since it effects so many builds because it buffs all damage while channelling.

Regardless of how the item eventually gets adjusted, Deathwish should only increase the damage of Chanelling Skills, but not all damage.

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Channelling Skills on their own are currently quite underpowered, and if Deathwish gets changed to no longer affect non-channelling skills as well, they would become redundant if there are no further damage buffs for them.

So Hergbrash’s Binding could also buff their damage in addition to their current effect of lowering their Resource Costs.

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Light of Grace could be turned from a Source that is focused on Ray of Frost to a Legendary that is dedicated to all channelling skills, not just one, which has the advantage that no new art assets had to be created for Sources that are specific for each of the three Channelling Skills.

A Light of Grace rework does not has to look exactly like what I am suggesting, but it certainly shound increase the damage of all Channelling Skills.

One addition I made that was inspired by a suggestion of coomunity member Lexa is to add +35% Movement Speed to the Source, to allow Channelling Build to move faster.

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The Obliteration rune for Arcane Orb could get replaced with a rune that increases the detonation radius from 15 yards to 20 yards.

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Just a neat idea to make a throwback to Diablo 2 and a nod to Diablo 4, the unpopular Aracne Orb rune ‘Scorch’ could get replaced by Fireball, which increases the damage from 435% to 530% (which is an overall damage buff of roughly 20%).

The visual assets for the Fireball and the Explosion are already in the game on Agnidox’s Fireball (the Rift Guardian) and the explosion from Arcane Orb - Scorch.

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Yes, Frozen Orb could in my opinion get a nerf (from 950% to 330%) to make the other runes more viable, but to make up for all of that, the Arcane Orb buffing items could get a large buff (see below).

Remember that the total damage of Frozen Orb is about three times as high as the tooltip shows, because Frozen Orb has three damage components:

  • the orb itself

  • the shards

  • the explosion

Frozen Orb mechanics in detail, for that that are interested.

So even with this nerf (which reduces the damage of all its damage components by a factor of 2,88), Frozen Orb would still be the highest damage rune, if you can set up the orb correctly, so that enemies get hit by all three damage components.

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Arcane Orb Damage could get increased from 450% to 750%.

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Instead of a 25% chance to cast a Frozen Orb and increasing the damage of Arcane Orb by 350%, Wizard Spike could increase the damage of Arcane Orb by 750% and reduce its Arcane Power Cost by 25%.

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Arcane Orb damage increased from 400% to 500% (aka increasing the total increased Arcane Orb Damage from 1200% to 1500%).

Overall, if these three items could be adjusted this way, it would mean the same damage for a Frozen Orb build, but the other runes would also be much more viable.

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Teleport could have 2 Charges and each Charge could have a recharge time of 8 seconds instead of an 11 second cooldown.

This would be a strong buff for Teleport on a base level and all of its runes.

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Instead of allowing Teleport to be used once again within 3 seconds before the cooldown starts, the Wormhole rune could give a 3rd Charge.

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The Reversal rune could get replaced with a rune that lets Teleport cost Arcane Power and no longer have Charges / a Cooldown. I simply called this rune Aetherwalk, but the name could be different.

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Teleport would no longer have a cooldown that can be resetted if the changes to Teleport I proposed make it through, the Illusionist passive skill would need some slight adjustment as well (assuming that the reset on damage taken would not work on Charges, otherwise this proposed change to Ilusionist can be ignored).

So instead of resetting the cooldown for Teleport, it now could give Teleport 15% Cooldown Reduction (since that also works on Charges) and 15% Resource Cost Reduction for the Aetherwalk rune I proposed.

These numbers could eventually also be increased to 20% if necessary.

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Another important change would be to remove / disable the “Reduce the Cooldown of Teleport by 4 seconds” Affix from the current version of The Oculus, because it theoretically could be too powerful if Teleport has 2 charges and an 8 second recharge time per charge.

To still make The Oculus useful, its legendary affix could give Teleport the Safe Passage rune instead of a 20% chance to reset the cooldown of Teleport.

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If there would be a rune that makes Teleport cost Arcane Power instead of having Charges or a cooldown, then the current version of Aether Walker (which lets Teleport cost Arcane Power instead of having a cooldown) would be redundant and so it could be redesigned to give increased damage for a few seconds after Teleport was used.

300% is not so high that it is mandatory for GR pushes since there are better weapons out there that buff damage, but it would make it a viable option for speed farming.

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So what are your thoughts on these changes I propose?

Any adjustments or improvements you could think of before I post the final version of the feedback?

Ty!

Most of them have already been proposed, don’t get me wrong any change for the better are welcome.
@Lexa I think is one of the players that has been among the most active on the front of proposals to changes.
Now to your suggestion of the arcane orb. I find your ideas interesting, the main criticism would the nerf to frozen orb. I would rather see the rest brought to the same level instead. A reminder we have the fireball as a chance cast from Storm Crow if my memory serves me right. Would be nice to replace the current fire rune with a fireball of old. So with you there.
Another problem I, and others, is the dilution of power boosts to the wizard spells. The twister, the orb and hydra may suffer greatly after this season as it will be a true hell to try to get enough umpff with the regular three spot cube.
To sum it up… Nice ideas för rune changes on the orb. A more uniform damage level no matter rune. I prefer effect depending on element, there are cases of spells that have a killer rune on the expense of the rest.
A more classic approach to buffing a spell.
Weapon+orb worn and cube slots.
Teleport has been covered already in the past have a look at all threads. If you have you have summed it up mostly.
Lastly a correction Wizardspike boost hydra not the orb.
Nice job so far bud.

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Thank you!

I don’t think that the other runes should be buffed, as Arcane Orb is very much in line in regards to damage with other, similar skills like Hammer of the Ancients or Cluster Arrow.

I can’t remember the exact patch, but when Frozen Orb was introduced with the other new elemental runes in RoS, it was the only rune on Arcane Orb that received an approximate 3x times damage buff, while the others did not, making it not just overpowered compared to the other Arcane Orb runes, but also compared to skills like HotA or Cluster Arrow.

Also keep in mind that the damage of Frozen Orb is about three times higher than what is shown in the tooltip, since FO has 3 damage components:

  • Shard AoE: 308.825%
  • Orb Pierce: 635%
  • Orb Explosion: 950%

Enemies can only be hit once by each of the component.

Source

If you hit with all three you get around 1900% damage per cast.
And then also keep in mind that Frozen Orb has a much larger AoE, because it also pierces through enemies and although these enemies do not get hit by the explosion, they still take about 950% damage from the orb and the shards.

So I would say nerf is appropriate, especially if the Arcane Orb supporting items get a buff.

Diving the current damage of Frozen Ob by a factor of 2.88 results in approximately

  • Shard AoE: 110%
  • Orb Pierce: 220%
  • Orb Explosion: 330%

That means if you hit an enemy with all three damage components, you still deal 660% weapon damage and on top of that you deal 330% weapon damage to enemies the orb pierces through and hits enemies with shards.

Compared to the Fireball rune I propose, which would only deal 530% weapon damage, Frozen Orb still deals 25% more damage if all components hit, and that also does not factor in the additional enemies that just get hit by the orb and the shards.

So my personal opinion is that a nerf is appropriate, especially when it gets evened out by buffing Arcane Orbs support legendaries. It just creates more diverse options.

There are several kinds of Fireballs in the game, both on player characters and on enemies, as well as on items.

I show you a few:

Adria Fireball
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Agnidox Fireball (single Fireball)
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Agnidox Fireball (tripple Fireball)
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Iron Wolves Fireball
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Act 1 Keywarden Fireball
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Blood Shaman Fireball
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Fallen Shaman Fireball
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Zoltun Kulle Fireball
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Cinder Switch (Item) Fireball
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Cultist Fireball (but this one is very small, so it is more like a Fire Bolt than a Fireball)
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Gyana Na Kashu (Item) Fireball
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Hell Flayer (Act 3) Fireball
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Storm Crow (Item) Fireball
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Reflect Damage (Elite Affix) Missile
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And now compare all of them to the giant ugly black dot that is on the Scorch rune of Arcane Orb
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However, the explosion from Scorch is great and could perfectly be utilized for the explosion of a Fireball (just with another missile animation and with a missiles that detonates on impact, … it would look amazing)
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If the change to Deathwish that I am proposing had already been made this season, then this loss of power would not be so drastic, as a lot of the Wizards power from this season comes from the Deathwish in the cube, which also lead to an imo annoying playstyle.

I also had the idea for a “Ball Lightning” rune, that could replace the Spark rune on Arcane Orb, which uses this visual from the Storm Chaser rune of Energy Twister as the orb:

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It would pierces through enemies (like Frozen Orb) and shoot several Chain Lightning per second at nearby enemies and then explode after it traveled xx yards.

In a way, it would work like the BFG 9000 from DOOM.

Yeah, I made a few threads about this already that have been well received, just this time I included images / moc-ups into the thread.

No, Wizardspike actually does buff Aracne Orb, not Hydra.
I think you meant Winter Flurry, right?

But thanks for the feedback.

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No, Wizardspike actually does buff Aracne Orb, not Hydra.
I think you meant Winter Flurry, right?

But thanks for the feedback.

Haha, no I meant what I wrote BUT I am wrong and you are right!
Late here so I managed to mess up :smiley:
Edit I even managed to mess up the quote, sigh. :slight_smile:

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On the arcane orb discussion, what I meant was that the runes should more or less be on the same level as the strongest which is the frozen orb, I get what you say about the spell maybe you are right. Your proposal is on that line, the rest are on a similar level.
Also how right you are about the fireball, hehe.
I would ask you to rethink sparkle as it can be quite effective.

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As I am on my mobile right now, I will only leave a comment on this one. Yes. Deathwish is cancerous and needs the axe. It should affect only channeling skills, also yes. But your suggestion is way too weak. Doing that, you could remove channeling skills from wizards, were they not needed for Twister (urgh). Remember that channeling has NO dedicated item support in terms of damage. These skills can barely handle T16 with state of the art gear because of that. And they are slow. Really slow today… so my idea would more look like this:

Channeling skills deal 600-750% more damage and have their ramp up delay removed, if applicable. You gain 50% increased movement speed for 5 seconds after stopping to channel. The duration of this effect is extended by the time you last spent channeling. (Channeling skills are Arcane Torrent, Disintegrate, Electrocute, Ray of Frost and Archon’s Disintegration Wave attack). [Wizard only]

Hergbrash has to increase the damage by something like 250-350% on top of reducing costs for channeled spenders (AT/Dis/RoF only).

And finally we need dedicated offhands for Disintegrate and Arcane Torrent, as well as a significant update to Light of Grace. Not to mention Mykens, but that’s a different story at this point and would distract the topic.

That’s the bare minimum, at least in my opinion.

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That is no problem.
If you want, you can later respond to the other suggestions, if you want and if you have the time.

Yes, this is a good call.

I indeed was only thinking about getting rid of the Deathwish Meta, but not thinking about filling the void that it would leave for Channelling Skills.

I see your point.
My (spontaneous) take on what you are saying is this:

Deathwish

  • Speacial Affix: Channelling Skills deal 600-800% increased damage (and no longer have a ramp-up time).

Hergbrash’s Binding

  • 4 Random Primary Affixes
  • 35% increased Movement Speed (5th Primary Affix)
  • Special Affix: Increase the damage of Arcane Torrent, Disintegrate, and Ray of Frost by 400% and reduce their Arcane Power cost 65%.

I think that legendary orbs that are specifically dedicated to each of the three Channeling Skills is something that they will not do, simply because it would require new art assents…

… however, I think that Light of Grace could be redesigned to either buff all of the three Channelling Skills, or to give each of them an individual bonus, based on which one you used (basically similar to Shard of Hate or Augustine’s Panacea).

Light of Grace

  • Special Affix: Channelling Skills have their damage increased by 400% and also gain an bonus based on the skill you use

—> Disintegrate gains the Chaos Nexus and the Volatility rune
—> Ray of Frost now pierces and gains the Black Ice rune
—> Arcane Torrent gains the Cascade and the Death Blossom rune

I and other already theorycrafted about this in another thread of how a viable Electrocute build could look like. That also might be a topic you are interested in.

Thanks for your feedback.

I will now get to updating the images in my orginal post.
Check back in about 1 hour, then I will probably have them done.

TY!

I would be fine if Spark just has its orb animation replaced with the one I mentioned earlier:

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… without changing how it works. Though I have to admit, a BFG 9000 Missile that shoots Chain Lightning and then explodes is Incredible appealing.

Me being a very aesthetically focused person, I just don’t like any of the new Arcane Orb animation (Spark, Scorch and FO as well) . They are just giant black / white balls that don’t look visually appealing at all.

In fact, for me this goes so far that I often play Wizard builds that just use the original, unruned version of Arcane Orb, because that one just looks fantastic.

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I have updated my initial post now for these items.

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Seems you forgot that I already gave away some cents there, hm? :smiley:

PS: your Light of DisGrace suggestion is… where exactly? :wink:

yeah, of course, that thread is several months old :smile: :wink:

But it is good that you noted it!

Ah, I had some issues with updating the thread when I edited it.
I constantly got an error message and I tried to restructure things a bit to make it work.

The Light of Grace must have gone under (haha), but here it is again:

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It has 35% Movement Speed on it as a 6’th Primary Affix.

Thanks for telling me, I would not have noticed that.

Just a reminder - blue movement speed affixes are additive to Paragon movement speed and that’s capped. So it doesn’t make sense unless they remove said cap (which is, in fact, something that’s overdue and also something I would like to see).

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oof, you are right…

Yeah, they should remove the movement speed cap.

Some MS affixes can go above that, like spint or the MS buff from the Illusionist Passive.

And remember there are also some ‘unordinary’ blue affixes, like blue Affix on The Oculus that lowers the CD of Teleport by 1-4 seconds, so theoretically some blue MS Affixes can go beyond that.

But thanks for the reminder.

That would look awesome :smiley::sunglasses:, as long as it remains unhindered by walls by wallers, I’m game.
Now I would like to bring up a few things I’d like to discuss teleport or rather Aether Walker.
I loved the rune Aether Walker and the rest of the changes. That leaves the wand, I would prefer it removed all together.
To make it increase our damage after teleport might become as toxic as Deathwish.
Now to the spell it self, you promote a charge based solution no problem there. The number of charges though should be higher than other classes in my opinion. One reason is that teleport is a powerful spell that can take you from platform to platform or anywhere the wizard has visibility. Take that with a grain of salt, nevertheless that it offers one of the best travel possibilities has it’s downside as you can accidentally cancel the spell if you hit a wall as in some cave dungeons. It’s extremely unforgiving if you make a mistake like that. So an increased charge number is desirable. The second thing to adress is the internal cool down. Remove it devs!
My proposal would 5 + 1 charges, 3 + 1 might work that is the absolute minimum though.
I am sorry for the wall of text.
Cudos to you for the effort, I have been to the other classes aswell. :wink:

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With 300% increased damage for x seconds after Teleporting on Aether Walker, the other legendary wands like Fragment of Destiny, Wand of Woh, Serpent Sparker and Unstable Szepter still would be better than Aether Walker for their builds.

The Arcane Orb build would use Wizard Spike and Unstable Szepter (one in the cube), the Hydra build would use Serpent Sparker and Fragment of Destiny, and Twister Wizard would use Twisted Sword + Valthek’s Rebuke in the cube.

A Vry build probably would use this reworked Aether Walker, but they are currently underpowered.

If it is indeed too overpowered, then 100% or 150% increased damage might be enough just for speedfarming.

That is with any movement skill like this.
Leap, Vault, Furious Charge, Blood Rush, Dashing Strike, … so I would not consider this a good enough reason for increasing the number of Charges on Teleport.

Thank you! I appreciate that.

Yeah, I saw that. Thank you!

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No, it would not. In fact, even if a revised Aetherwalker became a must-have it would rather be appreciated instead of loathed. The reason why most players hate the “channel me up” of Deathwish is the mechanic of the item and its related skills. It goes against natural play and makes the player stutter-step to gain buffs. If that is shifted to a utility/movement skill (Teleport), most players will love it because that would remove the awkward playstyle from having to stop and channel.

I think a reasonable damage buff on Aetherwalker should be something around 150-200%. It has to be strong enough to justify a weapon slot, yet it should not outmatch dedicated legendaries to a single skill (or group of skills).

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I played around with 200% as well, but the only build that came to my mind at the time of making it that would use a 300% damage buff Aetherwalker in the cube would be the Archon Vyr build, since it only has The Furnace as an alternative for the cube and otherwise uses Chantodo in main and off hand.

If my calculations were correct, a 300% damage buff would not overbuff that build, but maybe I sould calculate that again, just in case.

However, you might be right in regards that a 300% Aetherwalker is too close to other 1handed weapons that give a damage buff to Skill X, Y or Z, but require a more difficult or slower to execute mechanic (like Fragment of Destiny, which increases the damage of Hydra by 30% per stack and has a maximum of 10 stacks, but also helps to build up Deflection stacks much faster, so it might be tradeoff - not a too good tradeoff, but still a tradeoff)

But eventually 200% or 250% is good enough.
200% increased damage is certainly a good starting point, since it still could get increased later on.

No problem tbh.
You guys convinced me when you mentioned Vyr’s, speed farming and lastly that the 300% has to be seen with the proposed buffs in mind.

My only hope is that we get some more changes.

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