Beware of Falling Costs
Spell point costs are being reduced on many nuke spells (see quote below). One of the given reasons: Wizard and Sorcerer are difficult classes for newer players. My concern is that the arcane classes risk becoming brutish ranged DPS, rather than patient, calculating, ranged killers.
The Purpose of Wizards and Sorcerers
Wizards should be hard to play. There, I said it. Flavor-wise, wizards should have devastating arcane power, but limited uses per rest and limited survivability. Kill any monster, but choose wisely, because you can't kill them all. Mind whom you zap and where you stand, because you're not built to survive a counterattack.
Keeping the Game Fun
Even if he is a glass cannon with limited ammo, though, the wizard needs
something to do in the small fights, or he'll feel like a piece of luggage. The way the system works now, we do have the oddity of wizards with great axes at low levels. Then they hit level 7, and the new oddity is that they use Wall of Fire for nearly everything. The reductions in spell point costs are meant to treat both oddities, a fact which I applaud.
Nuke Spam!
My concern, and the reason I'm writing, is that the devs might take this too far. Part of the fun of playing a wizard (or sorcerer) is that I can't throw nuke spells constantly. Sure, I can demolish a single fight, but I have to pick and choose where best to apply my arcane powers. This is particularly true at level 6; at this point, I have okay spell points and a decent variety of nukes to choose from, but I don't yet have Wall of Fire to cheese with.
If nukes cost too little, this will go away, especially for sorcerers (with their larger SP pools). Even in a party of six, I'll be able to spam nukes until everything is dead, and never mind whether I'm using spells on a key target. In short, sorcerers may become a sustained DPS class rather than a nuke class. Please, Devs, be careful; don't take these cost reductions too far!
For anyone unfamiliar, here's the snippet that has
the devs' reasoning: