kurtreznor wrote: ...
I don't know about public, but I was privvy to private conversation where at least 2 wizards were VERY upset at MEC being changed (to the non-double version). But it wasn't about perceived power, it was all about having a token they have owned for years suddenly being changed. I briefly thought about explaining how the 1-for-1 version is most likely better than double damage, but I realized that wouldn't help. They just wanted their tokens to be left alone.
This is why the change was so baffling to me; it seems like the absolute worst option, where nobody is happy with it.
Mike Steele wrote: I doubt that I would, because I didn't outfit them with the original MEC either. Partly because they are already the largest damage dealers in the group, and we're already pretty overpowered for the difficulty level we play. If i were going to outfit one or both of our Wizards with one of the new Wizard class tokens, I think I'd probably shell out the cash for at least the Relic, because I think the Relic / Legendary is where the real fun is.
If we were to upgrade to Nightmare difficulty level, and if I had access to just the UR MEC but not the Relic or Legendary, then I would consider using it. Right now two of our three Charm slots for the group (I don't use slot extenders, so everyone has 3 Charm slots) are locked down with Charm of Avarice and Charm of Synergy. The Wizard's third Charm slot is Questor's Charm. I think the bonus damage from the MEC would outweigh the benefit from Questor's Charm for our Wizards, even if only used a few times in the Dungeon. Especially if saved for the boss room, or for rooms where there are restrictions (such as flying creatures) which make it more difficult for some non-Wizards to do damage.
One feature of most discourse (at least this is how it comes across to me) is that there's an assumption that TD is played one particular way. Now, of course, people are going to offer opinions on how things should work based on their own experiences and preferences, but I don't even find a single way that TD is played when my group is on a run. Number of players, class choices, the dungeon, whether the dungeon has been played before, decisions made to make things more challenging, player personalities/moods, and whatever else alter the experience.
I quoted these two comments because there's a linkage in my mind, though I suppose I have to explain how.
Putting aside that I would be with those kurtreznor mentions who would have just wanted MEC left alone for reasons that aren't germaine to this post, I believe that something that could be agreed upon is that increasing the cost to use MEC changes how it gets used. Unlike many, many other comments, that doesn't sound controversial. If oMEC had never existed and a new token came out that did what nMEC does, people could come up with ways that they would use it, but it wouldn't be what oMEC has been. oMEC has been a routine play for those who have it and some way to increase INT. nMEC, ignoring the transmutes, comes across as something more akin to a Lotus Blossom Bowls or whatever better comp than a slotless item that has a far more limited role. Going from essential part of build at UR level to specialized function is, of course, going to affect those who already possess the token.
It's been a routine play for what should be an obvious reason - people like dealing as much damage as they can as long as the costs for doing so are reasonable, and 10hp to inflict 11 or whatever more damage is often enough reasonable. Much like there are all sorts of tokens to enable other classes to increase damage output, oMEC served to increase damage output at a cost that was often enough acceptable.
Maybe some people used it like I've used it, where I decide round by round whether the cost-benefit is good enough to bother, where any 3rd level spell is pretty much going to get doubled but a Magic Missile may not, especially on the first round when you may be shooting an illusion or something, but I digress. But, whether it's a round by round choice or just always done, usage rate was high IME.
Okay, that's for some portion of the playing population. Then, get Mike's situation. Mike's situation, based on what I recall reading, is that they play Hardcore to not have things be too challenging and that a lot of the "BiS" plays aren't used. While it should come as no surprise that there could be a difference in perspective when one person is commenting about being overpowered for Hardcore and someone else is concerned with keeping up with the most effective damage builds in the game, what confuses me is why there's any expectation that one perspective matters to the other. If someone else plays the game differently, then it's counterproductive, at least for those of us who aren't decision makers, to dismiss how others approach the game.
Where I'm going is that I can see why comments get made about "here's how I/we would use this token" because TA should be surveying more than just one sort of player/playgroup. However, claiming that differing experiences are universal seems to lead to many, many pointless posts. Like this one.
I would note, getting back to a reason to include kurtreznor's comment, that changing an existing token comes with far more gravitas than if we were only talking about proposed ideas for new tokens. If the transmutes had remained as is and MEC hadn't been changed, one less thing to complain about. Trying to tie this ramble all together, once a game component is part of the pool of options, the game forms around that component (if good enough to see play), and so we are getting different world views entangled with altering an established standard within one or more of those world views.
Btw, changing gears significantly, ignoring the legendary and doing some time travel to have Mage Medallion already exist when I've played in say 2019-2020, the only Mage Power I could see getting consistent use would be Quicken.
The MPs and APs are less in my mind promoting a glass cannon playstyle and more providing a variety of options to classes that already have more options than most. Most classes can only punch harder. Spellcasters already have the ability to select spells that could do different things, even if they end up doing the same thing over and over. MPs/APs are, as another poster put it now a long time ago, providing a toolbox. Rather than push wizards up the mountain of damage rankings, versatility is being expanded. Not to say 2021 tokens don't increase versatility of others, but it's dramatic with the transmutes. When some less common situation arises, like spell resistance or multiple targets or significant elemental vulnerability, then wizards get the option to do something that didn't previously exist. Whether that's compelling or not will get played out, but the appeal to this approach with the class transmutes is going to be to those who like more options over more damage. I think it might also be noncontroversial to say that some forumites were really much more interested in more damage.