I think they need to add a rework of the game, I almost wish they didn't make pirate101 and instead blended the aspects of fighting in pirate to wizard101. Cool features like having to defeat the minions at the same time to open the gate in dragonspyre was really cool. I feel like cheats are a very limiting way of increasing difficulty because it just makes it so people have to take away a feint or blade, not actually change strategy. They need to bring back school identity big time. They could make it so minions could be controlled. Maybe make it so instead of buffs, followers (like dyvim or mellori) are actual minions that you can go back and talk to to add them to your party. That way as an ice, you could add a storm or fire minion that you could realistically buff and act like a tank for because you can coordinate.
My biggest gripe ever with wiz since Celestia came out was every single boss being stun immune. Completely invalidates so many spells in pve and contributes to the blade, feint, aoe gameplay loop.
Agreed. I'm blown away that they are getting a quick cash grab with consoles. Every world besides WC in Arc 1 having 2008 graphics, horrendously unbalanced, and predatory crown shop. I can't imagine anyone on console besides people who already play on PC
I agree that bosses being stun immune is incredibly poor game design. And regarding console - I don’t think even PC players will use console because KI announced there will not be cross play. Meaning you’d need to make a whole new account… Not worth it!
The real worst spell in the game is definitely Cat Nap. It's a 80% accuracy and 2 pip Balance item card spell that heals the user of the spell 525 health and then stuns them for a turn. This spell is so bad. Stunning yourself just for 525 health is horrible for 2 pips. You could use a Fairy spell and get almost the same value without stunning yourself. There's no niche for it in PvP since it's PvP banned (not like anyone was going to use it anyways). What would be the best way to fix this spell?
best way to fix that sort of spell would be to add a form of tower shield to the user as well that way its a shield and defensive spell with a draw back but something you could use to avoid a deadly blow in a pinch. upping the heal wouldnt be worth it since other school options would just be better plus balance being the true support school would make sense the spell giving a form of tower shield when used with the heal.
Love both this original comment + response! Great idea! I remember coming across Cat Nap on the wiki once and thinking “why does this exist...” I’d love to see a fix like this!
it seems , it has a use, in case we have spare stun blocks, we can use this spell to stun ourselves, then block it, then heal, then remove that stun shield
Balance wizards have it tough because their blades are rendered useless by a tower shield or a weakness. Being able to have a blade that’s specific to your school greatly reduces your chance of getting damage reduced because you can wand hit their defenses and get rid of your weaknesses
Honestly for precision I would honestly just change it from doing 25% accurate to 25% balance damage. Every other school has a school specific blade except for balance so it would be nice to replace the accuracy buff with a balance damage buff
@@cbjackets4436honestly normally I agree but since balance does get access to the universal damage buff blades I’d say it be more fair to just have it be either 25% or 30% to make up for that fact
As a player from 2009, I will share my un-asked for opinion on each spell (before watching the video section): Percision: Main problem is that extra ACC% as a stat is not even needed mid game (used to be late game years ago). Also, it is wasted on 100% acc spells. Fix 1: Have this buff (in play) trigger only when a spell below 100% acc is about to be cast. I first thought of having it only trigger on outgoing dmg spells, but then it leaves out all the other types of spells (mainly healing) and ends up being counter intuitive. Just like when Incoming damage is 0, a ward does not trigger, so a 100%+ ACC spell shouldn't trigger percision. Fix 2: Keep it the same but have percision be a tri-buff, so you have 3 chances for it to be useful, instead of potentionally wasting your turn casting it when next turn you desperately need to shield. Ice Armor: Honestly this card is irredeemable when you remember Frozen Armor is in the game. It is so bad for an X spell at all parts of the game. Fix: The only way to make this card PLAYABLE (not even good) is to add a gambit system to the spell to increase the amount of armor it provides, or/and add ward protection so it can't simply be stolen/pierced. Dimension Shift: 3 conditionals, you need to have a minion, then overtimes on yourself that you want to get rid of, and also 6 pips expendable to do so. For what reason would I not just double shift to the ENEMY for damage rather my minion; also in no world would i want to give my heal to a minion, let alone for 6 pips. Fix: Have it target a minion or enemy, if not, just delete the spell from the game. It's so bad that only 1 enemy has ever had it in its cardpool. Crazy too because I remember some boss has this exact 'fixed' version that they cast, but I can't remember who. Mutate Spells: problems are that it takes up card space, need both of them pulled at once, and the damage is converted to another school so you have 0 damage bonus. Fix 1: When added to your deck, and battle is started, the sun spells should auto mutate. If you have 3 krakens and 1 mutate kraken in your deck; you should start the battle with 2 krakens and 1 sun kraken Fix 2: Mutate spells should have its original school counted as its damage multiplier, exactly how hydra and balance damage works. So my kraken would use my storm dmg% but damage the opponent as a fire school attack. Since this is getting a bit long, I will finish up as a reply
Stun-only spells: Now they they banned stuns in pvp, the stun mechanic from all player-spells should be removed. Fix 1: Stuns are now redefined from 'enemy loses their turn' to 'enemy recieves a -100% acc mantle'. This effectively makes 'stun resist' also correlated to your accuracy, which gives value back to a stat that is currently cut & dry. This also allows stun block to still be in the game, since stuns are still in the game but redefined. Fix 2: (TO PLAYER) Stuns are now redefined from 'enemy loses their turn' to 'your current hand is shuffled into your deck' (TO ENEMY) Stuns are a -100% acc mantle, since enemies do not cast from their 'deck'. Shadow Hits: These are weird, they are took weak for PvE but too strong for PvP. They are in the same design gap space as summoning minions. Fix: I didn't play pvp, but from what i assume is that the main problem with shadow hits is that they were too bursty. Perhaps instead of a burst hit, this spells can do a smaller amount of consistent damage for a longer amount of turns. For PvE, these shadow hits compete with Shads and there is no way am i using a TWO SHADOW PIP 1200 dmg shadow school (no dmg%, no crit) + backlash over my quad buffed bugs or rulsalka. I am not sure how to fix this for PvE except for it to do a flat % of the enemy's current hp. For starters, these need to be reduced to 1 pip by spellements, late game. Solar Surge: I never used this card, so I don't know much about how it works. Cooldown: Too niche. The effect isn't even that bad, but to get an effective use would be to play against a cheat boss who spams dots. Fix 1: Perhaps add more niches to the spell, so all the effects could guarantee one of them being useful; I.E. also adding 1 tick to all friendly Hots, reducing 1 tick from all enemy hots, and increasing 1 tick of all enemy dots. I personally do like the design of the card, but its one effect is way too niche to ever be used, especiallly with triage in the game. Great video
Wow!! You really hit the nail on the head with all of these! If I wasn’t certain you were telling the truth, I’d think you watched the video already before commenting 😉 (don’t worry - I’m just joking around!) It really shows how great minds think alike. And I really like all your fix ideas. Especially your rework for stuns, and using your own school’s damage stat for mutated spells (like how hydra works). I appreciate you leaving such a long and detailed comment like this 🙂 Thanks for watching!
Thanks for replying! I will admit, I came up with the idea after watching a bit of the precision section of the video, so that part wasn’t *entirely* made before watching your take on the changes haha! I feel like some of these cards just clearly need to be buffed and it doesn’t take 10+ years to come up with a decent solution for them. Unfortunately, KI treats this game as a casual one but always want to be hyper conservative on any changes like there is some $1mil wiz tourney that requires high competitive integrity.
Very well said! I agree. Other game companies make very frequent balance changes, so I don’t see why KI can’t do the same. Hopefully this video can be a wake up call for them haha!
Pirates of the Caribbean has actually done much better since it was officially shut down. There's been a fan project going on for a few years now with tons of new updates that the original game never had. Plus all of the original content from the base game years ago.
@@Gladrockerits genuinely an amazing experience. there arr hundreds sometimes close to 1k players every single day. the community is amazing and generally speaking its probably the single best fan project MMO resurrection out there. dev team has gone above and beyond restoring lost content and adding content originally planned for release before the game was taken offline.
Amazing video! Fun fact, mutates actually had very powerful (and sometimes meta-breaking) uses in PvP at different points in time. In 2nd-3rd age mutate sprite was commonly used as a shield breaker and 2 years ago mutate Minotaur broke the meta in death's favor so they banned mutates altogether. Mutate wyvern also had a place in the fire meta back then Mutate Mino was especially broken because Death Minotaur's second hit actually does more dmg than an epic enchanted myth minotaur, and that was AFTER enchantments were entirely banned from PvP so it hitting through shields with its disproportionate damage was crazy broken
Stun running in Tartarus was peak dungeon farming, I really wish they made less bosses stun immune. Stun running is extremely easy, but considering the amount of times something needs to be farmed in some cases I think it’s fair.
Insanely good ideas, well done. You actually got me thinking of more ways class identity should/could be implemented into the game. Taking your ice spell change, i feel like Ice should be an absorb, aoe shielding, aoe mitigating class. The sentinel damage redirection spell should be given to them pretty early on as an ice exclusive, non shadowpip spell to take advantage of their high hp and resist they get naturally and it would both suit ice so much better, and make them something you would really want to bring onto a team. Couple this with aoe absorbs like the change you proposed, and you have yourself a unique class gameplay wise. Myths should have stronger minions, and be able to control them somehow rather than figuring out proper AI Storm should keep focuses on setting itself up dps wide and staying vulnerable tank wise Fire had something going with burns, but since even they just set up and do one hit, i feel like some adjustment should be made Life, Death, and Balance have pretty great identity built into them If they increased class identity with each school in some way, making different classes would mean so much more. I've brought 5 different wizards to level 150+, and every class to 100+ and they just all feel the same in the end
my idea for mutate would be to change the damage school of the spell without changing it's school so it can use your school's damage and hit for a different damage, kinda like a enchant prism except you can enchant it to do more than just your opposite schools damage
for Cooldown, I've genuinely only ever used it once in the final fight of the second dungeon in Darkmoor. the boss would dot for every blade, so i just spammed cooldown and it genuinely won the fight.
I think the point of Shadow Magic was originally that it allowed you to bend the rules like bosses had been doing for the past few worlds. Eventually that idea got lost to time. But for the shadow attack spells, I think it'd be cool if, everytime you "please" it, it gives you a blade/pierce/trap, but it also converts all the other buffs to shadow buffs that are going to amplify that attack. Allowing them to be the most powerful buffed spells in the entire game. So for example, say you have a life, storm and balance blade on you. And maybe two copies of an ice blade. If you please the shadow, then it converts each of them into a shadow blade of equal damage buff as the original blade. However, it only accepts one copy of each type of blade, so it would only take the first ice blade turned shadow blade. And then apply that logic to traps and spears. Now it becomes a very useful spell. It doesn't even necessarily have to give its own blade, spear, trap card. It can just rely on converting pre-existing buffs for massive boosts in power. You might even have to make it harder to please the shadow, or at least harder to pull off multiple pleases in a row, because it might just be really, really powerful at that point.
Great idea! Definitely would make them a lot more viable, as needing two shadow pips is already a great cost. Plus if bosses can have multiple cheats, the wizard having access to only 1 seems fair.
Hey man I took that jab at pirates of the Caribbean online personally as I sunk a few hundred hours into it as a kid. Memories my man you had to be there!
Amazing vid. I had an idea for the stun mechanic. Make the bosses stun resistant rather than immune. That resistance stat can increase the farther into the world the boss is located. For example, the first boss in moshu would be like 10% resistant and the Jade oni would be like 95%
This was a Great Video! If you ever make a part 2 to this I think some good spells to cover would be: Shadow Sentinal Shadow Seraph Pacify/Taunt spells Minion Spells Polymorphs Shift Spells 4 Pip Bubbles Beguile Empowerment (Those kind of auras) The Reject AOE spells (Ra, Snow Angel, Rain of Fire) Theres probably a lot more useless spells I missed but another cool video would be reworking Item Card Spells and making them trainable. I really like the idea of being able to use a version of spells like Arcane Deduction or Impede, I think those spells would be really cool if a variation of them were trainable.
I really love this video. There’s a lot of love put into developing this, the music is nice, the narration is great, and the graphics are so well done. Great job.
This video was incredible. I got kinda high and just zoned out, after a while I had no idea what you were really talking about but the hypnotic music, sound effects, and atmosphere of wiz just took me away. Awesome watch.
My thoughts: Precision: It could be a universal 10% pierce blade, but the spell itself can't fizzle (200% accuracy). This somewhat sticks to the identity of precision, because it can be used to override any accuracy debuffs, while also not being too far from its name. For ice and frozen armor: Ice armor could be % based, maybe 5% per pip. Also, increase its accuracy to 100%. Dimension shift: Reduce it to 3 pips. Your third idea was really good, but for a quick and easy fix, I think reducing pip cost would be the best idea Mutate spells: Make then enchantable after being mutated, and add more mutation spells. Archemastery already deals with the power pip situation, so running mutations would become a viable strategy. Stun only spells: Keep the 0 pip ones the same, but reduce the pip cost of the 2 pip ones down to 1 pip. Shadow hits: I like the confusingness of the shadow hits. I think the best solution would be to MASSIVELY increase the damage (double the damage) I like your solar surge idea Cooldown: I think it should be made into a very niche spell. I'll be basing its effect based on its name, not ROSHAMBO. For 0 pip, remove all fire DOTS from yourself.
Really cool ideas for fixes! My favorite is definitely the one for Mutate Spells since most of those alternate school versions of the spells being mutated already exist (Blue Phoenix, Myth Banshee, Squall Wyvern, Life Minotaur, Raging Kraken, etc) and would only have to make some new variants which would just require reskinning/recoloring the animation to reflect the school it is and changing the damage or effects much like you said. Plus, Archmastery and dual school damage gear has made using other school spells besides your own wayyyyy more applicable than throughout most of the game’s life, which I think if this change to Mutates were to be made, would incentivize more people to utilize Mutates for various purposes. Would make for more variety in combat and strategies throughout the game. I also really like the idea of them doing damage enchants that adds things like accuracy, pierce or some other kind of effect in addition to the damage (lower damage than the pure damage ones but with other effects as a tradeoff).
@@GladrockerComing back to this now that the new update with Spell Weaving is live, I think you should check it out when you can! There’s some aspects of it that reminds me a bit of your ideas for mutates.
Awesome video!!! Every single idea you had was far better than the real spell. I especially like your idea of "Cooldown" because PVE weakness spam fights are so common and there is no mass weakness removal spell! Plus, it'd be an Ice buff and I can never have too many of those
As a storm main. I love that solar surge idea. Would make all main storm spells 100 accuracy and give you room to trade accuracy stats for other damaging or resistance stats. Would actually never use any other enchant again
We need more videos like this in the community, not only for ideas to make the game better but to also just discuss and have fun talking about stuff Not everything in the game has been done before, there's still so much untapped potential and so many more discussions and ideas to be had
Adapt is another strange spell. Empowerment you get at level 58(?) and you gain a pip for every spell casted on you that's 4+ pips, but Adapt is the same spell at level 110 for 6+ pips. Why would I waste a training point so I can limit myself to getting pips with getting hit with higher rank spells (a glowbug squall could hit you and you would not gain a pip) when Empowerment already does that and more?
I actually like that idea for a solar surge change, because it would also allow people under max level to use all their gear that doesn’t have accuracy in it out of necessity.
Cutting those shadow spells in half make them even more unuseable. You have to think about the trap and the blade. The value decreases if the base damage is that significantly lower. 1 shadowpip ok but if you can't even enchant it, the damage needs to speak for itself.
i think at least an interesting idea would be to make precision have a 145% chance to cast, so then it can effectively counter mantle, and make it so you aren't really wasting a turn since you had a high probability to miss anyways. Add this ontop of not being able to waste it on utility spells and you'd have a pretty good spell i'd think
7:12 picture this, youre playing pvp in 2022, a myth is going berserk with traps, youre double shielded but they hit you with a betrayal... you have 8 different traps on you and theyre ready with the yaga.... Theres only one card saving you here, and holy shit its the best feeling in the world
Wanna add to this, here’s my concept to fix minion spells/moon spells. First-Add a option to make minions pass on your turn. Mechanically it can be the pass mechanic, or if it’s easier a 100% fizzle weakness is put on them. 2nd-add craft-able spell versions of school minion spells, that not only increase their rank for arcs2-4, but also add 4 variants of said minions, focusing on normal deck, an offensive deck, a supportive deck, or a utility deck. Essentially it’s the same deck as the normal minion, except the variants would only cast spells from that deck that fit the category. The craft-able versions are pve exclusive as regular minions already add enough threat in PvP. The higher ranks should increase the minions rank by +5, as by arc 4, the enemies are rank 27+, so minions being rank 20-25 seems balanced seeing as by arc 4 we face 3 enemies at once. With this mechanic, monstrolgy cards are still viable, as this only applies to school minion spells learnable, minions become viable past arc one, and it could help change pve outside the method of blade blade aoe. For moon spells: Simple easy fix, instead of changing your stats, it simply just gives you a buff to that school. This way learning the moon spells is still viable past celestia, and still keeps the value of multi schooling. The buffs can be simple such as: Life moon-your healing output is increased by 40% Every other school-Damage output for that school is increased by 40%
wizard101 outlasted so much competetion that even its cousin pirate101 died for over a decade (and only just now got a half assed story update) also; i think that beguile and minions in general need to be fixed. beguile is learned in marleybone and is almost immediately useless as bosses start becoming immune in mooshu (and its not even good when it does work) and minions being uncontrollable AND at a fixed level makes them useless way too fast
I actually do use mutate spells, mostly for fun. There was a time before (via a bug) where you could learn all mutate spells for free. The bug would occur if you never learned any spells. Aka you would reset your spell points then go to the trainers. You could learn them all for 0 tp. It goes patched later as now you have all lvl 1 spells unlocked the moment you hit lvl 1. You had to train them from the school trainers during the meet the professors
They "fixed" the mutate part with archmastery, i use fix lightly because nothing else was added to expand that system of mutate, but you dont have to waste training points, just have the archmastery of whatever the spell mutates too. I didnt see it mentioned in that section i just wanted to add that. Great video otherwise :).
On the note of the Mutate spells, what I think would actually be better is keeping the spell's original school, but just changing the DAMAGE TYPE so you can still buff them with your blades while changing the damage output. This would optimize your school damage output to those mid-levels worlds while not wasting Training Points on collecting cards to get to those you'll eventually be able to mutate. They already have a similar type of mechanic with the Balance Hydra and Spectral blast. I'm wondering if they could point the Blade to the school as well as the damage output.
A mutate spell revamp, especially with how they're pushing dual school and archmastery in the late game, would be so much fun and add much more variety! There's not much incentive to use the added secondary school damage from late game gear such as Aeon or Reaver gear.
When i first start out, if my pet doesnt have default blade card or a duel blade socket, i use accuracy spells as a way to gain an extra pip for tempest while using my turn
Ive always wanted a shadow minion that works similar to the shadow creatures that you can cast behind you. like the more spells you cast that the shadow creature likes, the better the minion.
Precision is more of a support spell IMO. Balance in my eyes is a support school, meant to prop up other wizards with bonuses. I usually play with friends whose accuracy we can't trust, so it's a life saver sometimes
Wizard101 is a whole nostalgia trip, I still play like once every other year when I randomly think about the sounds of the spell casting. 😂 I still think the old old Wizard101 was the best times. 2008-12.
I love the Shadow creature spells in concept. But they really need to be buffed even harder really. I don't know if they're banned in PvP, but frankly I would rather have them giga buffed and banned than just exist as they are.
I will say that while it'll eventually become redundant, Lightning Strike has actually been super handy as an early game Storm wizard. If you're using the Wand of the Seven Schools (with that nifty 5% accuracy buff) and cast it, your spells go from 70% accuracy to guaranteed. And while it's definitely pointless to use on low pip spells like Thunder Snake, adding it to your set up for a higher pip spell like Kraken makes dealing with bosses solo _much_ easier. It definitely has its place, minimal as it may be. That being said I'd have zero complaints if they did buff it, lol.
Feels like Dimension Shift would be good if you had a minion that never attacked and you had aggro on you. Or if the boss you are fighting has a cheat that breaks a blade on you when you cast a blade, but doesn't check if you cast on something else.
storm wizards already have that, so apart from death minion, before it was pve only, was super broken. a pacify minion..... how/who/which school would even get this spell?
dimension shift is also usable for moving traps and weaknesses from yourself to a freshly summoned minion, its been usable in pvp for that purpose before but that is the only timer ive ever used or seen it used. useful vs trapstack essentially destroying their "strategy" and full countering it.
while i deffinitly agree that this spells need changes i actually have mutate wyvern trained. back in the day (till they got no pvp flag i think two years ago) these mutates were frequently used in pvp, even better they were so meta defining and op that every pvp player used those (either trained or tc preenchanted) so please KI bring back preenchanting for pve, i loved this mechanic to carry backup or utility hits in my side to run a 7 card main deck and still be prepared for every scenario...funny enough i still have some preenchanted backup hits from those days
yo i would love it if they revamped mutates! i think the idea you outlined in the video is a perfect way to make mutates usable and worth packing. W video
The accuracy buffs used to have a use as accuracy is a lot worse at lower levels, and the level cap was 40 or maybe 50 back when these spells were first added. Also, Spirit Armor used to be useable as the max health you could get back then was a lot lower, I think around 2000. Nowadays, some wizards can reach close to 20000 health, and enemies do well over 400 damage in most attacks.
For the shadow hits, I think they could be fixed by having them do either half damage for 1 shadow pip or full damage for 2 shadow pips, and shadow spells should use your own school's damage stat then. Or your shadow school damage should be based on some algorithm off of your own school (like maybe your shadow damage stat is the shadow damage you'd have plus half of your own school's damage stat? something like that idk)
I would like to note that technically there was a bug with mutate spells and reshuffle that allowed you to enchant them with tc or normally after you reshuffle.
On the light of current guidelines - precision: negative counter positive charms so, no space for it. pve wise though, it's a good enough idea. - ice armor: simply yes. - dimension shift: n1: eh n2: that's a major manipulation of all hanging effects, wouldn't fit any school specifically except one that is a jack of all trades, so balance. but it would need a shadow pip at least. n3: beastmoon would imply that fire would counter minions and summon minions, so if you add removal + creation in on effect, that's steal. So that idea would fit fire spell better. - mutates: the mechanic is a disguise to a spell just like polymorph is a disguise to a wizard, with the difference of how permanent it is. but since it does that by the same way enchants work, that got placed into sun school, but it fits moon school just as much. each variant would need a reevaluation to fit the guidelines, so I'll stop here. - stuns: perfect, but id add it to hit and stuns too. - shadow creatures: good enough - solar surge: would bring variety to pve, which is sorely needed. - cooldown: perfect
Precision was very niche useful in PvE in Wizard City recently whenever I could use it to guarantee a kill in some *very* earlygame boss fights, particularly if I also have storm spells secondaried I want to guarantee KO with the next turn. Not *amazing* by any means but not *entirely* useless when you get it. Mainly useful when you really just got cursed by someone or something i guess
I just finished the first ark, and I can tell you wizard 101 had a bunch of potential, and I feel like channels like this need to be heard. My first playthrough was great. The cards nerd readability because what I thought meant one thing was actually another
im going to be honest mutates are still slept on, theyre really cool. Also I don't know how relevant this is but death minotaur used to be meta in lower level pvp i think, use a myth mastery and get earthquake. I have a differnt idea of how to buff it. So rather than have it be an enchant, have it just outright change the spell to your school, so like kraken switches and is permanently mutated to inferno kraken unless you buyback points this fixes 2 problems I have, one you also mentioned... you cant enchant with more damage, 2 it also eliminates the issue of having to have 2 cards in your hand to use either reliably.
6:49 Damage enchants should be applicable to absorbs too. 11:39 I like the third one the best, but would replace kill with the afterlife symbol, and I would like to see Dimension Shift swap hanging effect (including auras) with allies 27:33 Or just have Cooldown be a healing spell instead despite not being in the Ice repertoire
I really like all of those, especiall dimension shift. The 3 pip rework is still kidna pointless, while the swap with target would be quite great on certain targets, allowing you to blade on bosses that steal blades, remove weaknesses, and it would be completely hilarious if allowed on PvP. And the minion stealing one is a very fun idea for soloing, with potential additional accidental buff being, that Myth wizards are allowed to have up to 3 minions when using monstrology, unlike the rest of the schools. The only one I'm not a fan of is the buff to precision, as it doesn't really adresses the main problems with this spell, you mentioned. You still can accidentally waste it, and accuracy buffs are usually not worth it. I would rather suggest the following buff - "The next time target would fizzle, recast the spell." Basically the game knows the outcome of the turn, the moment all players chose their spells, so if it would detect the player fizzles, it would make them recast 0 pip copy of that spell with nightbringer, and remove the presicion blade. This way not only you cannot accidentally lose it, but it also gains additional utility of bypassing dispels. Great vid overall!
I’ve been playing this game for over ten years and I actually learned about more spells from this video. I had no idea how mutate spells worked and I’ve never seen or heard of dimension shift. These spells are honestly quite awful and I like these changes, it seems like KI has given up on trying to make them better.
Would be pretty cool of precision applied to any spell that otherwise could fizzle during the turn All turns are predetermined by the server so it could just check whether or not you'd have less than 100% accuracy on the spell after debuffs
Im shocked. I created my account back in 2009, I wouldve been around 12. I loved playing thoughtour highschool. I thought this game would've died a long time ago. Happy to see it still thrives. May consider opening it up again for nostalgia
Just got back from a break so correct me if im wrong. But smore machine leaves 3 fire traps behind but they only work for dot damage if using a fire elf or dragon. So i can see precision being able to only work for attacks, just give it similar coding as blades
So, I've been thinking about these mutate spells specifically as a life wizard. For most cases mutates are useless because why would you have the mutatable spells as a wizard of the school the spells mutate to, like why would you have phoenix as a storm wizard, or minotaur as a death. However, in the case of life, your mutate option is mutate banshee that turns banshee into forsaken banshee, a 3 pip hit that also gives you a 30% trap for no additional cost or conditions. And here's the thing, every wizard in the game trains feint... and to train feint it is required that you train banshee, see where I'm going with this? As a life wizard you will *always* have banshee as you will always that spell trained. But it's also worth to compare it to life's own 3 pip hit, Nature's Wrath, it's only fair you'd compare mutate banshee to that spell since they're both 3 pip hits. And by every metric I've looked at it seems that forsaken banshee is just incredible and unless I'm missing something... really powerful. Nature's Wrath at 3 pips does 240-300 damage, and even at full spellement level, it deals 325 damage It's second spellement path deals 230-270 damage and places a 40% blade and a 40% heal charm on yourself with the condition the enemy needs to have a damage overtime on them... which never happens as a life wizard unless you do some strange, non efficient setup. Forsaken Banshee at 3 pips deals a flat 375 damage and gives you a 30% trap. And since forsaken banshee is life, it will work with your power pips! so you could easily cast it at your first turn as most wands around that level give you 1+ power pip all the time. It will also use your damage bonuses from stats further increasing that 375 damage. It's a hidden gem of an option for life wizards. However it still loses to an enchanted monstrous nature's wrath, or even one enchanted with strong BUT you'd need all spellement levels. It still doesn't give you the 30% trap though. It is by far, in my opinion, the best and most useful mutate spell of all the available ones! It'd be so much better if it gave a blade instead of a trap though. That's the end of my investigation into this topic, had me thinking for a week.
7:57 i swear i’m the only player who likes minions!! i use the brandon… but i don’t play myth and even if i did there’s no way i’d spend a bunch of rounds building up my minions shields and blades only to spend SIX pips to swap. omg as i typed this comment you said basically the same thing. also LOVED your fixes!!! the last one was def my fav, it’s like that enchant enemy spell except you get the enemy for the rest of the game.
He had fair and interesting points on all the spells he mentioned except the ice absorbs. The absorbs are stackable ice is meant to tank. They give them 2 different ones on purpose to absorb the most damage possible
26:43 Cooldown would probably work well in the fight at the Tower of Babble in Mirage, especially if your pet is a serious healer. That Life Book spams Wings of Fate like it's nothing. 😅
2:25 is this how it works? I was under the impression they were combined multiplicatively, so that a -45% accuracy debuff and a +50% accuracy buff would result in a -17.5% debuff
i love these videos. there is one other decent use for precision. when i was questing in krokotopia with my brother, i was storm and he was balance. i fizzled a lot so he started using precision on me before i hit and it was decent. i’ve never rly seen it used otherwise 🤷🏻♀️ i agree with the fixes! would be great for things like malus. i’ve also had very specific uses for the aoe stuns like choke. but you’re right they become mostly useless so i agree!
I would love if Myth got more high-level minions! Or maybe even making use of the new myth buff and let us finally summon legions of minions, especially since they made it plausible for more than 4 enemies at a time. I want a Myth that can make entire armies while helping other wizards, it would be fun imo, of course not make it as op in pvp :)
Kingsisle devs should 100% hire you to their “balancing” team. Because man they’re mid at what they do.
Hahah I’d love to help them out. I have tons of more ideas too. Maybe I’ll make a part 2 to this video.
@@Gladrocker honestly I loved this video and I’m excited to see more from my favorite wizard101 tuber!
@@Gladrockerplease do!
You are a genius 😍 @@Gladrocker
I think they need to add a rework of the game, I almost wish they didn't make pirate101 and instead blended the aspects of fighting in pirate to wizard101. Cool features like having to defeat the minions at the same time to open the gate in dragonspyre was really cool. I feel like cheats are a very limiting way of increasing difficulty because it just makes it so people have to take away a feint or blade, not actually change strategy. They need to bring back school identity big time. They could make it so minions could be controlled. Maybe make it so instead of buffs, followers (like dyvim or mellori) are actual minions that you can go back and talk to to add them to your party. That way as an ice, you could add a storm or fire minion that you could realistically buff and act like a tank for because you can coordinate.
My biggest gripe ever with wiz since Celestia came out was every single boss being stun immune. Completely invalidates so many spells in pve and contributes to the blade, feint, aoe gameplay loop.
Agreed. I'm blown away that they are getting a quick cash grab with consoles. Every world besides WC in Arc 1 having 2008 graphics, horrendously unbalanced, and predatory crown shop. I can't imagine anyone on console besides people who already play on PC
I agree that bosses being stun immune is incredibly poor game design. And regarding console - I don’t think even PC players will use console because KI announced there will not be cross play. Meaning you’d need to make a whole new account… Not worth it!
@@Gladrocker apparently there were mentions of a rework to the stun mechanic a year or so ago by a dev, hopefully they do something
bequile has it even worse tbh, that started getting immune bosses in MOOSHU! you get bequile in MARLEYBONE! RIGHT BEFORE MOOSHU!
@@Gladrocker all we can do is fight against it and threaten them with enough backlash that they'll allow CrossPlay
babe wake up gladrocker uploaded another wizard101 video
🙏🙏
The real worst spell in the game is definitely Cat Nap. It's a 80% accuracy and 2 pip Balance item card spell that heals the user of the spell 525 health and then stuns them for a turn.
This spell is so bad. Stunning yourself just for 525 health is horrible for 2 pips. You could use a Fairy spell and get almost the same value without stunning yourself. There's no niche for it in PvP since it's PvP banned (not like anyone was going to use it anyways). What would be the best way to fix this spell?
best way to fix that sort of spell would be to add a form of tower shield to the user as well that way its a shield and defensive spell with a draw back but something you could use to avoid a deadly blow in a pinch. upping the heal wouldnt be worth it since other school options would just be better plus balance being the true support school would make sense the spell giving a form of tower shield when used with the heal.
Love both this original comment + response! Great idea! I remember coming across Cat Nap on the wiki once and thinking “why does this exist...” I’d love to see a fix like this!
@@FabtonYT you could do something like a 525 Health + -15% aura if friendly had less than X % of hp (say less than 25% hp)
it seems , it has a use, in case we have spare stun blocks, we can use this spell to stun ourselves, then block it, then heal, then remove that stun shield
other than that, its just useless
They heard the criticism for mutate spells and finally decided to just get rid of them and make a new mechanic out of it
KI listened!!
you mean spell weaving? loool
also they didnt get rid of mutate , did they?
14:38 Bro predicted Fusion Spells
Balance wizards have it tough because their blades are rendered useless by a tower shield or a weakness. Being able to have a blade that’s specific to your school greatly reduces your chance of getting damage reduced because you can wand hit their defenses and get rid of your weaknesses
Agreed!
Honestly for precision I would honestly just change it from doing 25% accurate to 25% balance damage. Every other school has a school specific blade except for balance so it would be nice to replace the accuracy buff with a balance damage buff
I love this idea!!
Maybe 35% so it matches the meta of the other schools
Nice. Could also potentially be 15% blade for balance damage and 40% accuracy. Stays more to the original idea and is more balanced.
@@cbjackets4436honestly normally I agree but since balance does get access to the universal damage buff blades I’d say it be more fair to just have it be either 25% or 30% to make up for that fact
As a player from 2009, I will share my un-asked for opinion on each spell (before watching the video section):
Percision: Main problem is that extra ACC% as a stat is not even needed mid game (used to be late game years ago). Also, it is wasted on 100% acc spells.
Fix 1: Have this buff (in play) trigger only when a spell below 100% acc is about to be cast. I first thought of having it only trigger on outgoing dmg spells, but then it leaves out all the other types of spells (mainly healing) and ends up being counter intuitive. Just like when Incoming damage is 0, a ward does not trigger, so a 100%+ ACC spell shouldn't trigger percision.
Fix 2: Keep it the same but have percision be a tri-buff, so you have 3 chances for it to be useful, instead of potentionally wasting your turn casting it when next turn you desperately need to shield.
Ice Armor: Honestly this card is irredeemable when you remember Frozen Armor is in the game. It is so bad for an X spell at all parts of the game.
Fix: The only way to make this card PLAYABLE (not even good) is to add a gambit system to the spell to increase the amount of armor it provides, or/and add ward protection so it can't simply be stolen/pierced.
Dimension Shift: 3 conditionals, you need to have a minion, then overtimes on yourself that you want to get rid of, and also 6 pips expendable to do so. For what reason would I not just double shift to the ENEMY for damage rather my minion; also in no world would i want to give my heal to a minion, let alone for 6 pips.
Fix: Have it target a minion or enemy, if not, just delete the spell from the game. It's so bad that only 1 enemy has ever had it in its cardpool. Crazy too because I remember some boss has this exact 'fixed' version that they cast, but I can't remember who.
Mutate Spells: problems are that it takes up card space, need both of them pulled at once, and the damage is converted to another school so you have 0 damage bonus.
Fix 1: When added to your deck, and battle is started, the sun spells should auto mutate. If you have 3 krakens and 1 mutate kraken in your deck; you should start the battle with 2 krakens and 1 sun kraken
Fix 2: Mutate spells should have its original school counted as its damage multiplier, exactly how hydra and balance damage works. So my kraken would use my storm dmg% but damage the opponent as a fire school attack.
Since this is getting a bit long, I will finish up as a reply
Stun-only spells: Now they they banned stuns in pvp, the stun mechanic from all player-spells should be removed.
Fix 1: Stuns are now redefined from 'enemy loses their turn' to 'enemy recieves a -100% acc mantle'. This effectively makes 'stun resist' also correlated to your accuracy, which gives value back to a stat that is currently cut & dry. This also allows stun block to still be in the game, since stuns are still in the game but redefined.
Fix 2: (TO PLAYER) Stuns are now redefined from 'enemy loses their turn' to 'your current hand is shuffled into your deck'
(TO ENEMY) Stuns are a -100% acc mantle, since enemies do not cast from their 'deck'.
Shadow Hits: These are weird, they are took weak for PvE but too strong for PvP. They are in the same design gap space as summoning minions.
Fix: I didn't play pvp, but from what i assume is that the main problem with shadow hits is that they were too bursty. Perhaps instead of a burst hit, this spells can do a smaller amount of consistent damage for a longer amount of turns.
For PvE, these shadow hits compete with Shads and there is no way am i using a TWO SHADOW PIP 1200 dmg shadow school (no dmg%, no crit) + backlash over my quad buffed bugs or rulsalka. I am not sure how to fix this for PvE except for it to do a flat % of the enemy's current hp. For starters, these need to be reduced to 1 pip by spellements, late game.
Solar Surge: I never used this card, so I don't know much about how it works.
Cooldown: Too niche. The effect isn't even that bad, but to get an effective use would be to play against a cheat boss who spams dots.
Fix 1: Perhaps add more niches to the spell, so all the effects could guarantee one of them being useful; I.E. also adding 1 tick to all friendly Hots, reducing 1 tick from all enemy hots, and increasing 1 tick of all enemy dots. I personally do like the design of the card, but its one effect is way too niche to ever be used, especiallly with triage in the game.
Great video
Wow!! You really hit the nail on the head with all of these! If I wasn’t certain you were telling the truth, I’d think you watched the video already before commenting 😉 (don’t worry - I’m just joking around!) It really shows how great minds think alike. And I really like all your fix ideas. Especially your rework for stuns, and using your own school’s damage stat for mutated spells (like how hydra works). I appreciate you leaving such a long and detailed comment like this 🙂 Thanks for watching!
Thanks for replying! I will admit, I came up with the idea after watching a bit of the precision section of the video, so that part wasn’t *entirely* made before watching your take on the changes haha!
I feel like some of these cards just clearly need to be buffed and it doesn’t take 10+ years to come up with a decent solution for them. Unfortunately, KI treats this game as a casual one but always want to be hyper conservative on any changes like there is some $1mil wiz tourney that requires high competitive integrity.
Very well said! I agree. Other game companies make very frequent balance changes, so I don’t see why KI can’t do the same. Hopefully this video can be a wake up call for them haha!
Pirates of the Caribbean has actually done much better since it was officially shut down. There's been a fan project going on for a few years now with tons of new updates that the original game never had. Plus all of the original content from the base game years ago.
For real? That’s awesome lol, I had no idea
@@GladrockerYep, it’s great XD They’re in the middle of their Halloween event right now!
@@Gladrockerits genuinely an amazing experience. there arr hundreds sometimes close to 1k players every single day. the community is amazing and generally speaking its probably the single best fan project MMO resurrection out there. dev team has gone above and beyond restoring lost content and adding content originally planned for release before the game was taken offline.
@@BloodDripss Yes its great, they even expanded the storyline and added a new island.
Amazing video! Fun fact, mutates actually had very powerful (and sometimes meta-breaking) uses in PvP at different points in time. In 2nd-3rd age mutate sprite was commonly used as a shield breaker and 2 years ago mutate Minotaur broke the meta in death's favor so they banned mutates altogether. Mutate wyvern also had a place in the fire meta back then
Mutate Mino was especially broken because Death Minotaur's second hit actually does more dmg than an epic enchanted myth minotaur, and that was AFTER enchantments were entirely banned from PvP so it hitting through shields with its disproportionate damage was crazy broken
Ooh very cool information! I appreciate you leaving this comment! 😄
Stun running in Tartarus was peak dungeon farming, I really wish they made less bosses stun immune. Stun running is extremely easy, but considering the amount of times something needs to be farmed in some cases I think it’s fair.
Agreed!
Insanely good ideas, well done. You actually got me thinking of more ways class identity should/could be implemented into the game.
Taking your ice spell change, i feel like Ice should be an absorb, aoe shielding, aoe mitigating class. The sentinel damage redirection spell should be given to them pretty early on as an ice exclusive, non shadowpip spell to take advantage of their high hp and resist they get naturally and it would both suit ice so much better, and make them something you would really want to bring onto a team. Couple this with aoe absorbs like the change you proposed, and you have yourself a unique class gameplay wise.
Myths should have stronger minions, and be able to control them somehow rather than figuring out proper AI
Storm should keep focuses on setting itself up dps wide and staying vulnerable tank wise
Fire had something going with burns, but since even they just set up and do one hit, i feel like some adjustment should be made
Life, Death, and Balance have pretty great identity built into them
If they increased class identity with each school in some way, making different classes would mean so much more. I've brought 5 different wizards to level 150+, and every class to 100+ and they just all feel the same in the end
Love your ideas!!
my idea for mutate would be to change the damage school of the spell without changing it's school so it can use your school's damage and hit for a different damage, kinda like a enchant prism except you can enchant it to do more than just your opposite schools damage
Love this!
I miss deadly Minotaur absolutely destroying unsuspecting ppl in pvp
for Cooldown, I've genuinely only ever used it once in the final fight of the second dungeon in Darkmoor. the boss would dot for every blade, so i just spammed cooldown and it genuinely won the fight.
I could see Kingsisle completely removing the mutate spells since we now have spell fusion and they could implement all of them in through that way
I think the point of Shadow Magic was originally that it allowed you to bend the rules like bosses had been doing for the past few worlds. Eventually that idea got lost to time. But for the shadow attack spells, I think it'd be cool if, everytime you "please" it, it gives you a blade/pierce/trap, but it also converts all the other buffs to shadow buffs that are going to amplify that attack. Allowing them to be the most powerful buffed spells in the entire game.
So for example, say you have a life, storm and balance blade on you. And maybe two copies of an ice blade. If you please the shadow, then it converts each of them into a shadow blade of equal damage buff as the original blade. However, it only accepts one copy of each type of blade, so it would only take the first ice blade turned shadow blade. And then apply that logic to traps and spears.
Now it becomes a very useful spell. It doesn't even necessarily have to give its own blade, spear, trap card. It can just rely on converting pre-existing buffs for massive boosts in power. You might even have to make it harder to please the shadow, or at least harder to pull off multiple pleases in a row, because it might just be really, really powerful at that point.
Love this idea! Agreed, that would be a nice change 😁
Great idea! Definitely would make them a lot more viable, as needing two shadow pips is already a great cost. Plus if bosses can have multiple cheats, the wizard having access to only 1 seems fair.
I do remember Pirates of the Caribbean online. I had a pirate named Beastly Muffinator. I had to submit the custom name for approval.
lmaooo
Hey man I took that jab at pirates of the Caribbean online personally as I sunk a few hundred hours into it as a kid. Memories my man you had to be there!
Sorry! 😅
Amen
For dimension shift they could also keep it at 6 pips but let it summon a minion first and then swap everything all in one spell.
oh i love this idea!
Rip pirates of the Caribbean online my mom loved u✊
There is a fan remake of it called The Legend Of Pirates Online and it stays pretty faithful to the original
#BringBackPiratesOnlineForEthansMom 🗣️🙏💯
@@ianbulla2928Love that thing
Solar surge I would do
235 dmg + 15% pierce
Accuracy isnt exactly too big of problem in late world
Amazing vid. I had an idea for the stun mechanic. Make the bosses stun resistant rather than immune. That resistance stat can increase the farther into the world the boss is located. For example, the first boss in moshu would be like 10% resistant and the Jade oni would be like 95%
Fantastic idea!
Your ideas are so good! We need a part 2
Thank you!
This was a Great Video! If you ever make a part 2 to this I think some good spells to cover would be:
Shadow Sentinal
Shadow Seraph
Pacify/Taunt spells
Minion Spells
Polymorphs
Shift Spells
4 Pip Bubbles
Beguile
Empowerment (Those kind of auras)
The Reject AOE spells (Ra, Snow Angel, Rain of Fire)
Theres probably a lot more useless spells I missed but another cool video would be reworking Item Card Spells and making them trainable. I really like the idea of being able to use a version of spells like Arcane Deduction or Impede, I think those spells would be really cool if a variation of them were trainable.
Fantastic ideas here! And I’m glad you enjoyed the video, thank you! 😄
I really love this video. There’s a lot of love put into developing this, the music is nice, the narration is great, and the graphics are so well done. Great job.
i really appreciate that!
This video was incredible. I got kinda high and just zoned out, after a while I had no idea what you were really talking about but the hypnotic music, sound effects, and atmosphere of wiz just took me away. Awesome watch.
hell yeah!
Mutate argument listened to and ended up with spell weaving. Feels good man.
You do realize, that school pips have been in existence for a while, rendering your example for transmute death minotaur a wee obscure?
those were all solid fixes someone needs to hire this mans
Thanks!
0:12 cries in TLOPO
😂
My thoughts:
Precision:
It could be a universal 10% pierce blade, but the spell itself can't fizzle (200% accuracy). This somewhat sticks to the identity of precision, because it can be used to override any accuracy debuffs, while also not being too far from its name.
For ice and frozen armor:
Ice armor could be % based, maybe 5% per pip. Also, increase its accuracy to 100%.
Dimension shift:
Reduce it to 3 pips. Your third idea was really good, but for a quick and easy fix, I think reducing pip cost would be the best idea
Mutate spells:
Make then enchantable after being mutated, and add more mutation spells. Archemastery already deals with the power pip situation, so running mutations would become a viable strategy.
Stun only spells:
Keep the 0 pip ones the same, but reduce the pip cost of the 2 pip ones down to 1 pip.
Shadow hits:
I like the confusingness of the shadow hits. I think the best solution would be to MASSIVELY increase the damage (double the damage)
I like your solar surge idea
Cooldown:
I think it should be made into a very niche spell. I'll be basing its effect based on its name, not ROSHAMBO. For 0 pip, remove all fire DOTS from yourself.
Love all these ideas! 🙌
Really cool ideas for fixes! My favorite is definitely the one for Mutate Spells since most of those alternate school versions of the spells being mutated already exist (Blue Phoenix, Myth Banshee, Squall Wyvern, Life Minotaur, Raging Kraken, etc) and would only have to make some new variants which would just require reskinning/recoloring the animation to reflect the school it is and changing the damage or effects much like you said. Plus, Archmastery and dual school damage gear has made using other school spells besides your own wayyyyy more applicable than throughout most of the game’s life, which I think if this change to Mutates were to be made, would incentivize more people to utilize Mutates for various purposes. Would make for more variety in combat and strategies throughout the game. I also really like the idea of them doing damage enchants that adds things like accuracy, pierce or some other kind of effect in addition to the damage (lower damage than the pure damage ones but with other effects as a tradeoff).
Glad you like my ideas!! And great points :)
@@GladrockerComing back to this now that the new update with Spell Weaving is live, I think you should check it out when you can! There’s some aspects of it that reminds me a bit of your ideas for mutates.
The mutate spells will now become useless now that the weaving and fusion spells are coming.
agreed!
Awesome video!!! Every single idea you had was far better than the real spell. I especially like your idea of "Cooldown" because PVE weakness spam fights are so common and there is no mass weakness removal spell! Plus, it'd be an Ice buff and I can never have too many of those
Thanks so much! So glad you enjoyed the vid 😁
This is a really well made video, especially for a W101 video. I hope your channel continues to grow!
I really appreciate that! Thank you 🙂
As a storm main. I love that solar surge idea. Would make all main storm spells 100 accuracy and give you room to trade accuracy stats for other damaging or resistance stats.
Would actually never use any other enchant again
😄🙌
We need more videos like this in the community, not only for ideas to make the game better but to also just discuss and have fun talking about stuff
Not everything in the game has been done before, there's still so much untapped potential and so many more discussions and ideas to be had
Thank you! I’m glad you enjoyed the vid :)
Adapt is another strange spell. Empowerment you get at level 58(?) and you gain a pip for every spell casted on you that's 4+ pips, but Adapt is the same spell at level 110 for 6+ pips. Why would I waste a training point so I can limit myself to getting pips with getting hit with higher rank spells (a glowbug squall could hit you and you would not gain a pip) when Empowerment already does that and more?
i believe adapt gives you a power pip and empowerment only gives a regular pip!
@@Gladrocker thank you! I didn’t know that. Maybe I’ll train it
I actually like that idea for a solar surge change, because it would also allow people under max level to use all their gear that doesn’t have accuracy in it out of necessity.
that’s right!
Cutting those shadow spells in half make them even more unuseable. You have to think about the trap and the blade. The value decreases if the base damage is that significantly lower. 1 shadowpip ok but if you can't even enchant it, the damage needs to speak for itself.
Great point!
i think at least an interesting idea would be to make precision have a 145% chance to cast, so then it can effectively counter mantle, and make it so you aren't really wasting a turn since you had a high probability to miss anyways. Add this ontop of not being able to waste it on utility spells and you'd have a pretty good spell i'd think
Great idea!
Are there any other Wizard101 spells you'd fix?
a lot of the useless beastmoon spells like balance fairy t5 spell, fire cyclops t5 spell and storm minotaur t5 spell
not fix per se but i'd love a spellement path for heck hound that makes it a single hit rather than a DOT
Polymorphs and the subdue bird spells!
Just fix DOTs all together@@laurenfirewhisper349
Minotaur minion lol trash
7:12
picture this, youre playing pvp in 2022, a myth is going berserk with traps, youre double shielded but they hit you with a betrayal... you have 8 different traps on you and theyre ready with the yaga.... Theres only one card saving you here, and holy shit its the best feeling in the world
hahaha great point!
Wanna add to this, here’s my concept to fix minion spells/moon spells.
First-Add a option to make minions pass on your turn. Mechanically it can be the pass mechanic, or if it’s easier a 100% fizzle weakness is put on them.
2nd-add craft-able spell versions of school minion spells, that not only increase their rank for arcs2-4, but also add 4 variants of said minions, focusing on normal deck, an offensive deck, a supportive deck, or a utility deck. Essentially it’s the same deck as the normal minion, except the variants would only cast spells from that deck that fit the category. The craft-able versions are pve exclusive as regular minions already add enough threat in PvP. The higher ranks should increase the minions rank by +5, as by arc 4, the enemies are rank 27+, so minions being rank 20-25 seems balanced seeing as by arc 4 we face 3 enemies at once.
With this mechanic, monstrolgy cards are still viable, as this only applies to school minion spells learnable, minions become viable past arc one, and it could help change pve outside the method of blade blade aoe.
For moon spells:
Simple easy fix, instead of changing your stats, it simply just gives you a buff to that school. This way learning the moon spells is still viable past celestia, and still keeps the value of multi schooling. The buffs can be simple such as:
Life moon-your healing output is increased by 40%
Every other school-Damage output for that school is increased by 40%
Love these ideas!!
Something great towatch during lunchtime
enjoy your food! 😋🍔
Great video! As a wizard101 “veteran” i really like your ideas. My favorite is the change of mass weakness removal
Thanks for watching! 😄
wizard101 outlasted so much competetion that even its cousin pirate101 died for over a decade (and only just now got a half assed story update)
also; i think that beguile and minions in general need to be fixed. beguile is learned in marleybone and is almost immediately useless as bosses start becoming immune in mooshu (and its not even good when it does work) and minions being uncontrollable AND at a fixed level makes them useless way too fast
Great ideas. I agree!
I actually do use mutate spells, mostly for fun. There was a time before (via a bug) where you could learn all mutate spells for free. The bug would occur if you never learned any spells. Aka you would reset your spell points then go to the trainers. You could learn them all for 0 tp. It goes patched later as now you have all lvl 1 spells unlocked the moment you hit lvl 1. You had to train them from the school trainers during the meet the professors
Oh interesting!
Why can't anyone on the KI team think like this?
🤣🤣
They "fixed" the mutate part with archmastery, i use fix lightly because nothing else was added to expand that system of mutate, but you dont have to waste training points, just have the archmastery of whatever the spell mutates too. I didnt see it mentioned in that section i just wanted to add that. Great video otherwise :).
Ahh that’s such a great point i forgot to mention. thank you! :)
On the note of the Mutate spells, what I think would actually be better is keeping the spell's original school, but just changing the DAMAGE TYPE so you can still buff them with your blades while changing the damage output. This would optimize your school damage output to those mid-levels worlds while not wasting Training Points on collecting cards to get to those you'll eventually be able to mutate. They already have a similar type of mechanic with the Balance Hydra and Spectral blast. I'm wondering if they could point the Blade to the school as well as the damage output.
Love this idea! 🙌
A mutate spell revamp, especially with how they're pushing dual school and archmastery in the late game, would be so much fun and add much more variety! There's not much incentive to use the added secondary school damage from late game gear such as Aeon or Reaver gear.
Exactly! 🙌
These are all such great ideas/fixes. KI needs to hire you!
Thank you! 😁
Great ideas all around, love to see it big dawg
let’s goo 🙌
When i first start out, if my pet doesnt have default blade card or a duel blade socket, i use accuracy spells as a way to gain an extra pip for tempest while using my turn
oo that’s smart!
Ive always wanted a shadow minion that works similar to the shadow creatures that you can cast behind you. like the more spells you cast that the shadow creature likes, the better the minion.
ooo i love this idea!!
oh that is a cool idea. would make solo easier for certain schools
@@Gladrocker did you see the new aura spells coming to W101?
yes! they look awesome! 😄
Precision is more of a support spell IMO. Balance in my eyes is a support school, meant to prop up other wizards with bonuses. I usually play with friends whose accuracy we can't trust, so it's a life saver sometimes
The shadow spells was one of the coolest things I was excited for, and now, people have completely forgotten about it.
Wizard101 is a whole nostalgia trip, I still play like once every other year when I randomly think about the sounds of the spell casting. 😂 I still think the old old Wizard101 was the best times. 2008-12.
ahaha i agree 🙏
I love the Shadow creature spells in concept. But they really need to be buffed even harder really. I don't know if they're banned in PvP, but frankly I would rather have them giga buffed and banned than just exist as they are.
power pips? archmastery
true!
I will say that while it'll eventually become redundant, Lightning Strike has actually been super handy as an early game Storm wizard. If you're using the Wand of the Seven Schools (with that nifty 5% accuracy buff) and cast it, your spells go from 70% accuracy to guaranteed. And while it's definitely pointless to use on low pip spells like Thunder Snake, adding it to your set up for a higher pip spell like Kraken makes dealing with bosses solo _much_ easier. It definitely has its place, minimal as it may be. That being said I'd have zero complaints if they did buff it, lol.
Feels like Dimension Shift would be good if you had a minion that never attacked and you had aggro on you. Or if the boss you are fighting has a cheat that breaks a blade on you when you cast a blade, but doesn't check if you cast on something else.
right, it certainly has its niche uses!
storm wizards already have that, so apart from death minion, before it was pve only, was super broken.
a pacify minion..... how/who/which school would even get this spell?
dimension shift is also usable for moving traps and weaknesses from yourself to a freshly summoned minion, its been usable in pvp for that purpose before but that is the only timer ive ever used or seen it used. useful vs trapstack essentially destroying their "strategy" and full countering it.
Oh very good to know!
while i deffinitly agree that this spells need changes i actually have mutate wyvern trained.
back in the day (till they got no pvp flag i think two years ago) these mutates were frequently used in pvp, even better they were so meta defining and op that every pvp player used those (either trained or tc preenchanted)
so please KI bring back preenchanting for pve, i loved this mechanic to carry backup or utility hits in my side to run a 7 card main deck and still be prepared for every scenario...funny enough i still have some preenchanted backup hits from those days
Ooh awesome! I also wish they’d bring back preenchanting. Maybe one day! 😭
these are all really great changes i’d be curious to see how you’d fix the moon school
Good question… That would take an entire video on its own for me to fix 😅
yo i would love it if they revamped mutates! i think the idea you outlined in the video is a perfect way to make mutates usable and worth packing. W video
Thank you! 🙏
The accuracy buffs used to have a use as accuracy is a lot worse at lower levels, and the level cap was 40 or maybe 50 back when these spells were first added. Also, Spirit Armor used to be useable as the max health you could get back then was a lot lower, I think around 2000. Nowadays, some wizards can reach close to 20000 health, and enemies do well over 400 damage in most attacks.
For the shadow hits, I think they could be fixed by having them do either half damage for 1 shadow pip or full damage for 2 shadow pips, and shadow spells should use your own school's damage stat then. Or your shadow school damage should be based on some algorithm off of your own school (like maybe your shadow damage stat is the shadow damage you'd have plus half of your own school's damage stat? something like that idk)
great idea!
i would revert the ra nerf
i agree
I would like to note that technically there was a bug with mutate spells and reshuffle that allowed you to enchant them with tc or normally after you reshuffle.
ah good catch! i’ll look into this more
@@Gladrocker I’m pretty sure the bug is gone, but I think I still have remnants from when I made special cards
oh interesting
On the light of current guidelines
- precision: negative counter positive charms so, no space for it. pve wise though, it's a good enough idea.
- ice armor: simply yes.
- dimension shift:
n1: eh
n2: that's a major manipulation of all hanging effects, wouldn't fit any school specifically except one that is a jack of all trades, so balance. but it would need a shadow pip at least.
n3: beastmoon would imply that fire would counter minions and summon minions, so if you add removal + creation in on effect, that's steal. So that idea would fit fire spell better.
- mutates: the mechanic is a disguise to a spell just like polymorph is a disguise to a wizard, with the difference of how permanent it is. but since it does that by the same way enchants work, that got placed into sun school, but it fits moon school just as much. each variant would need a reevaluation to fit the guidelines, so I'll stop here.
- stuns: perfect, but id add it to hit and stuns too.
- shadow creatures: good enough
- solar surge: would bring variety to pve, which is sorely needed.
- cooldown: perfect
Love all your feedback! Great points, especially regarding dimension shift + mutates!
Precision was very niche useful in PvE in Wizard City recently whenever I could use it to guarantee a kill in some *very* earlygame boss fights, particularly if I also have storm spells secondaried I want to guarantee KO with the next turn.
Not *amazing* by any means but not *entirely* useless when you get it. Mainly useful when you really just got cursed by someone or something i guess
that’s a fair point!!
That crit absorb needs to happen so that Rebirth has a good scaling when it comes to higher level
yes!!
I just finished the first ark, and I can tell you wizard 101 had a bunch of potential, and I feel like channels like this need to be heard. My first playthrough was great. The cards nerd readability because what I thought meant one thing was actually another
I very much agree with you. It was a different group of game designers back in 2008 vs today… that’s all i’m gonna say 🤐
Here’s a idea you should try soloing some bosses or do a walkthrough if you have the time would love to see any ideas you come up with
great idea!
im going to be honest mutates are still slept on, theyre really cool. Also I don't know how relevant this is but death minotaur used to be meta in lower level pvp i think, use a myth mastery and get earthquake. I have a differnt idea of how to buff it. So rather than have it be an enchant, have it just outright change the spell to your school, so like kraken switches and is permanently mutated to inferno kraken unless you buyback points this fixes 2 problems I have, one you also mentioned... you cant enchant with more damage, 2 it also eliminates the issue of having to have 2 cards in your hand to use either reliably.
Great points - Love this idea!
The remake of solar surge would be exciting.
I would love to see KI implement this!
dimension shift also has purpose in pvp during the trap stack 2 pip shatter pet meta
ooo awesome
6:49 Damage enchants should be applicable to absorbs too.
11:39 I like the third one the best, but would replace kill with the afterlife symbol, and I would like to see Dimension Shift swap hanging effect (including auras) with allies
27:33 Or just have Cooldown be a healing spell instead despite not being in the Ice repertoire
Love these ideas! 🙌
I really like all of those, especiall dimension shift. The 3 pip rework is still kidna pointless, while the swap with target would be quite great on certain targets, allowing you to blade on bosses that steal blades, remove weaknesses, and it would be completely hilarious if allowed on PvP. And the minion stealing one is a very fun idea for soloing, with potential additional accidental buff being, that Myth wizards are allowed to have up to 3 minions when using monstrology, unlike the rest of the schools.
The only one I'm not a fan of is the buff to precision, as it doesn't really adresses the main problems with this spell, you mentioned. You still can accidentally waste it, and accuracy buffs are usually not worth it. I would rather suggest the following buff - "The next time target would fizzle, recast the spell." Basically the game knows the outcome of the turn, the moment all players chose their spells, so if it would detect the player fizzles, it would make them recast 0 pip copy of that spell with nightbringer, and remove the presicion blade. This way not only you cannot accidentally lose it, but it also gains additional utility of bypassing dispels.
Great vid overall!
Thanks so much! Great point about having 3 minion slots, and i love your idea for reworking precision.
Countering bad juju isn't the only use dimension shift ever had. It could also be used to deal with trap stacking, still niche, but it's something
Very cool! didn’t know 😅
For the amount of work you put into your videos your so underated man, Love all your content!
really appreciate you man. thank you 🙏
It's crazy how the fans are way more dedicated than the actual developers, and that's the case with most games too.
🙏🙏
I’ve been playing this game for over ten years and I actually learned about more spells from this video. I had no idea how mutate spells worked and I’ve never seen or heard of dimension shift. These spells are honestly quite awful and I like these changes, it seems like KI has given up on trying to make them better.
Thanks for watching! 😄
Would be pretty cool of precision applied to any spell that otherwise could fizzle during the turn
All turns are predetermined by the server so it could just check whether or not you'd have less than 100% accuracy on the spell after debuffs
Great point! Agreed
Im shocked. I created my account back in 2009, I wouldve been around 12. I loved playing thoughtour highschool. I thought this game would've died a long time ago. Happy to see it still thrives. May consider opening it up again for nostalgia
that’s awesome!!
Just got back from a break so correct me if im wrong. But smore machine leaves 3 fire traps behind but they only work for dot damage if using a fire elf or dragon. So i can see precision being able to only work for attacks, just give it similar coding as blades
Very great point!!
That last dimension shift idea would bring me back to wiz
🙏🙏
So, I've been thinking about these mutate spells specifically as a life wizard.
For most cases mutates are useless because why would you have the mutatable spells as a wizard of the school the spells mutate to, like why would you have phoenix as a storm wizard, or minotaur as a death.
However, in the case of life, your mutate option is mutate banshee that turns banshee into forsaken banshee, a 3 pip hit that also gives you a 30% trap for no additional cost or conditions.
And here's the thing, every wizard in the game trains feint... and to train feint it is required that you train banshee, see where I'm going with this? As a life wizard you will *always* have banshee as you will always that spell trained.
But it's also worth to compare it to life's own 3 pip hit, Nature's Wrath, it's only fair you'd compare mutate banshee to that spell since they're both 3 pip hits.
And by every metric I've looked at it seems that forsaken banshee is just incredible and unless I'm missing something... really powerful.
Nature's Wrath at 3 pips does 240-300 damage, and even at full spellement level, it deals 325 damage
It's second spellement path deals 230-270 damage and places a 40% blade and a 40% heal charm on yourself with the condition the enemy needs to have a damage overtime on them... which never happens as a life wizard unless you do some strange, non efficient setup.
Forsaken Banshee at 3 pips deals a flat 375 damage and gives you a 30% trap.
And since forsaken banshee is life, it will work with your power pips! so you could easily cast it at your first turn as most wands around that level give you 1+ power pip all the time. It will also use your damage bonuses from stats further increasing that 375 damage.
It's a hidden gem of an option for life wizards. However it still loses to an enchanted monstrous nature's wrath, or even one enchanted with strong BUT you'd need all spellement levels. It still doesn't give you the 30% trap though.
It is by far, in my opinion, the best and most useful mutate spell of all the available ones! It'd be so much better if it gave a blade instead of a trap though.
That's the end of my investigation into this topic, had me thinking for a week.
Love all the investigation you’ve done! That’s a great point :)
@@Gladrocker DUDE HAVE YOU SEEN THE UPCOMING CHANGES?? It's like you perfectly predicted what was going to happen!!
@PixieBladeArt I wonder if they watched my vid! 😮
This is making me seriously wanna redownload my wiz account, see whats new and go back to complete unfinished quests
do it!
7:57 i swear i’m the only player who likes minions!! i use the brandon… but i don’t play myth and even if i did there’s no way i’d spend a bunch of rounds building up my minions shields and blades only to spend SIX pips to swap. omg as i typed this comment you said basically the same thing. also LOVED your fixes!!! the last one was def my fav, it’s like that enchant enemy spell except you get the enemy for the rest of the game.
ahahah great minds think alike! 😄
He had fair and interesting points on all the spells he mentioned except the ice absorbs. The absorbs are stackable ice is meant to tank. They give them 2 different ones on purpose to absorb the most damage possible
Absolutely loved the video. Can't wait for the next!
Thanks so much!
26:43 Cooldown would probably work well in the fight at the Tower of Babble in Mirage, especially if your pet is a serious healer. That Life Book spams Wings of Fate like it's nothing. 😅
2:25 is this how it works? I was under the impression they were combined multiplicatively, so that a -45% accuracy debuff and a +50% accuracy buff would result in a -17.5% debuff
i love these videos. there is one other decent use for precision. when i was questing in krokotopia with my brother, i was storm and he was balance. i fizzled a lot so he started using precision on me before i hit and it was decent. i’ve never rly seen it used otherwise 🤷🏻♀️ i agree with the fixes! would be great for things like malus.
i’ve also had very specific uses for the aoe stuns like choke. but you’re right they become mostly useless so i agree!
Great points! 😄
I would love if Myth got more high-level minions! Or maybe even making use of the new myth buff and let us finally summon legions of minions, especially since they made it plausible for more than 4 enemies at a time. I want a Myth that can make entire armies while helping other wizards, it would be fun imo, of course not make it as op in pvp :)
Yes! That sounds awesome!