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    1. #1
      AluraMist's Avatar
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      Spell Changes, Spring 2021 Test Realm.

      *Edit* This Spell list was updated, April 14. See Post #22 from @Torpzun26 in this thread.

      @Ratbeard posted on the Wizard101 website:

      Apr 12, 11:20 AM

      Spell Changes Wizard101 Spring 2021 Test Realm

      Spell Changes Wizard101 Spring 2021 Test Realm Disclaimer- All changes may not yet be present in the current Test Realm version; more changes to come.

      Balance

      *Precision- increased accuracy charm from 10% to 25%
      *Weakness- increased spell accuracy from 90% to 100%
      *Elemental Spear- increased pierce charm from 6% to 20%
      *Spirit Spear- increased pierce charm from 6% to 20%
      *Elemental Trap- increased damage trap from 25% to 30%
      *Spirit Trap- increased damage trap from 25% to 30%
      *Supernova- decreased from 535 Balance damage to 405 Balance damage
      *Helping Hands- increased from50+ 490 heal over 3 rounds to 125 + 465 heal over 3 rounds

      Death

      *Curse- increased damage trap from +20% to +30%
      *Death spear- increased pierce charm from +10% to +20%
      *Death blade- decreased damage blade from +40% to +35%
      *Dark Pact- modified from 300 Death damage(self) and +30% universal damage blade to 250 moon damage(self) and +25% universal damage blade x2
      *Empower- modified from 300 Death damage (self) to 250 Death damage (self)
      *Mass Death prism- modified cost from 2 pips to 1 pip
      *Sacrifice- modified from 250 Death damage (self) to 250 moon damage (self)

      Fire

      *Fire trap- increased damage trap from +25% to +30%
      *Fire spear- increased pierce charm from +10% to +20%
      *Mass Fire prism- modified cost from 2 pips to 1 pip
      *Steal charm- increased spell accuracy from 80% to 100%

      Ice

      *Ice spear- increased pierce charm from +10% to +20%
      *Mass Ice prism- modified cost from 2 pips to 1 pip
      *Ice blade- decreased damage blade from +40% to +35%
      *Legion shield- increased incoming damage shield from +30% to +45%
      *Balefrost- decreased damage global from +35% to +25%
      *Steal ward- increased spell accuracy from 80% to 100% and decreased pip cost from 2 to 1
      *Cooldown- reduced pip cost from 2 to 1

      Life

      *Life trap- increased damage trap from +25% to +30%
      *Life spear- increased pierce charm from +10% to +20%
      *Guiding light- increased healing charm from +30% to +35%
      *Life blade- decreased damage blade from +40% to +35%
      *Minor blessing- increased heal from 65 to 120
      *Triage- increased pip cost from 0 to 1
      *Guidance- increased accuracy charm from +10% to +20%
      *Mass Life prism- modified cost from 2 pips to 1 pip
      *Brilliant light- decreased pip cost from 2 pips to 1 pip

      Myth

      *Myth trap- increased damage trap from +25% to +30%
      *Myth spear- increased pierce charm from +10% to +20%
      *Mass Myth prism- modified cost from 2 pips to 1 pip

      Storm

      *Storm trap- increased damage trap from +25% to +30%
      *Storm spear- increased pierce charm from +10% to +20%
      *Mass Storm prism- modified cost from 2 pips to 1 pip
      *Lightning strike- increased accuracy charm from +10% to +25%
      *Storm blade- increased damage blade from +30% to +35%
      *Disarm- decreased cost from 1 pip to 0 pips

      PvP BANNED TREASURE CARDS UNIVERSAL BANS

      *All non-Standard Blades
      *All non-Standard Traps
      *All non-Standard Spears
      *All Global +damage “Bubbles”
      *All "Stove Spells" ex. Rocketstove, Coldiron

      Balance

      *Black Mantle
      *Clockwork Spider
      *Steel Giant

      Death

      *Shadowcat
      *Death Bat
      *Dark Pact
      *Midnight Sprite
      *Death Scarab
      *Beguile
      *Red Banshee
      *Red Ghost

      Fire

      *Ash Bats
      *Fire Serpent
      *Smokescreen
      *Fire Shark
      *Raging Kraken
      *Firezilla
      *Magma Colossus
      *Krokenhamen (Steal Charm + blade)
      *Fiery Giant

      Ice

      *Freeze
      *Snowsnake
      *Snow Bird
      *Frozen Kraken
      *Polar Swarm
      *Frost Demon
      *Krokotep (Steal Ward + absorb)

      Life

      *Life Scarab
      *Forsaken Banshee
      *Brown Spider
      *Brulee Sucre

      Storm

      *Rain Beetle
      *Storm Beetle
      *Storm Bird
      *Thunderbird
      *Monsoon Hound
      *Storm Hound

      Myth

      *Stun
      *Rat Illusionist
      *White Rat Magician
      *Yellow Troll

      See the original post here: https://www.wizard101.com/forum/test...1276c58?page=1
      Last edited by AluraMist; 4-14-21 at 9:22:40 PM. Reason: Spell list was updated April 14.
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    2. #2
      Torpzun26's Avatar
        Torpzun26 is offline Journeyman Wizard

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      Re: Spell Changes, Spring 2021 Test Realm.

      I really wasn't expecting the Mass Prism buff. Looks like I'll be seeing a few extra Pip Conversions going on in PVE now.

      Anyways, I really appreciate the full list being posted by the devs, rather than having to scramble across all the fansites and Twitter and the seven seas to possibly get all the info.

    3. #3
      masterofspelss's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      I like how one of the reasons for the first spell change was because KI said they were compensating for the added utilities, but now they're changing said utility spells. I guess we should expect a bunch more damage changes then?


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    4. #4
      Dylan Windwalker's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Initial thoughts:

      All of the accuracy boosts to spells make sense...

      SuperNova still needs to be reduced in damage somewhat farther (perhaps around the 200-300 damage range) because it already does a lot by eliminating the aura. but somebody could do a better job at diving deeper into the fairness of this spell .

      I still think the moon school should be changed a fixed universal school (damage to self won't be affected by one's stats) if it were conceivably possible but it's a nice change. The moon school needs to be thoroughly explained though in Grizzleheim because at Level 35 when the player supposedly learns this spell in Grizzleheim, they probably haven't been introduced to the moon school in Celestia. I wonder how that's gonna go but I know for sure that a child would brag about it somewhere lol

      I think Curse was fine as 20% before but I guess 30% is better, which isn't bad at all

      Somewhat surprised plague wasn't changed but ok lol

      I feel like we don't appreciate the increases to Precision and Guidance enough but I'm betting there's gonna be a cheating boss where accuracy is going to be super low and fizzling will be a detrimental problem, unless players have Balance/Life wizards to help them.

      Legion Shield is OP and this isn't going to go well in PvP but in PvE where the fun is at... Ayyyyyyyeeeeeeee
      Last edited by Dylan Windwalker; 4-12-21 at 2:52:02 PM.

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    5. #5
      JaredSpellFrost's Avatar
        JaredSpellFrost is offline Grandmaster Wizard

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      Lightbulb Re: Spell Changes, Spring 2021 Test Realm.

      Kudos to Ratbeard for putting all of these changes in a list, it truly does help!

      I feel a bit uneasy about a lot of these changes, especially the buffs to Steal Ward, Legion Shield, and Disarm. It seems quite OP that you can shield your entire team with what is essentially a Tower Shield for no Pips! I've also always viewed that Steal Ward and Disarm should cost 1 Pip, since you gain tempo over your opponent. It's like how regular shields are free, but hits (Excluding Wands) are not. Plus, "Stealing" spells should be more expensive since you not only throw off your opponent, but you gain their utility.


      As for all of the Blade/Trap/Bubble equalizing, I'm of course adamantly against all of it.


      "Yet like a bad case of athlete's foot you just kept coming back." -Cosmos
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    6. #6
      Torpzun26's Avatar
        Torpzun26 is offline Journeyman Wizard

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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by JaredSpellFrost View Post
      I feel a bit uneasy about a lot of these changes, especially the buffs to Steal Ward, Legion Shield, and Disarm. It seems quite OP that you can shield your entire team with what is essentially a Tower Shield for no Pips!
      I thought it made sense. Plague is a mass Weakness that costs 1 pip and is 5% less effective. Bladestorm is too, but for Balanceblade. Legion Shield at 45% has the same relationship with Tower Shield.

      Also, Ice is supposed to be the tank school, so they should be given good utilities so that they can actually be the tank school. Right now, anyone can just jade up and tank hard fights. Life can even do this while healing. Ice has NOTHING to let them stand out in their own role.

      Now I wanna see Ice get a form of Intercept that doesn't cost any Shadow Pips

    7. #7
      Phenoixblizzard's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      I'm not happy about my ice wizard's damage being decreased, but at least steal ward will be much more handy than it was before. Not that I ever used it, I admit. Legion Shield getting a buff is nice as well since I use it frequently while pretending I can tank everything as a jade.
      Wizards vs Bosses


    8. #8
      Kingurz's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by masterofspelss View Post
      I like how one of the reasons for the first spell change was because KI said they were compensating for the added utilities, but now they're changing said utility spells. I guess we should expect a bunch more damage changes then?
      I agree. The spell damage/DPP strategy makes sense, but some of these 0/1 pip changes don't or at least I don't see how "value" is being assigned without the damage.

      For example, Triage now costs Life Wizards 1 pip (no argument on TC change), but gave Storm Wizards a 0 pip disarm? Not only is disarm 100% effective (going first obviously), but it increases the Storm tempo dramatically. Triage only works on 2/3 of the damage output of the DoT (unless you are extremely lucky to time it) when casting on yourself. If you go second, triage is even less effective since most players follow-up with a low pip dot.

      No issues with TC Triage being increased to 1 pip, but odd that the recent roundtable conversation seemed to be agreed by all that natural/base spells to a school should benefit that school more than others. Triage doesn't, Empower doesn't, etc....

      Are all the damage & disarm spells going to increase damage or lower pip cost now that disarm's value is potentially set to 0? (Catch of the Day, Hammer of Thor, Leviathan....not mention harder to defend against Storm Scion with a preceding 0 pip disarm).
      Last edited by Kingurz; 4-12-21 at 5:07:23 PM.

    9. #9
      Eric Stormbringer's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Kingurz View Post
      I agree. The spell damage/DPP strategy makes sense, but some of these 0/1 pip changes don't or at least I don't see how "value" is being assigned without the damage.

      For example, Triage now costs Life Wizards 1 pip (no argument on TC change), but gave Storm Wizards a 0 pip disarm? Not only is disarm 100% effective (going first obviously), but it increases the Storm tempo dramatically. Triage only works on 2/3 of the damage output of the DoT (unless you are extremely lucky to time it) when casting on yourself. If you go second, triage is even less effective since most players follow-up with a low pip dot.

      Imagine all the DoT removing utility damage spells in Beastmoon suddenly doing less damage, now that Triage is "worth" 1 pip (looking at you Blistering Bolt).

      No issues with TC Triage being increased to 1 pip, but odd that the recent roundtable conversation seemed to be agreed by all that natural/base spells to a school should benefit that school more than others. Triage doesn't, Empower doesn't, etc....

      Are all the damage & disarm spells going to increase damage or lower pip cost now that disarm's value is potentially set to 0? (Catch of the Day, Hammer of Thor, Leviathan....not mention harder to defend against Storm Scion with a preceding 0 pip disarm).
      I can explain some of the logic here. Most blades cost 0 pips and so a removal is 0 pips. Similar to how pierce costs 0 for a removal of a 0 pip shield. Notice that all the steal spells cost one pip because not only do they remove, they also give you what you have stolen. Triage is costed as is because the cheapest trained DoT in the game is 2 pips and most DoTs cost significantly more than that.

      Triage should benefit Life more than others due to pip conversion.

      The damage and disarm spells that were audited last round already were made to fit the disarm=0 pips convention. Storm scion/disarm interaction and prevention is no different than myth's pierce spell removing virtually any shield. Note that myth's pierce is countered by spirit shields and similarly disarm is countered by elemental/spiritual blade.

      Of course, as always, we are in constant discussion and changes in Test realm may not be permanent so continue to offer feedback- it is very much appreciated!

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    10. #10
      JaredSpellFrost's Avatar
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      Lightbulb Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Eric Stormbringer View Post
      I can explain some of the logic here. Most blades cost 0 pips and so a removal is 0 pips. Similar to how pierce costs 0 for a removal of a 0 pip shield. Notice that all the steal spells cost one pip because not only do they remove, they also give you what you have stolen. Triage is costed as is because the cheapest trained DoT in the game is 2 pips and most DoTs cost significantly more than that.
      Triage should benefit Life more than others due to pip conversion.
      Yeah, I can see why reducing Disarm's cost makes sense now. Though, I do think that Steal Ward should be kept at 2 Pips. Although it is more in line with Steal Charm, it clearly is superior. Everybody uses different Blades, but Tower Shields are found on any self respecting Wizard! Though if its Pip cost is bumped back up, perhaps the accuracy could be increased to 100%.


      Triage should stay at 0 Pips for Theurgists but cost 1 Pip in it's TC form, IMO.


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