#0 - June 19, 2009, 7:42 a.m.
1) Their dps is low on many fights.
2) They have an absolute ton of other problems.
From what I understand #1 is really, really hard to fix. Like playing chess blindfolded against a super-intelligent robot using only pawns. Mostly because nobody can agree on how much damage any class should be doing at any given time. It's like quantum physics or something.
But #2... Suffice to say, if you worked on #2, we'd probably be more forgiving of a slower, more organized approach to #1.
Now, I know what you are thinking. #2 has like a bajillionâ„¢ things in it. It probably does. But most of them are significantly less subjective than #1. In fact, you don't necessarily have to have all the answers right now. You might not even agree with us. But, acknowledging the actual issues is far better than where we stand right now.
You've seen the general response to your Q&A. It's not pretty. That really can't be helped at this point. But you can manage the fallout. Below are a fair sampling of the actual questions the Mage commmunity has. It's not neccessarily complete (and I know that everyone will let me know what I missed), but it's a start.
Here's what we'd like to see for these questions:
A) I don't understand the question.
B) I don't feel the question is fair (and here's why).
C) I understand your question but development has a different view (and here's why).
D) I understand your question and agree. However, we don't consider it a high priority and do not have an ETA.
E) I understand your question and agree. We consider it a high priority and would like to have it resolved soonâ„¢.
Expanding on them would be nice, but honestly, we'll take what we can get.
Q1: Mages in general are not pleased with the seeming lack of control on their damage output. This is most noticeable in the case of fire mages. A complete dependence on RNG-based procs combined with a lack of worthwhile cooldowns leads to a "spray-and-pray" approach to casting. When can mages expect more control on their output?
Q2: On the subject of worthwhile cooldowns, when can we expect Combustion to be reviewed? It's currently very buggy and, even if it worked correctly, as crit percentages scale higher, it generally becomes a waste of a talent point.
Q3: The patch notes you have released show a combination of factors that will reduce mana availability to mages. This tells us that you feel that mages currently raiding Ulduar have a surplus of mana. Is this the case? If not, are we going to see more steps taken before 3.2 releases to provide additional mana resources?
Q4: Mages feel that Mana Gems and Healthstones should not share a cooldown as we are the only class in the game currently forced to choose on this matter (and with the apparent intent of our mana regen mechanics, it is not a choice at all.) When can we expect these to be unlinked?
Q5: Mage AoE is limited by the ground-area focus and significant mana cost associated with their AoE Spells. Other classes have more flexible AoE with significantly better at-will resource regeneration (i.e. Life Tap, AotV). This causes mages to be excluded from planning for AoE phases when possible and causes the need to drink constantly on trash packs. The feeling amongst some mages is that our AoE spells should be reasonably costed but with damage balanced to the point that with few targets (say, less than 3) they are impractical due to low damage, but scale better with more targets. This would be as opposed to making them overly costly mana-wise which makes them all but unusable now. Is this something that we could reasonably see happen?
Q6: You suggest that Spell Steal could be improved with a glyph. Many mages feel that we have too many mandatory major glyphs at this point and too few useful minor glyphs. Is there any chance in this expansion of us seeing the Spell Steal as a minor glyph, or other minor glyphs in general that could provide some enhancement to the class?
Q7: Torment the Weak is considered so mandatory by both Frost and Fire players that virtually every serious raiding mage in those specs has 18 points in Arcane despite having to waste points in the lower tiers for talents that have absolutely no benefit (not bad talents, just not relevant in any way to Frost or Fire). Additionally, on fights where we are forced to target non-snared mobs (think Kologarns arms), mages dps suffers heavily. The last time we saw a talent this mandatory was with Evocation. If mage dps is so dependant upon this talent, shouldn't we be expecting for it to be removed entirely, mage baseline dps improved, and the lower tiers of arcane spruced up with some more inviting talents?