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08/06/08, 6:13 PM
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#3776
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Soda Popinski
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Misses are rare on ptr. The core problem is unmitigeable partial resists. (which are now around 10-15% on +3 level)
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<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff
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08/06/08, 6:27 PM
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#3777
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Piston Honda
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Originally Posted by manly
Misses are rare on ptr. The core problem is unmitigeable partial resists. (which are now around 10-15% on +3 level)
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Maybe you should ask for some clarification on the changes to level-based resistance, if any, and whether or not the "presumed new 10% increment" system is functioning as intended in the beta forums.
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08/06/08, 6:44 PM
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#3778
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Piston Honda
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Originally Posted by Thegoodman
This just isn't true. Some people are good at dps and some people suck at it, despite the same gear and CD rotations. The biggest difference between good and bad is attention span. The ability to waste zero time between casts is underrated for Mages/Warlocks and is often the difference between a good an bad player in endgame content.
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The ability to spam one button for 3-10 minutes is hard? With the new casting system you really don't even have to watch your cast bar. You just spam your nuke and rotate scorches every 27ish seconds. The only thing really hard is not falling asleep doing it. I don't mean to sound like a troll and maybe i only see it this way because i don't really have a problem spamming a single button but i really don't see where skill is involved in this.
Originally Posted by grimtage
I do note this isn't really the place for this discussion, but I'll add my 2c anyway!
Don't forget cooldown stacking and such. Keeping a high fireball:scorch ratio is a great way to improve dps too. You can really see the difference between a good fire mage / destro lock and a bad one. They may be doing the same kind of thing - spamming fireball/shadowbolt - but they are spamming it differently and needing to give it less attention as it becomes second nature and paying more to the encounter and not dying.
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So to you skill is knowing what to do and when to do it? I really don't see how stack 5 scorches, spam fireball till scorch has about 3s left, scorch, repeat and pop cooldowns early and again at 20% is hard. All this is pretty much planned before the fight and there really isn't anything difficult about actually performing any of those actions. There really isn't anything that you are reacting to. A bot really could do all of that if you were there to just move out of fire when needed. There isn't anything that stresses reaction time or anything that a chimp couldn't be trained to do.
DPS=coming up with a planned rotation that is simple and effective and then repeating the rotation for the duration of the fight while dodging fires or whatever other random thing the encounter has. The only thing reactive about a dps class has absolutely nothing to do with you being a dps class, that is whatever the encounter requires people to avoid or get to.
Edit: Maybe healing isn't all i'm making it out to be but it is definitely more reactive and dynamic than anything but possibly a shadow priest. I don't know if this is a mage specific problem or dps in general but it really seems like they could stand to make things more interesting for mages. Give us things to react within our own talents/skills that aren't dependent on the encounter or make more encounters that don't essentially break down to "group a does b, group c does d and group e does f". Mu'ru is the hardest fight in the game and unless you have people performing weird roles because you got bad logins what each person does is still extremely simple.
Originally Posted by WarTotem
How would you suggest to do this for Priests or Druids? Besides, the upcoming gear changes clearly indicate that Blizzard does NOT want to create specific healer and DPS gear, both rather just make it all "caster".
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You could just change the spirit->mp5 conversion for dps caster vs healers or make dps spells give you a buff that allows a higher amount of your mana to regen while casting.

Originally Posted by Tucker
Apologize for the continuance of a derail, but the talk about "dynamic play" inspired me. True "dynamic play" won't come from talents with procs etc. to make you change your button mashing sequence. It will come from the encounters. Any boss fight follows a script. If a group works together long enough, they will learn the script, play their role, and finish the encounter. What's missing from PvE encounters is the "random" element, or more specifically, the "reactive" element. A boss works the same way every time. Tainted cores are still on a timer, even if we don't know which side they come on each time. But what if the boss changed his strategy based on what the players are doing?
Blizz has taken a step in this direction with the Hex Lord and Magister's Terrace encounters that have different adds with different abilities to deal with each time. But the question is: Can they add a small amount of artificial intelligence to an encounter to make it "dynamic"?
PvP is appealing to players because of the "fly by the seat of your pants" aspect. Can they think and react faster than the opponent? To me, having a more flexible script to boss encounters would revolutionize the game more than any new talent or proc.
Just my two cents... flame on.
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Yah some sort of AI behind encounters causing things to be not so routine would be nice. PvP is a lot more interesting because you have to learn and react to things on the fly. I could see smarter bosses being an absolute nightmare for anything beyond 5-mans though.
Originally Posted by Psyker_x
While this is true to a degree, one thing to be avoided are overly complicated scripts. Making fight's more dynamic is certainly a good thing all the way around, but I can't find too many people who weren't pretty ok with the changes to old Mag's. There comes a point where overly complicated scripting and encounters get a tad on the "chore" side of things. Was mag's hard to begin with? No, not really, provided you had a group/raid that worked well together, but at what point do complicated encounters move from being "dynamic" to being "overlyomfgourclickerjustdiedwipeit"? Something to ponder.
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I don't really thing mag's was ever really all that reactive. I never tried the first incarnation but the second one wasn't really that interesting at all. Maybe add in diminishing returns so CC doesn't feel so gimmicky and like such a chore. Make CC actually important. Give things that need to be kited but won't oneshot you if you are hit once or twice. Allow a little room for error but don't make things so planned. Maybe change things slightly from attempt to attempt or give bosses a bigger list of abilities to use but not let them use them all every attempt.
This is getting really really off topic at this point though so i am going to stop now.
Last edited by Akston : 08/06/08 at 7:11 PM.
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Originally Posted by Vontre
Protip: I don't actually raid on my mage, it's more fun to make spreadsheets. 
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08/06/08, 7:11 PM
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#3779
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Piston Honda
Gnome Mage
Moonglade (EU)
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Originally Posted by Qbert
This was already conceded and countered by the fact that the ability to spend 50% of an encounter out of the 5 second rule for 100% regen far outweighs the extra 30% regen during casting. Please read the posts you're responding to.
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I am reading what I respond to. Staying outside the 5 sec rule is very neat. What I was pointing out was that mages have the perk of being able to maintain the most regen WHILE casting of any caster class. In the long run staying outside the 5 sec rule means more regen for healers. But I for one think that raid encounters and healers will be balanced around eachother. so wheres the problem in healers and dps sharing caster gear? They get more mana? How does that matter in any way as long as the healing in every encounter is balanced and the mana they get is needed to keep your ass alive while you dps with the slightly smaller mana resources at your disposal?
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08/06/08, 7:41 PM
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#3780
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Banned
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In the event we needed further proof
We'd like to note that we are currently in the process of revamping the mana cost of new spells, abilities and the new ranks of spells and abilities in the expansion. We are aware players feel the mana cost of certain abilities is too high, and we agree. Though I can't really go into much detail yet as the actual specifics of what's changing is still being debated internally, be rest assured your voice on the issue has been heard and it is one of our top priorities right now.
We've found the feedback from the players in Alpha and Beta to be more constructive and helpful than ever, and we hope that you continue to give feedback on your experiences in the beta.
Thanks! : ]
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source: WoW Forums -> A note on the mana cost of new ranks/spells
Pretty sure this is a solid indicator that most of our theorycrafting so far, while fun, will not produce any real results. It seems that the phase of where actual values are tweaked and such is still not here. Perhaps, when that phase has begun, only then can we see some reliable results.
Just a note.
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08/06/08, 7:42 PM
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#3781
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Glass Joe
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Oh lord. Someone tell the guy who made the topic about Arcane talents that need Improvement that Improved Blink is one of the best Arena talents in the Arcane tree and that 30% is honestly almost overpowered. What it should be changed to is straight up 30% damage mitigation for 4 sec after blink is cast as we don't need more RNG.
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08/06/08, 7:56 PM
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#3782
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Piston Honda
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Originally Posted by saltygrapes
Oh lord. Someone tell the guy who made the topic about Arcane talents that need Improvement that Improved Blink is one of the best Arena talents in the Arcane tree and that 30% is honestly almost overpowered. What it should be changed to is straight up 30% damage mitigation for 4 sec after blink is cast as we don't need more RNG.
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I'd much rather lose the mana cost reduction, and the -chance to hit for 4s for 3/6 extra yards and/or removing movement impairing effects.
Edit: Strike that, I'd rather have blink actually work 90% of the time.
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08/06/08, 8:00 PM
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#3783
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Glass Joe
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If it were to remove movement impairing effects, it would probably have to be moved pretty far down the tree so that it can't be paired with Blazing Speed and AP/Fire specs.
Still, we can already use it out of roots and stuns, so that's never going to happen. Blizzard just needs to get rid of the RNG aspect of it and people need to stop thinking its a bad Arena talent when its one of the best the tree has to offer.
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08/06/08, 8:07 PM
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#3784
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Piston Honda
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Originally Posted by saltygrapes
If it were to remove movement impairing effects, it would probably have to be moved pretty far down the tree so that it can't be paired with Blazing Speed and AP/Fire specs.
Still, we can already use it out of roots and stuns, so that's never going to happen. Blizzard just needs to get rid of the RNG aspect of it and people need to stop thinking its a bad Arena talent when its one of the best the tree has to offer.
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I'd still like blink to work through most doorways, terrain transitions, and across short gaps. But, I'm afraid that programming such functionality would likely consume more than year's worth of developer time. It might be worth it in the long run, though. 
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08/06/08, 8:19 PM
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#3785
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Von Kaiser
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Originally Posted by Kel S'jet
In the event we needed further proof
source: WoW Forums -> A note on the mana cost of new ranks/spells
Pretty sure this is a solid indicator that most of our theorycrafting so far, while fun, will not produce any real results. It seems that the phase of where actual values are tweaked and such is still not here. Perhaps, when that phase has begun, only then can we see some reliable results.
Just a note.
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1) This was posted on every mana class' board and is not mage specific.
2) Mana cost changes really have very little to do with the theoretical DPS limits of a spec which have been shown to be quite subpar (Arcane Blast spam obviously removed from this point) for the so called utility we bring.
DPM and efficiency discussions may all be moot, but raid viability discussions are definitely something to still be seriously discussed.
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08/06/08, 8:24 PM
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#3786
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Glass Joe
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Originally Posted by aikiwoce
I'd still like blink to work through most doorways, terrain transitions, and across short gaps. But, I'm afraid that programming such functionality would likely consume more than year's worth of developer time. It might be worth it in the long run, though. 
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Well there are easier ways they can fix it, like making it targetable, but then it requires a second click and might be seen as a nerf.
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08/06/08, 8:26 PM
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#3787
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Soda Popinski
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Well, I am sorry to say but I don't feel like responding to a thread about pvp changes. Besides, I am fundamentally against proposing a change that makes a filler talent into something good without looking at the whole picture and pointing out that there are many other filler talents that equally need changes.
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<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff
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08/06/08, 8:38 PM
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#3788
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Piston Honda
Gnome Mage
Moonglade (EU)
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Well one option could be to give us mass teleport. If we were to name a couple of the most "mage-flavoured" spells in WCIII this would be one of them so its a concept the entire magecommunity allready knows of and would probably love. Just have mass teleport be a targeted circle (maby about the size of flamestrike would be apropriate), click at the destination and everyone in your group raid that stands close enoughe to you when you cast it gets teleported with you to the circle. Just imagine the fun coordinated movement and teleporting we could be doing in raids if we had such a spell. Only a few raid encounters could be built around such an ability but at least its far more interesting than stuff like "you need a magetank here to steal a debuff every minute" Mass teleport would take some actual skill to do right.
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08/06/08, 8:51 PM
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#3789
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Soda Popinski
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Oh you mean like portals ?
No.
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<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff
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08/06/08, 9:00 PM
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#3790
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Banned
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Originally Posted by manly
Oh you mean like portals ?
No.
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Actually, that is not what he meant at all.
I believe he is talking about an in-combat, ground targetable medium range (100ish yards), LOS required, group teleport spell. A kind of "super-group" blink. (3 secish cast, POMable)
That much was evident from his post. Did you read it?
Personally I think it would be a really cool spell. Having a mage now teleport you to anywhere within LOS.
Though I think Telekinesis would be cooler. But mass teleport is definitely up there as well.
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08/06/08, 9:03 PM
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#3791
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Soda Popinski
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I don't read posts proposing new spells.
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<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff
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08/06/08, 9:46 PM
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#3792
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Banned
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Originally Posted by manly
I don't read posts proposing new spells.
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WoW Forums -> [MAGE] List of mage pve issues (and fixes)
Well you surely make them.
ontopic:
As far as blink goes. I think it is fine for now. Having a targetable version, ala WoW beta, would, imho, make the spell lose a bit more of its 'reactive' quality.
I, for one, am quite eager to see how blizzard will balance casters now that melee in WoTLk are getting some nice new 'get into range' abilities. Rogues, warriors and Dks are all frighteningly mobile.
There is a solution though, something that would allow mages to still have that little edge over melee at least as far as having some tools to keep out of range long enough to give them a chance to cast. The solution being Telekineses (natch  )
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08/06/08, 9:48 PM
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#3793
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Von Kaiser
Tauren Shaman
Bronze Dragonflight (EU)
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I smell major abuse by "funny kidz" in raids.
Plonk, tank goes to other side of room, boss with massive AoE runs after him, healers die, raid wipes.
Mass teleport worked in WC3 because you controlled all the choices of all characters. You can't allow 1 player to be able to teleport friendly targets around without their consent, that's why there is no friendly fire in WoW either.
OT: How long do you think it will last untill they add knockback resistance to resilience?
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08/06/08, 9:52 PM
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#3794
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Piston Honda
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Originally Posted by WarTotem
I smell major abuse by "funny kidz" in raids.
Plonk, tank goes to other side of room, boss with massive AoE runs after him, healers die, raid wipes.
Mass teleport worked in WC3 because you controlled all the choices of all characters. You can't allow 1 player to be able to teleport friendly targets around without their consent, that's why there is no friendly fire in WoW either.
OT: How long do you think it will last untill they add knockback resistance to resilience?
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That's not really any different from Hunters misdirecting to healers, or Paladins BoP'ing tanks. There are plenty of other ways for people to sabotage groups even without special abilities, so I really don't see why that'd be a balance consideration at all.
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08/06/08, 10:05 PM
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#3795
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Glass Joe
Gnome Mage
Argent Dawn (EU)
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Originally Posted by Dorvan
That's not really any different from Hunters misdirecting to healers, or Paladins BoP'ing tanks. There are plenty of other ways for people to sabotage groups even without special abilities, so I really don't see why that'd be a balance consideration at all.
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The difference being that it's quite hard to grief people with misdirection and BoP in PvP (possible in AV though), where as mass teleport would allow all kinds of nastiness.
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08/06/08, 10:20 PM
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#3796
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Soda Popinski
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Originally Posted by Kel S'jet
Well you surely make them.
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I'm proposing fixes to existing spells, while explaining why I think the spells/mechanics are flawed. What I listed were examples. The core issues are only partially addressed by my proposed fixes.
Anything that looks remotely like 'oh hey I thought about a new spell' without any rationale explaining the need for it I automatically ignore.
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<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff
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08/06/08, 10:20 PM
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#3797
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Von Kaiser
Tauren Shaman
Bronze Dragonflight (EU)
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Originally Posted by Dorvan
That's not really any different from Hunters misdirecting to healers, or Paladins BoP'ing tanks. There are plenty of other ways for people to sabotage groups even without special abilities, so I really don't see why that'd be a balance consideration at all.
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You can click off both buffs. Unless mass teleport would be a buff you cast that will teleport your group in X seconds to the targetted area, it's not something you can avoid, thus open to griefing.
And yes, clicking off MD in the middle of an important boss fights is difficult, but so is staying in your guild after getting a healer aggro with MD during a boss fight, wiping your entire raid group. And you can always make /cancelaura macros. I have one myself for MD to remove Salv & one for Mad Alch pots to remove the less useful buffs (such as Iron Skin) as better effects don't overwrite.
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08/06/08, 10:26 PM
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#3798
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Piston Honda
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Originally Posted by WarTotem
You can click off both buffs. Unless mass teleport would be a buff you cast that will teleport your group in X seconds to the targetted area, it's not something you can avoid, thus open to griefing.
And yes, clicking off MD in the middle of an important boss fights is difficult, but so is staying in your guild after getting a healer aggro with MD during a boss fight, wiping your entire raid group. And you can always make /cancelaura macros. I have one myself for MD to remove Salv & one for Mad Alch pots to remove the less useful buffs (such as Iron Skin) as better effects don't overwrite.
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I could list any number of ways of griefing a raid, some based on specific abilities, others not. I guess my point is that if you've got someone in your raid who thinks it's fun to get people killed you're going to have issues whether something like Mass Teleport existed or not...making the fact that the spell adds one more of many pre-existing ways to grief unimportant. But given that we're talking about some hypothetical ability that isn't going to be seen in WotLK anyway, I'll let this be my last post on the matter.
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08/06/08, 11:43 PM
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#3799
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Glass Joe
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Originally Posted by WarTotem
You can click off both buffs. Unless mass teleport would be a buff you cast that will teleport your group in X seconds to the targetted area, it's not something you can avoid, thus open to griefing.
And yes, clicking off MD in the middle of an important boss fights is difficult, but so is staying in your guild after getting a healer aggro with MD during a boss fight, wiping your entire raid group. And you can always make /cancelaura macros. I have one myself for MD to remove Salv & one for Mad Alch pots to remove the less useful buffs (such as Iron Skin) as better effects don't overwrite.
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The only possible solution I can conjure up would be a combination MD with a warlock summon. You receive a mass teleport buff and a box appears on your screen informing you, "You will be teleported to a new location by Skallewag. Accept in the next 10 seconds." Reason why you ask for acceptance instead of denial is because I can see dumb mages using this spell to move AFK players into mobs, off of cliffs, etc.
That said, I still think it's a ridiculous idea.
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08/07/08, 12:07 AM
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#3800
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Banned
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Originally Posted by Dorvan
I could list any number of ways of griefing a raid, some based on specific abilities, others not. I guess my point is that if you've got someone in your raid who thinks it's fun to get people killed you're going to have issues whether something like Mass Teleport existed or not...making the fact that the spell adds one more of many pre-existing ways to grief unimportant. But given that we're talking about some hypothetical ability that isn't going to be seen in WotLK anyway, I'll let this be my last post on the matter.
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Just to add to this.
A hunter/priest/shammy/mage can dispel Krosh/council to wipe the raid.
A priest can MC an enemy flag carrier and take him closer to his allies
etc
etc
Either way, I really do feel that if "hmm can this spell be abused in some way to grief" held veto power over the existence of an ability, there would be a lot of mechanics that wouldn't exist in the game, both from the aspect of player spells, as well as raid mechanics. At the end of the day, if someone wants to grief, they will do so, irrespective of what spell, ability, or mechanic they have access to.
That being said, we are veering into hardcore off topic territory.
So lets get back on topic.
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