Casters Suck Because of Spell Ranks

Spellcasters will continue to struggle with spell ranks being its primary limitation in level banded endgame in each phase. Waiting to get a new rank a few levels higher than the level cap will allow casters to have underperforming spells for each level cap. Spell ranks as they are have always been a flaw in design which is why they changed it in Cata. Below is Ghostcrawler talking about that change in spell ranks.

  1. The gain is every level. You don’t have to reach certain milestones for your Shadow Bolt damage to increase. One of the scaling problems we have currently is that any spell without a level 80 rank starts to fall behind. Imagine Shadow Bolt just has 85 (free and automatic) ranks.

  2. We changed the level at which you get abilities, in some cases dramatically. Currently, you get showered with abilities at low level, many of which aren’t even useful when soloing. By sliding these around we have every class to where you get an ability about every odd level. There are still some dry spells for some classes, but then you have talents and other things that fill in some blanks.

  3. Related, the spell book tells you at what level you will get future abilities so you can plan accordingly. In addition, when you ding, the UI tells you not only about newly available spells, but also systems and mechanics not tied to your class trainer, such as the ability to train riding, dual spec or use Dungeon Finder. It’s pretty sweet. Our UI team is kicking some major booty for Cataclysm.

Ghostcrawler

Lead Systems Designer

I think learning new ranks is part of the flavor of classic so I don’t want that to change completely and copy cata/retail, just go about a solution in a different way. We are also limited by the client era being tied to HC/era and should seek solutions that can be self contained in SoD and the runes. I think the main problem is spell ranks and scaling.

I’ve considered 3 solutions and would like to hear any better solutions others may have or what possible problems there are with these solutions

1 - Create new spell ranks at each level cap. These spells being SoD exclusive however that needs to be done. Add a new trainer next to your normal trainer only on SoD that gives you level capped spells each phase for all damage/healing abilities (preferably free to train). I don’t know how elegantly this can work in a spellbook, to have something like rank 4b or lvl 25 Frostbolt, as an example. So mage’s rank 4 frostbolt at lvl 20 is 78 to 87 Frost damage. Rank 5 is 132 to 144 Frost Damage at lvl 26. A lvl 25 Frostbolt rank 4b doing X amount of damage, let’s say 113-122. The other option is gradual spell scaling, which may be impossible based on SoD restrictions, to give minimal bumps each level and then a bigger bump in dmg at a new rank level.

2 - Another solution, mostly for scaling, is a mainhand weapon rune where this rune is the only option in that slot. In this case, all casters get this rune to then adjust and scale all spell dmg (maybe healing too) based on weapon damage, converting weapon dmg into +spell damage. These numbers are random and irrelevant, mostly focusing on ratios like 2h staff is .5x or .4x of the average weapon damage into SP, 1h weapons giving more become of the obvious lower damage so 1x, and 2 hand polearms/axe/mace/sword for the pallies, druids, shamans being .25x or less because they have much higher weapon damage than staves usually or completely disregarding them. This also makes weapons feel a bit more meaningful like how weapons feel to a melee or physical class.

3 - Another weapon rune, instead of scaling weapon damage into sp dmg, we just convert all of your intellect and/or spirit to give some spell damage. Some classes (holy priest) will end up double dipping on this with later talents and possibly new runes, who knows. Both 2 and 3 would definitely change the amount of spell damage casters do, especially at 60, but most casters fell off once melee (rogues and warriors) get gear anyways in later phases.

This won’t truly fix frost mage now for example or even change the meta maybe. The point is to remedy the spell rank/scaling problem and not penalize casters for having spell ranks in lvl 25, 40, or 50 endgame. Even at 60 honestly. Melee abilities mostly scale off their weapon damage and/or AP, giving + X or + X% weapon damage unlike casters. Adding tons of +spell damage gear might be too much as we get to the 40/50 raid and completely make future gear in other original classic raids irrelevant or need to be buffed. In any form of classic+ I believe we would ideally address this issue among other things. There are still other issues of scaling such as haste and dots critting, actual spell coefficients, and more, but this is to address one specific issue regarding spell ranks and its effects for casters.

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They could get rid of the 5 second rule, that might speed up the pace while maintaining the spirit of the game. Pun intended.

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That could help with mana regen to it regen immediately whenever not casting, but won’t with some spell ranks being weak at cerain levels. I think they wouldn’t do something like that just because of how big of a change that is from the classic feeling and mana management. I would bet some people like the 5sr a lot. It also might be more challenging or not worth the effort to add this only for SoD and not affect the other classic versions. I don’t know if they could even change the water drinking to regen every second instead of per tick, which makes drink walking possible.

This is going to be a huge problem in the next two phases. Hell it already is. They best sort it out sooner than later.

2 Likes

It could be nice to have spells that have ranks scale per level but then they stop scaling at the highest rank you have purchased. That way you still have to buy the rank that is available or you won’t get higher scaling. It would eliminate this issue where some casters are going to be stronger than others just by the luck that their good spell just had a rank update prior to the level cap of whatever phase SoD is on.

2 Likes

I don’t want to seem too argumentative about this but it feels a little like, well, the same thing is true at level 60 and whatever level cap, right? You get your last spell rank of X nuke at 58 and it stops scaling. What’s terribly different here, aside from the base damage values, which matter but are always pretty low relative to how they scale?

The big thing to me is that casters scale in a very linear way and melee scales in an exponential way because of how weapon damage and attack power work, and how their resources work. They also get scaling from multiple sources, whereas for casters it’s basically just spell power and crit.

There are also fewer sources of mana and spells are balanced around like, having to sit every pull or two right now, because that’s how leveling worked in vanilla.

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it cannot be done :expressionless:

removing the 5 second rule would absolutely destroy the classic spirit :expressionless:

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Yeah I like that solution as well, I’m not sure what would be easier for them to do. They could absolutely just ignore it all and we have underperforming spells at each level band. Any new rune abilities, like incinerate for warlocks, will typically outperform non rune abilities unless there’s some interesting modifiers and conditionals. It’s probably also why they added some new ranks in classic in the middle of its lifespan from AQ20. Maybe they could take that approach and drop spell books in any new level up raids.

Starla you’re absolutely right about the spell scaling too and how it’ll pan out at 60

I hate this idea. Buying spell ranks is a gold sink that is intentionally in the game to encourage questing. Changing the formula breaks the entire game design.

Making changes based on what a very small % of players want risks alieniating the remaining %.

I think you’re misunderstanding. I never said we should remove buying spell ranks, just fixing the problem that comes with spell ranks not fitting level caps.

I do think though it would feel bad to buy/learn all your ranks of abilities up to 24 and then at 25, pay another big amount of gold to update any spells that had it’s last rank update 5 levels before. It’s specifically a SoD issue because of level caps even though this happens at 60 too. It wouldn’t be gamebreaking if they did though, just another thing to sink gold on

Even the other solution of spells scaling up to a certain level means you need to buy the next spell rank.

Certain things already do this. Battle Shout and Rockbiter scale up to a maximum the level before you learn a new rank

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That’s an oxymoron to say the least.

I never knew that, that’s cool!

I don’t understand your logic, all classes are limited by their skills/spell ranks, you don’t think rogues want SS4??

I didn’t realize at all in Classic. Figured it out playing HC doing dungeons with a warrior 1 level higher than me and I couldn’t refresh his Battle Shouts when neither of us had the talent

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No, I have a rogue and we use saber slash now lol. You are right though the ranks affect melee too. It just negatively affects casters more because melee abilities are based on weapon damage not flat numbers (most of the time). If anything slice and dice right now gives 20% attack speed and the next rank at 42 gives 30%.

because physical damage classes don’t have their own ability ranks to worry about?

look asking for these kind of changes is silly none of it will matter when we’re 60 anyway, just relax and enjoy the ride let others have their time in the lime light

It’s a difference of scale. I don’t think this change is needed, but the 7 flat damage difference between sinister strike rank 3 and sinister strike rank 4 is far different than the 60-70 damage of frost bolt 3 to frost bolt 4. A rogue that doesn’t train that is still going to gain damage as they level up and replace their weapon. A caster that refuses to train their new spell rank basically chose not to level up.

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Yeah melee ranks are not as important. It depends if it matters at 60 based on what they do with runes or other changes, I’m sure they are aware of the problem. They could solve this through future runes in many ways. Runes to massively modify and scale the base abilities and classes in general. New rune abilities outperforming the original abilities. Some classes don’t even get max rank spell books from AQ20 - max rank lightning bolt is 4 levels behind for ele shaman, like a mage’s frostbolt but they get a new rank at 60. Why can’t that be updated at 60? Why can we not limit every class by spell rank at 25, 40, 50 or 60? It’ll just smooth out the experience and problems.

I’m enjoying the game and its ride, I like their communication and constant updates. What we see now is potentially spelling out the current trajectory though if there aren’t big changes to prevent casters falling off. This post is mainly to point out the root issue and provide some solutions/discussion if there’s any way to solve the spell ranks problem and runes to improve overall scaling like point 2 and 3. Spell ranks are just more obvious now because it’s level banded content and the level cap is an odd number. It’s repeating original classic because that’s the result of the game’s class design, the runes are not doing enough yet. Hunters are even being stronger at lower levels like typical. They’re the only ones really enjoying their time in the lime light. Warriors and rogues were always there with gear. Not to mention WF being available. Some caster classes might do really well at 40 because they just received a key lvl 40 spell rank + talents + possible runes.