11-08-2015, 12:16 PM
The current phase shift cool down seems to short (30 seconds), it's basically just a way for the wizard to do a drive by, firing off a magic missile, fireball, then phase shift out. Even if the AI is watching and can report the exact location of the wizard, it takes half a minute at the most to run from one side of the station to the other if areas aren't closed down. By the time security sees the message and is running over there, the wizard can just phase shift out and give them a nice middle finger as they can't do anything about it.
For a free spell this really cheapens the wizard experience for the crew. Who really wants to run around after an antag who can just fly off before you can even get a shot off. With the current selection of spells the wizard has become more of a pain in the ass to deal with, and more often than not the crew usually just gives up and lets the wizard slowly kill the remaining crew.
So, with that being said, the cool down for phase shift should be increased to 1 minute. "What would this change mean?" Mainly, it would make the wizard hopefully pick their battles more carefully, rather than knowing they can run into an area, fire off a magic missile and fireball, and then shift out before sec gets there. It would also make wizards pick their spells less on the amount of damage they can cause, and more on utility.
"But what about my teleports? What if I can't escape from security?" Well, there are quite a few spells you could take such as blink, knock, and the actually teleport spell, not to mention the scroll. There's also forcewall to prevent security from following you down a hallway. What I am getting at is there's a ton of different and unused spells which has become next to useless with how powerful phase shift is for a free spell. If it were changed, these spells would have a chance at being used seriously for the first time in quite awhile, and wizard would becomes less of a headache for the crew to deal with.
For a free spell this really cheapens the wizard experience for the crew. Who really wants to run around after an antag who can just fly off before you can even get a shot off. With the current selection of spells the wizard has become more of a pain in the ass to deal with, and more often than not the crew usually just gives up and lets the wizard slowly kill the remaining crew.
So, with that being said, the cool down for phase shift should be increased to 1 minute. "What would this change mean?" Mainly, it would make the wizard hopefully pick their battles more carefully, rather than knowing they can run into an area, fire off a magic missile and fireball, and then shift out before sec gets there. It would also make wizards pick their spells less on the amount of damage they can cause, and more on utility.
"But what about my teleports? What if I can't escape from security?" Well, there are quite a few spells you could take such as blink, knock, and the actually teleport spell, not to mention the scroll. There's also forcewall to prevent security from following you down a hallway. What I am getting at is there's a ton of different and unused spells which has become next to useless with how powerful phase shift is for a free spell. If it were changed, these spells would have a chance at being used seriously for the first time in quite awhile, and wizard would becomes less of a headache for the crew to deal with.