We can definitely adjust character build options to help DC casters achieve workable DCs, but this work has a bunch of overall important facets that should still be done. Here are a few reasons as to why we're focusing on itemization adjustments for this patch, in no particular order:
1: As other people have brought up in this thread, right now, itemization disproportionately rewards certain types of DC scaling abilities. The comparison to Stunning and Sunder DCs is a pretty good angle to view this change through - an item which gives bonuses to both spell DCs and Sunder DCs will give much more Sunder DCs, even though both Sunder and spell DCs both target enemy saving throws as the bar to clear. Closing that gap is important to us, and it makes sense to adjust itemization to do so.
I agree that there is a very big difference between martial and caster equipment, but let's not lose sight of the fact that what is needed is to achieve a similar result with a similar effort.
Individual Spell DC is not the same as individual DC tactics. Martials do not usually need more than one particular type of tactic, and those who may want it, such as fighters, have many bonus feats and feats that increase their tactics (two feats give them a +10 to *all* tactics. A caster for two feats receives a +2 to *one* school).
Yes, I think the difference between caster and martial equipment should be reduced, but don't forget that the needs are different in each style. Also don't forget that casters have more channels for DC than melees. Why don't you merge sacred dc into equipment value, for example? If you want equality, it would be enough for the casters to dedicate one or two enchantements to DC, like martials do. Because this doesn't happen with casters. We dedicate a very important portion of our gear only to DC, and with your proposed changes we will need to dedicate even more space (space we don't have).
2: Right now, all-school DC bonuses are actually higher in some circumstances to single-school DCs, which is the opposite of what the relationship between those two scalars should be. We would like items to give a larger bonus to a narrower set of improvements, and a smaller bonus to a wider set of improvements.
But what is needed is that you eliminate the school spell DC on the gear: before adding equipment, the DC difference between schools is already 12-16 points. We don't need to increase it even more. And I repeat, the spells are not like the CC of the martials, which works on everything. Our spells work on limited enemy ranges due to immunities. We need a variety of schools to affect different enemies and different saves.
The caster gear is completely saturated with so much separation in schools and elements. Please create a caster in the cap, and equip it with a complete set. You will see how it is a nightmare and much more difficult than equipping a martial. The thing is that we have to equip about 6 times more effects than a martial. It's impossible. And with this change, they will be making the situation worse.
You're trying to fix a roof when what's wrong is the foundation. And the only thing adding weight to the roof can do is collapse the house sooner.
3: The scalars for spell DCs are too granular as-is to provide meaningful progression as players level throughout the game. Through all of the current flow from 30-40, a standard single-school spell DC item will start at +6 DCs and then increase to +7 DCs, so you won't actually be scaling appropriately versus the content - that's only a net gain of +1 DCs for 10 whole levels of questing. Right now our monsters scale up relatively linearly through certain blocks of content, and the saving throws of monsters do increase every time we make a higher quest level. Itemization should also be scaling upwards as it increases in min level/ilevel, otherwise you won't be able to improve your equipment loadout effectively as you increase in character level. Other item affixes that are less granular are able to scale upwards appropriately, and moving spell DCs to a formula that increases more sharply will help higher-level items feel stronger than lower-level ones, which is something we really would like to enforce.
And wouldn't it be more logical then to change the enemies so that they don't scale as quickly instead of increasing the power creep in the equipment? This change in the scalar makes only the latest level equipment competitive. It's crazy. You are further increasing the difference with the martials. You can have a martial equipped with a mix of sharn and IoD and be competitive. Currently that's not really true for casters, but it's just that you're now going to completely kill all previous gear on every level up. Do you really want to do that? It goes against everything you told us to justify the stat squish.
Spell DC has three problems that are not being solved in this update::
1- Due to so many channels and so much division by schools, equipping a caster is a nightmare. A complete nightmare because there is not enough room. This also happens for spell damage due to splitting with elements, creating a truly infernal caster tetris. I'm not lying to you if I tell you that this is the worst problem that casters have now, especially generalists, for whom you haven't designed in years. There is a big consensus that wizards are, if not the worst class in the game, then among the two worst. Guess why. You are killing the generalists.
2-Saves are increasing too quickly in new content. But you can't solve this by increasing the power creep. Make mobs scale slower. It's the logical thing.
3-Players with less developed characters does not reach DC even in elite/r1. This is a double problem:
- 3.1- Excessive dependence on sentience to have a competitive DC. We get like 15-18 DC points out of sentience. Someone without this is automatically out of the game even on r1-elite. This does not happen with martials, the sentience of martials is not dedicated to DC, but to dps. If they don't have a sentient weapon+artifact they do less damage, but it is enough for elite/r1 and they are not useless on those difficulties. A caster without DC is useless, and the new/casual ones do not reach that DC. Read Sturmbb and how he is frustrated because his new caster is useless on elite when with similar equipment his martials are not.
- 3.2. Many DC channels are not easy to find/get. Insightful, quality, sacred DC are not exactly easy to find and equip, because in addition to finding them, you have to fit them in a very very bloated tetris. And let's not even mention the channels that require a grind that the new ones cannot afford: reaper bonus, raid filigrees, raid augments sets that are essential nowadays if you want to use the new gear (I repeat: the casters only have 2-3 free solar slots. Spell DC needs to go in a raid augment set.) etc.
Please fix the problems that are really suffocating the casters. Right now, with the proposed changes and I see:
- The overall spell DC has not increased. I have lost the value of gh augments which is the same as spell mastery has gained. Zero profit.
- You have made the DC of the level 30 items that I have equipped useless, such as the elders that carry 90% of the casters. Why, why, why?
- The caster gear has gained in complexity when it is exactly the opposite of what it needed. Why?
- You haven't solved anything for the new/casuals who don't even reach DC in elite.
Do you want to equate caster gear with martial gear? Put the complexity of the caster gear at the same level. Right now we have like 6 times more stats than them. Maybe more. It is NOT logical.