So, I've been playing a human wizard (diviner) in my DM's homebrew setting. Thus far, we've been having a lot of fun with 5e, but I'm growing a bit concerned as we level up and I become more familiar with the rules and spells. I'm honestly at a lose as to what wizards are good for.
In past editions, I've played the "god" wizard; battlefield control, debuffs, as well as a support role. I tend to avoid direct damage unless absolutely required; it's a play style I very much enjoy, but I've found it to be difficult to do in this edition of the game. As I've studied the spell section, I've noticed that most of the classics have been altered or nerfed to the point of being fairly pointless; many of the save or suck spells allow a new save each round, and every time I've used them, the opponents either make their initial saving throw, or the next one after being effected for that first round. It's kind of irritating to have my precious few spell slots wasted after a single round.
Due to the concentration rule, I can't really augment my teammates anymore. Only having one buff available at a time makes since to counter all the buff stacking back in past editions, but now it feels like it has swung too far in the other direction.
And then there's direct damage, which has also taken a hit. The damage spells start out strong, but over time are less effective then their past edition counter parts; since you need to use higher level slots to augment them, and you stop getting more than one per spell level past 5th, over time you have weaker fireballs and the like.
So now I'm sort of frustrated with my character; all of his options kind of stink now. He's not good at battlefield control, debuffs will be shrugged off, buffs only affect one person in the group, and damage is less than it used to be. Am I missing something, or is magic pointless in the edition?
Overall, I'm enjoying myself. I like this version of the game a lot. But with magic being the way it is now, should I just scrap my character and role a new one?
In past editions, I've played the "god" wizard; battlefield control, debuffs, as well as a support role. I tend to avoid direct damage unless absolutely required; it's a play style I very much enjoy, but I've found it to be difficult to do in this edition of the game. As I've studied the spell section, I've noticed that most of the classics have been altered or nerfed to the point of being fairly pointless; many of the save or suck spells allow a new save each round, and every time I've used them, the opponents either make their initial saving throw, or the next one after being effected for that first round. It's kind of irritating to have my precious few spell slots wasted after a single round.
Due to the concentration rule, I can't really augment my teammates anymore. Only having one buff available at a time makes since to counter all the buff stacking back in past editions, but now it feels like it has swung too far in the other direction.
And then there's direct damage, which has also taken a hit. The damage spells start out strong, but over time are less effective then their past edition counter parts; since you need to use higher level slots to augment them, and you stop getting more than one per spell level past 5th, over time you have weaker fireballs and the like.
So now I'm sort of frustrated with my character; all of his options kind of stink now. He's not good at battlefield control, debuffs will be shrugged off, buffs only affect one person in the group, and damage is less than it used to be. Am I missing something, or is magic pointless in the edition?
Overall, I'm enjoying myself. I like this version of the game a lot. But with magic being the way it is now, should I just scrap my character and role a new one?