I highly doubt any wizard with mc146 wep can 7 hit an assassin and even there is the majority of wizards with sapphire set have to hit an mele class over 10 hits.
The fact that Shane thinks assassin should be able to outpot a wizard damage shows you how broke this server really is.
I didn’t even bother reading what Amnesia said because we all know he’s an assassin and biased towards his class.
With the increase of health and the effects of comfort, if this tread continues wizard will be practically useless apart from cash hunting
I don't feel it is a case of the other classes being massively broken, it is just a case that the wiz here is missing half its tools. I'm unsure if Jamie or Shane ever really played a wiz in anger on any official servers so its hard to tell how they want them to play out.
Compared to any official versions wiz here are lacklustre. Some areas that are missing compared to official that have an impact:
1. Electric Shock - No Taming. Pets aren't a huge damage dealer and while there are a lot of mobs you can't tame for balance reasons, there are still a lot you can. They run interference in PvP and buy you time. They also get the odd hits off before getting killed and with official servers flinch mechanic this is sometimes sorely needed.
2. Judgement of Heaven - No Flinch & Capped in PvP. The entire design of this spell is useless here because flinch doesn't exist. It is a gap creator spell, like other classes have gap closers. It gives you that brief moment to get away if you've survived the initial hit. The fact it is capped and capped so low here makes it even worse.
3. Mirror Image - Removed. Mirror Image is a key spell for wiz PvP, it means that grip/assault etc has a 50/50 chance, same with distracting puri from taos, they may get the wrong target. It only ever did minor damage and of a single school of magic, it was utility at its finest.
4. Frost Bite - Reworked. Frost Bite is Ice Shield in official, it doesn't freeze you in place, has a chance to freeze anyone that hits you, believe it does damage back on the hits that freeze, believe it absorbs some damage (been a while since I've used it, and my current wiz on kr isn't high enough, will see if I can get levelled)
5. Tempest - Removed repulse effect. Again this is a gap creator spell in PvP and it also stops players just dashing through every time.
6. Geo - Disabled on too many maps. This is a core PvP mechanic for wiz, always has been.
The classes are built around one of two styles of play. The melee classes have skills to close gaps. The ranged classes have skills to create them. I can't comment for the other classes in great detail as I've never really played them beyond low levels. But I do feel the core concepts of all the classes needs re-evaluating as this is starting to feel nothing like Mir 3.