so they finally did it.Recast timers on spells are now linked within each spell line.
this change only worsens the huge gaps that exist some spell schools.
when leveling a cloth caster... chain casting your primary tier, and the one below it is almost required to kill with any sort of efficiency.
so a wizard can use energy strike of whatever tier they wish... and then what? wait another 15 seconds?
oh, and the ever plentiful conjurer class can throw an ice hammer... and then maybe ice crystals (which now breaks on dmg) while waiting for ice hammer to refresh again?
FFS, a sorcerer doesn't even have any damaging mind spells to even use!
Chain casting within a spell line is only imbalanced in the hands of mega-multiclass combos. It's been that way since day 1, and it should be the top priority in the "adventure revamp". too many classes (who really don't need spells) can get dozens of them them via multiclassing. And they arn't just extra fluff spells...they are heals, AoE, nukes, lifetaps, crowd control... etc. the bread and butter of the true casting classes.This part of the system was not working as intended and so it was decided that it needed to be fixed in order to ensure proper gameplay balance and also to form the groundwork for what we hope will evolve into a slow, measured and steady revamp of the adventuring side of the game over time.