07-26-2019, 07:01 AM
Alternative suggestion:
Remember how syndicate TC's were rebalanced? (I know they're not called TC anymore, but bear with me here)
They were doubled (as far as I recall) - with the intention that with more TC's meant easier refactoring of items. Example: A 4 TC item went to 8 TC but that weaker 3 TC item only went up to 4 TC or was left alone. It was a smart change that everyone welcomed.
The same could be applied to Wizard Spells.
Instead of being given 4 Magic Points, they're given 8. Instead of wizard spells costing 1, they now cost 2.
What would cost 1? Wizard equipment. This would allow for everything mentioned above, but without being restricted to kits, they can chop and change. I think kits work for Nuke Ops because they're a team and it's interesting to see mixed comps. But I don't think this would have the same effect as intended if applied to Wizards.
My 2c.
inb4 wizard spawns on the station with 8 random equipped items and gets absolutely steamrolled because they have no spells.
Remember how syndicate TC's were rebalanced? (I know they're not called TC anymore, but bear with me here)
They were doubled (as far as I recall) - with the intention that with more TC's meant easier refactoring of items. Example: A 4 TC item went to 8 TC but that weaker 3 TC item only went up to 4 TC or was left alone. It was a smart change that everyone welcomed.
The same could be applied to Wizard Spells.
Instead of being given 4 Magic Points, they're given 8. Instead of wizard spells costing 1, they now cost 2.
What would cost 1? Wizard equipment. This would allow for everything mentioned above, but without being restricted to kits, they can chop and change. I think kits work for Nuke Ops because they're a team and it's interesting to see mixed comps. But I don't think this would have the same effect as intended if applied to Wizards.
My 2c.
inb4 wizard spawns on the station with 8 random equipped items and gets absolutely steamrolled because they have no spells.