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 The New Real Top Mage Questions |
08/16/09 08:28:50 AM
Patch 3.2.0
Illyana |
Ok, GC, we have a lot of ground to
cover so I'll start off with the sort of nebulous, overarching
questions before we get to the specifics.
We've had some time to explore the 3.2 changes and are looking
ahead to 3.2.2 and beyond.
With that in mind, there are some concerns from the mage community
about the perceived disconnect between the way blues define the
mage playstyle and the way that mages raiding the high tiers of
content are experiencing it.
In particular, your quote that "As an example of this if you are in
a very short fight (like a hard mod with a fast burn) you should
pull out all the stops. If you know the fight is going to go long,
you should pace yourself." seems to indicate that there is some
element of choice in the mage "rotation" where we could initiate a
burn phase at-will or somehow reduce our mana-per-second
consumption without rapidly degrading our DPS.
While such a scenario may be possible for an Arcane mage by
altering the pattern of their AB debuffs (although with the PTR
changes for 3.2.2, this is becoming less relevant for them), Fire,
Frostfire and Frost have no such options. We are eithter DPSing or
not, and not DPSing isn't really an option.
So, what we are looking for here, is some sort of explanation of
what your team is expecting from mages in terms of varying rotation
based on mana concerns, because we honestly, as a group, don't see
it.
Additionally, mages as of late are very concerned with the Living
Bomb/Hot Streak situation. Talking with other mages, the real
concern here is that mages felt they were behind on single-target
dps prior to 3.2. Many top mages gave you feedback indicating this
early in the PTR process. After the LB/HS change on the PTR, we
relaxed a bit since the change seeemed to provide the dps we were
missing. However, the current version leaves us in the same
position that we were before and is very frustrating.
Worse still, we received this quote from you: "A lot of mages seem
to be assuming that we made the change because we thought mage dps
was low. We made the change because we wanted Living Bomb to get a
little more play." The first part of this quote is very confusing.
You tell us that you made a change that significantly increased our
dps, but you didn't do it because you felt our dps was low. Why
would you make an increase to dps that you already felt was in a
good place? It seems like a nerf waiting to happen. Disregarding
that, though, we feel our single-target dps is low again. While we
can appreciate you not wanting to buff it further through LB/HS,
the fact remains that we are still looking for a couple of
percentage points from somewhere.
The second part of that statement is even more cryptic. Living Bomb
uptime is the core foundation of Fire mage single-target dps. It is
by far the most damage for its casting time. Every good mage
strategy site tells you that your primary focus is keeping LB up
99% of the time. In general, we fail to see how making it interact
with HS would allow a spell that is the heart and soul of our
single-target damage "to get a little more play". What exactly are
you guys seeing in Living Bomb usage that the rest of the mage
community is not?
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08/18/09 01:37:43 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Those are good questions and sadly I
don't have time right now to answer them all. I will try and
address the infamous "pace yourself" comment.
First, I'm talking about PvE here, and that means I'm going to skip
over Frost for the moment. Sorry. We know how Frost should work in
PvE and we need to get it there without making it too good in PvP.
With the Arcane changes in 3.2.2 mages should now have two viable
raiding specs again, which is an improvement. I ask that you not
derail this thread into a Frost discussion.
To be brief to the point of simplicity, we see the Fire playstyle
as being more about lining up your cooldowns to maximize your
damage (and that improves trinkets as well as spells). Mana is a
consideration the way it is for most mana users, but shouldn't be
at the fore front of every decision you make and you do have ways
of restoring mana if you get into trouble.
Arcane is a little different. We want Arcane to care about mana
more. Sorry if that offends casters who think their output should
be unlimited, but if it really bugs you, I suggest you try Fire. A
lot of Arcane mages like the way mana works for their spec, and
Arcane Blast is pretty obviously designed with that gameplay in
mind.
What we're trying to do is give Arcane two rotations: the low mana,
lower dps version and the higher mana, higher dps version. The
first rotation would mean doing things like keeping Blast at 3
stacks, and the second would mean going into 4 stacks. Your
trade-off for going to the expensive rotation would be that you
could do higher dps than Fire if and when you had enough mana to
keep that cycle going. This then becomes where the player skill of
Arcane comes in -- knowing when you can afford to step it up for
max dps and when you need to pace yourself.
I say all that because we're still tweaking the Arcane numbers for
3.2.2 and that might include increasing the mana cost of stack 4,
since the free Missile Barrage procs are already a pretty generous
mana break as it is. I know some players will try and keep the 4
stack Arcane Blast up all the time and will then call it a class
design problem when they run OOM. That's what those short cooldown
Innervates are for. We also might lower the duration of the Arcane
Blast buff / debuff to make sure Arcane Barrage is the clear choice
for when you are time constrained (like say you have to move or do
something else).
This means we are asking a little more out of Arcane mages. To be
honest, some of them responded negatively to the Arcane buff in
3.2.2 because they felt like they had to sacrifice too much of what
they enjoyed about the playstyle (which includes mana as a
potentially limiting resource). We are trying to nail that sweet
spot while still boosting sustained Arcane dps.
The goal is NOT to push every mage into Arcane next patch because
it's the new flavor of the month for highest theoretical dps. We
don't want you to have to regem and everything whenever we come out
with a new patch and a new spec is on top. We want you to have a
choice between Fire and Arcane (and maybe someday Frost). Arcane
will "beat" Fire sometimes, but not all the time.
I know that's a lot of philosophy dumped quickly, and doubtless it
will spawn a lot of other questions, but that's the idea in a
nutshell. Try and take it at the high-level spirit in which it is
offered instead of trying to read too much into every word I chose.
:)
EDIT: I should have put the smiley face after Innervate. The intent
of Arcane is that you have to watch your mana, but also have
solutions for dealing it, principally Evocation.
[ Post edited by
Ghostcrawler ]
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08/19/09 12:30:57 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
That's how I read it. And assuming that is the case, I personally
very much appreciate the fact that GC took the time to share some
information about Blizz's goals and outlook for mages, especially
since we have been asking for it for so long. I admit that I can be
pretty naiive, but I'm really surprised by the number of people
attacking Blizz for daring to have ideas about their own freaking
game.
Heh.
Indeed, I write most of my posts from the point of view of designer
intent, not a description of what is going on in the game. I assume
most of you know what is going on in the game, and any direct
discussions therein tend to lead to arguments about how numbers are
measured or who is or is not out of touch. (Case in point when I
say we are happy with Fire mage damage). My point was that we
don’t want Fire / Frostfire to have to worry about mana to
the extent that Arcane does. Arcane is more about pacing. Fire is
more about responding to what is going on in the fight. That is not
to say that Arcane should run OOM constantly or that Fire has an
unalienable right to infinite mana. Try not to take my comments to
illogical extremes. :)
When I say we want Fire to be about cooldowns, I meant that lining
up your spells at the right time is the hallmark of a great Fire
mage. I know a lot of players will say either LOL mages just spam
one button, or else LOL mage dps is entirely RNG. I don’t
believe either to be true, and the evidence supporting this
conclusion is that there are mages who can do much higher damage
than other mages, consistently and with similar gear. This suggests
there is a much higher skill component to mage dps than even some
mages want to acknowledge. A lot of that skill component for Fire /
Frostfire comes in doing things at the right time (which we hope to
contrast with Arcane and ultimately Frost).
What those things are you are supposed to manage come in several
tiers: first are Scorch, Living Bomb and Hot Streak. Yes Hot Streak
has an RNG component, but not entirely so. Players still have some
control over it.
Second are things like Icy Veins, Combustion, Molten Fury, trinkets
and even things like Flame Caps. Yes, I know that both Fire and
Frostfire mages don’t always take all of those talents. A
note on Combustion in a minute.
Third are more external cooldowns like say Bloodlust and Power
Infusion. Yes, other classes benefit from these too. But mages can
inflate their damage dramatically when they line these up with
their other cooldowns. In the BC days, a mage who really focused on
that last 20% of a fight could see their dps nearly double. (I
acknowledge this was a bigger factor when Combustion was a bigger
contributor.)
Fourth are factors that have less of an effect overall. I’m
talking about things like PoM and Firestarter (not included in most
raiding builds), and Focus Magic and Torment the Weak (not trivial,
but generally up nearly all the time too).
Combustion isn’t good enough right now. We get that. Fire
used to be more about cooldown stacking when Combustion meant more.
The problem is that we’re happy with Fire damage. We
don’t generally like to nerf a spec in order to buff a talent
unless things are really, really off. We’ll eventually
(3.3?) fix Combustion, because it’s a fun talent. But we
aren’t going to do it in such a way that just grants some
“free dps” unless of course mages need it at that time.
If you disagree that Fire is performing well, then I can understand
how you’d disagree with our course of action here.
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08/19/09 12:49:46 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
1. On what basis you stated that "The problem is that we’re
happy with Fire damage."
is 10% less single target dps compared to other pures fine?
GC: I'm really here to talk about the design direction for the mage
specs. We think Fire damage is fine.
Player: Do you think Fire damage is fine?
GC: ...
Q u o t e:
2. What percentage of mages does receive "power infusion" in their
raid? Alliance does not even have bloodlust.
Still playing vanilla? :)
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08/19/09 12:55:02 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
It's not the damage or the rotation. It's the fact that our dps can
fluctuate substantially because of RNG between fights. It all
depends on the lucky crit rate for the duration of the fight. For
Example, A mage could have 50% chance to crit. However, the actual
crit rate for the duration for a fight could be as low as 40% or
even as high as 70%. The mage could have easily seen a 1500 dps
difference between fights because of that terrible RNG. We
understand your view on the good mage/bad mage thing. It's
Consistency Consistency Consistency.
The Fire tree tries to advertise itself pretty well as being all
about crit. Crit is a random number. If consistency is very
important to you, I can see how Fire might be a frustrating
spec.
But again, if RNG was all that mattered then there would not be
mages out there with such consistently high dps.
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08/19/09 01:35:14 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
You're being disingenuous here.
Players are not complaining about crit. They're complaining about
the distribution of events when you require two specific outcomes
(crit twice in a row) in order to produce another event.
I'm not trying to be disingenuous. I understand that from a player
perspective maximizing your dps is a goal and one way to do that is
by maximizing your consistency. I'm saying we added that RNG
element with Hot Streak knowing what it would do and we're happy
with the way it works.
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08/19/09 01:36:05 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
Stacking drums/iv/skull/hero/pot/combustion during
our 20% heroism on brut was one of the funnest things ive done in
this game. I would love to see fire get back into using cooldowns
instead of the same thing over and over.
Yes, we agree it was fun and that is more in line with our vision
for Fire.
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08/19/09 01:37:53 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
So, this is why you gave mages *A LOT* of mana reductions on spells
in the last patch?
Yes, that's exactly why we did it. We thought mana was becoming too
limiting for mages. That doesn't mean you are supposed to ignore
it.
I can't count the number of threads I've seen today alone that
basically argue "I shouldn't have to worry about my resources."
That's not the vision for WoW.
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08/19/09 01:44:13 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
The "timing" is irrelevant. You repeatedly say that you see good
mages putting out good DPS consistently and bad mages QQing on the
forums. I think you're pointing a lot of fingers though at good
mages who are bringing up valid concerns and it makes everyone feel
like they aren't good enough. In fact, every time I read one of
your comments, I think to myself, "Who are these good mages that he
is talking about?"
I can't name names, Enthorn, but they post on a lot of the same
forums you do. There is a big discrepancy between good mages and
bad mages, and the main delta is skill. I use that argument to try
and counter the persistent memes that mages just spam one button or
that Fire dps is entirely RNG dependent.
If you think you should be doing more damage than rogues or locks
or whatever, that's a different issue. But I suspect you can look
at high vs. low mage dps and know what someone is doing
wrong.
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08/19/09 01:48:04 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
The changes look good. We can't just sit there spamming AB 4
ever.
We'll see. Mages have always been big theorycrafters so there are a
lot of discussions going on and it's fun to try and keep up with it
all. At the very least I see mages in good guilds saying "Hmmm, I
might have to try Arcane" which is something I didn't see much a
couple of months ago, so that's nice.
It is non-trivial to try and get pure dps classes to use more than
one spec in PvE. Not impossible, not not easy.
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08/19/09 01:52:35 PM
Patch 3.2.0
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
This translate to the following:
Blizzard does not care what players think and Blizzard does
whatever Blizzard wants.
To the cynical-minded perhaps. I'd say we do care very much about
what you think (or I wouldn't spend so much time trying to
understand it) but that doesn't mean we implement changes just
because a few or even a lot* of players say "Hey, I think this
thing should work like this instead." People buy Blizzard products,
in part, because they like the way they are designed. It's
irresponsible for us to turn that task over to the community, no
matter how clever, passionate or dedicated that community might be.
But don't take that (as the community often does) to the opposite
extreme of thinking your feedback is irrelevant.
* - And you can't pretend for a moment that any of you speak for
the majority. Sorry.
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08/19/09 03:51:28 PM
Patch 3.2.0a
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
I hope you are still browsing this thread GC, can we get a blue
post at some point to validate our utility with Amplify / Dampen. I
believe it is great but 95% of raid-leaders and healers would
disagree. Most look at the "frequency of incoming magical damage"
but the part that is glossed over is what actually is amplified /
dampened in a raid encounter.
I think some of the confusion / concern is justified. Using those
spells felt like it used to be a big deal -- not critical perhaps,
but helpful. It does seem like they have fallen off the radar a
little.
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08/19/09 03:53:46 PM
Patch 3.2.0a
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
I'd rather see some GC responses regarding imp scorch debuff since
its been relatively avoided by devs so far.
It's going to be hard to word this in a way that won't get
misinterpreted, but I'll give it a shot. Overall we have no problem
with someone having to do something that is a personal dps loss for
the good of the group. It works out okay overall. The Scorch debuff
is probably too extreme though.
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