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01/11/07, 9:16 AM
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#16
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Piston Honda
Rugal
Tauren Hunter
No WoW Account
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Believe the 10 mobs goal is considered per mage in a raid, so, 40man raid, 5 mages, 50mobs at once.
Is there any encounter where the raid is actually required to AE 50+ targets at once?
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01/11/07, 9:17 AM
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#17
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Von Kaiser
Gnome Mage
Zirkel des Cenarius (EU)
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Well, the *real* problem with this change is that it is not limited to 10 targets, but to a discrete number of damage you can do with each spell in one cast. That means that you actually get no benefits whatsoever from using items like wrath of cenarius, hazza'rah's charm of magic, other bombing items with lots of +spelldmg, or from talents like arcane power or mind mastery, once you start bombing around 8 targets. Mages without AP and all this bombing equipment will do exactly your damage without any preparations. That's what bugs me most.
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01/11/07, 9:24 AM
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#18
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Chief Passenger
Gnome Rogue
Earthen Ring (EU)
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Perhaps they should cap Vaelastrasz's AoE damage as well. For consistency. :-)
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01/11/07, 9:31 AM
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#19
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Bald Bull
Night Elf Druid
Tichondrius
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Originally Posted by Yeonora
Blizzard seems uncapped (tested it against 17 enemies, the other spells cap at around 8.5-10 enemies).
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Strange. Blizzard was supposedly capped in one of the recent patch notes, along with the AE Warlock debuff (Seed of Corruption I think it's called).
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01/11/07, 10:01 AM
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#20
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Von Kaiser
Gnome Mage
Zirkel des Cenarius (EU)
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Originally Posted by Copernicus
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Originally Posted by Yeonora
Blizzard seems uncapped (tested it against 17 enemies, the other spells cap at around 8.5-10 enemies).
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Strange. Blizzard was supposedly capped in one of the recent patch notes, along with the AE Warlock debuff (Seed of Corruption I think it's called).
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Yea, quite inconsistent. If it is capped, the cap must be higher than 3842 per second, as my blizzard was ticking 226 against one target and 17 targets alike. Maybe they couldn't figure out yet how to implement the cap with spells like consecration, flamestrike-dot, blizzard and rain of fire, that are applied each second for all targets in a certain area and possibly for a different number of targets each tick.
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01/11/07, 10:58 AM
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#21
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Soda Popinski
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Originally Posted by Itto
Believe the 10 mobs goal is considered per mage in a raid, so, 40man raid, 5 mages, 50mobs at once.
Is there any encounter where the raid is actually required to AE 50+ targets at once?
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50 is alot, about the only one that gets close is P3 Nef. The real problem is it's capped at 10, 15 would be more reasonable. Good thing we won't be running many 40 mans anymore. Gluth, Spider Wing trash packs etc. Hopefully blizzard doesn't 'forget' about this and instead of having to AOE down 10 (15k) HP mobs, just tosses in 30 (5k) HP mobs >< They should have at least changed the % of spell damage all AOE spells get because that was supposed to be the original 'limiter' to AOEing down mobs.
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Originally Posted by Sebudai
Addons aren't a crutch, they're tools to be abused by skilled players to increase performance. Like a carpenter using a hammer, a fisherman using a lure, or Xi using curse words.
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01/11/07, 11:17 AM
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#22
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Don Flamenco
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I think the whole thing is stupid.
I've been a frost mage since I first hit 60, and in all my time the only circumstances I can think of where I AEed more than 10 mobs at once is in raid instances, maybe a handful of epic Dalson's Tears pulls, and the ZG tiger pull(which is barely pushing it). I suppose it's the Indalamar effect, Faxmonkey does one impressive thing during an event that will never happen again and Blizzard overreacts.
This cap only limits encounter design possibilities, weakens gear progression, and seriously rings the 'not fun' bell with almost no beneficial effect on class and encounter balance, especially since the change is inconsistent within the single class it was designed to affect.
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01/11/07, 11:36 AM
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#23
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Piston Honda
Draenei Paladin
Sunstrider (EU)
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Well, since this thread is titled Mage Bugs, I'd like to ask if anybody else has had any experience with the targeted AoE bug?
Spesifically, you attempt to use yours average Flamestrike, or Blizzard, or Freeze ability, but when you click where you want to cast it, nothing happens watsoever, your character just stands there looking stupid. This has proven to be especially infuriating when happening to the Water Elemental's Freeze ability, and has led directly and soley to my death several times during only the last two days.
Anybody else experiencing this, or is it just me? As I've heard nothing of it by anybody else :/
Also, the Water Elemental's Freeze ability is now acting really, really strange. If I attempt to use it while casting or channeling another spell, the AoE targeter appears, and my mage seems to keep on casting, but in fact he never finishes his spell, and just stands there channeling. When I then try to have my elemental cast the freeze ability it refuses to obey, and when I attempt having my mage cast a new spell he just stands there scratching his head. Basically, the mage locks up completely untill I stop whatever I'm doing and move him a little around. While this hasn't killed me yet, it is very, very annoying.
As far as the AoE damgae cap goes, I AoE 20+ mobs on a daily basis outside instances (Heartglen, Dalson's Tears, Garrhon's Withering, etc) and this is yet another great annoyance.
I don't know, seems like each patch introduces yet another new and fun bug, or nerfs another ability, or makes another class stronger than ours at a point where we previously outdid it...
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"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law
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01/11/07, 12:24 PM
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#24
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Piston Honda
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Originally Posted by Xunwael
Well, since this thread is titled Mage Bugs, I'd like to ask if anybody else has had any experience with the targeted AoE bug?
Spesifically, you attempt to use yours average Flamestrike, or Blizzard, or Freeze ability, but when you click where you want to cast it, nothing happens watsoever, your character just stands there looking stupid.
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I've had this happen on my mage and my warlock. I asked in guild chat and at least two other people have experienced it as well. It's been happening for weeks, definitely not new to 2.0.3.
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01/11/07, 12:43 PM
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#25
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Glass Joe
Murloc Mage
Skullcrusher (EU)
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Originally Posted by Xunwael
Spesifically, you attempt to use yours average Flamestrike, or Blizzard, or Freeze ability, but when you click where you want to cast it, nothing happens watsoever, your character just stands there looking stupid.
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Turn of the name plates (v) you can't target anything if they're in the way, which they usually are if you're about to AOE.
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01/11/07, 12:48 PM
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#26
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Bald Bull
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Originally Posted by Xunwael
I don't know, seems like each patch introduces yet another new and fun bug, or nerfs another ability, or makes another class stronger than ours at a point where we previously outdid it...
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Generally, comments like that are better suited for the Blizzard forums.
AoE still works fine for anything less than 10 or so mobs (depending on your level of +damage). When mages start soloing 20 mob pulls, that needs to be fixed. Like all other mages, I don't want it to be fixed, but honestly, you're deluding yourselves if you think it's okay for a mage to kill that many mobs at once solo.
Blizzard is not running some secret agenda in which they try to eliminate mages from the game. They're trying to create a balanced game for all players involved. Sure, today Warlocks can grind out their pvp gear easier than we can, but so what? Two months ago I took my mage alt (in SM blues and AH greens) to ZG and made 600g in four hours off the bijou and coin drops. Next week some other class will be overpowered at some other task.
Mages have had it good for a very long time. It's going to take a lot more significant nerfs than this to do any real harm to the class. Just wait a week, and hopefully you'll see what I'm talking about. (It's easier to see from behind a frost spec, but fire specs work too).
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01/11/07, 1:22 PM
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#27
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Von Kaiser
Gnome Mage
Zirkel des Cenarius (EU)
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Originally Posted by Acustar
They should have at least changed the % of spell damage all AOE spells get because that was supposed to be the original 'limiter' to AOEing down mobs.
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They did, as I quoted and confirmed in my first post. The AoE penalty has been reduced from minus 2/3 to minus 1/2, meaning that you get +spelldmg/3.5*1.5/2 = 21.43% of spelldmg now for arcane explosion instead of +spelldmg/3.5*1.5/3 = 14.29% like it was before. The bonus for CoC should be +spelldmg/3.5*1.5/2*0.95 = 20.36%, and for Blizzard it appears to be +spelldmg/3.5*8/2*5/6 = 95.24%. Don't ask me where the 5/6 penalty comes from, but it's definetely there.
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01/11/07, 2:08 PM
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#28
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Great Tiger
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Originally Posted by Yeonora
One other bug I noticed is that arcane missiles seem to very often lose one missile. I then tested this in duells and it is independent of the rank of arcane missiles you are using. I got a rough 50% of casts that were missing one missile, giving me an effective 4.5 missiles per cast of arcane missiles rank 3-8. Nothing was hitting me, and I got 5/5 improved arcane missiles anyway. This basically reduces their dps and dpm by a staggering 10%. Quite sad.
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I'm playing on a mage alt right now, and this AM bug is very noticeable. It happens even when I'm far enough away that I am never hit while channeling AM.
It kinda feels like that the missiles are only shooting when the server counts a second, so if I start channeling between seconds, then I will get one less AM, even though I've channeled the full duration of the spell.
example:
I start channeling AM (3 seconds at my level) - My 1st missile will fire at the 1.5 second mark, 2nd missile fires at the 2.5 second mark. 3rd missile does not fire.
Hopefully smarter mages will figure out what the bug is.
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01/11/07, 2:21 PM
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#29
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Piston Honda
Night Elf Death Knight
Lightbringer
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Originally Posted by Xunwael
Well, since this thread is titled Mage Bugs, I'd like to ask if anybody else has had any experience with the targeted AoE bug?
Spesifically, you attempt to use yours average Flamestrike, or Blizzard, or Freeze ability, but when you click where you want to cast it, nothing happens watsoever, your character just stands there looking stupid.
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This bug was brought over from beta when we got access to 41 point talents, least that is when I first noticed it on live. I've seen it on beta as well, and even took the time to write a /bug about it shortly after I noticed that it had gone to live.
As far as the aoe caps are concerned, there have been legitimate cases where AoE will hit 15+ targets, and there really isn't a good justification for "dispersing" a damage cap amongst more targets. I'm curious if anyone has had trouble with the suppression room or the AQ tunnel with these changes, at the least it probably takes more effort/mana on the part of the casters to produce the same damage output. Now those two cases are explicitly designed to be aoe heavy, so that is on Blizzard to fix (ie, the problem is the encounter design, not aoe classes), but under what condition is someone "exploiting" aoe damage without it being imposed by the design of the mobs/pull?
Also, the water elemental still pops up at less than 100% life/mana. Even when using the standard blizzard bars, I rarely get the pet bar to show up. It's not that I need that pet bar, but it should show up when the pet is out.
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01/11/07, 2:28 PM
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#30
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Bald Bull
Blood Elf Priest
Mal'Ganis
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Well, since this thread is titled Mage Bugs, I'd like to ask if anybody else has had any experience with the targeted AoE bug?
Spesifically, you attempt to use yours average Flamestrike, or Blizzard, or Freeze ability, but when you click where you want to cast it, nothing happens watsoever, your character just stands there looking stupid.
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About half of my rogue alt's Distracts have this happen to them, too. My personal, totally anecdotal experience is that it seems to happen if you're trying to cast at a point that puts your mouse over another potential target. So, my theory is that it tries to target the thing you've got your mouse over instead. (Maybe something to do with the introduction of [target=mousever] commands that got introduced this patch?)
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