You're right except for 2 things.
1. My name is spelt "God" not "Loucious-sama".
2. I'm not a man, because man is inherently flawed. I am in fact a being so far beyond your comprehension that archaic constraints like flesh, blood, time and consequently, gender, have no meaning to me.
- - - Updated - - -
Not seen it mentioned before, but they could certainly merge the teleports and portals. If you're solo, cast teleport; if you're in a party, make a portal.
That would also stop the mage-in-the-group-accidentally-teleports-when-trying-to-make-a-portal.
A lot of the "problems" I have seen crop up in this thread could simply be fixed by not putting spells that you don't use on your bars and forgetting they exist, and letting those who utilize the full mage toolkit, to keep them. There is no spell that we have that is used infrequently enough to remove it, those who disagree with that statement either aren't using the abilities they have to the fullest or aren't participating in both sides of the game (pve and pvp)
Biggest problem I see is not bloat but the removal of the gameplay elements that made the abilities relevent in the first place, mana gem for instance, was a usefull resorce at one point then became an important part of our rotation but now with the new mechanics is largley irrelevent. Sheeping, another important gameplay/skill/tactic that seems largly irrelevent.
For example, dungeons in the past went something like, enter .. first mobs, tank marks sap/sheep/iceblock targets, rogue goes, you sheep, it all kicks off, hunter pulls/kites (kites btw another skill lost) mob over to ice trap, tank pulls the rest away as not to break cc, everyone starts dps, not to fast though might pull threat from the tank even the healer need to be carefull (there used to be healing threat).
Nowadays its tank pulls everything, target what you like or Aoe, doesn't really matter = really boreing.
My point is that the current game design dosen't allow for classes to use the unique spells and talents so they become 'bloat' because we never get to use them.
With the amount of keybinds available I really don't see any problem with the current amount of spells. Flamestrike could be removed I guess, I just personally like having a lot of cool abilities even if I rarely use them. Stuff like mana gem, different polymorphs and slow fall.
Anyways that's my 2 cents abt Arcane at least.. I mean it's not a big deal for me if they get removed and Arcane wouldn't suffer, but I don't see how Arcane would suffer from removing 20% dot damage.. you can't just buff our ST by 10%(compared to before removing the dot) to compensate movement loss..
- - - Updated - - -
Then again.. Arcane in my mind needs a complete redesign, but seeing that blizz is rather happy with it atm(from their comments), I don't see that happening.
Frost might not need a dot though.
Myself I constantly use Mana Gem in PVP as all specs if I find myself Spellstealing a lot (which is usually the case) and of course I use it as Arcane in PVE. I have it binded for quick use on the same key since I first learned it in TBC and it doesn't bother me much. But frankly I don't see much point of it staying as it is. I like gems in general, that's why I have Jewelcrafting as my main profession, so naturally I hesitate to remove Mana Gem altogether. But I have to admit - it's usefulness has greatly diminished over the years, especially for non-Arcane. It should either be made more interesting, or Arcane-only as a mana-management tool or completely removed. Also the creating of an actual item with charges in the bags is kind of outdated. It should be just a cooldown.
- - - Updated - - -
I didn't even comment on multidotting, so how you got that.. I don't know. Multidotting is only an option when there is more than 1 target that is meaningful for the fight(unless you pad the meters). What I really meant was movement dps for arcane, which consists of AE, ABarr, (something random instant if outside of AE range) and a dot. Generally we use ABarr if we know the movement is gonna be longer than a simple dot and move and it suits our mana, procs and charges, followed by dot refresh unless it's like few seconds from last refresh and then AE ftw if in Boss range. Now if we move for 1-2 seconds we don't loose much compared to standstill(if dot is removed we prolly would), but it's those 3+ second movements, that are kinda rare have to admit, but those fights still put us to a point if you should bring an Arcane Mage to the fight as he can't do the damage needed overall. Granted with the new RoP range in 5.4 it is A LOT better in that respect, even the small movement as we don't have to redo rune every single time.
So in short having a strong dot has 2 good perks, having 1 more GCD to push while moving(super useful if you know the movement timing, not so useful on random movement and bad luck) and it smooths out the dps when you face dps loss for whatever reason. Then again it's a dps loss in itself if you can't max the uptime..
I've recently started playing my mage a bit more.. and this thread is scary.. remove mana gem? I use that in pvp after spell stealing.. Teleports? How could you possibly want to remove that?
Mages don't have complicated rotations/priorities.. there's no need to remove anything.
The only thing that is a bit shit for pve is Alter Time I guess, but I LOVE having that in pvp.. oh you're gonna follow me mister warrior? Here jump off this bridge after me! Oh just kidding i'll cancel my Alter Time and port back up!
Man we are a snippy bunch. Why so aggressive fellow mages??
Let Reason Prevail
I'm not sure why people are so hung up on teleport. We would still have portal. The concerns people are bringing up about portals being everywhere or people accidentally clicking them are pretty asinine.
It is clear there will be changes coming next expansion. Hopefully they don't dumb us down too much, but honestly, it is clear they want to move into an even more casual friendly direction judging by what I saw from the dev interviews.
But ye.. I don't know. I have been a mage from the beginning and it just wouldn't be the same without teleport. They could remove portals though xD. I mean yeah it wouldn't be much of a hassle to cast a portal and click it, but it just doesn't feel the same. Plus removing teleport wouldn't make much sense either as it aint a combat spell, so you can bind them to some weird buttons that you have no chance ever to reach with your keyboard hand. Plus they are behind 1 spell in the spellbook so it wouldn't do much either. If they wanted to reduce spells in spellbook, remove passives to some other tab and then reduce poly's to 1 spell on the spellbook just like teleport and portal..
I really think the concerns over merging Teleport and Portal that have been brought up are weak ones that can be addressed by tweaking Portal.
As I said in my last post, it is clear they are looking to trim some things down. Whether you agree with them or not is irrelevant. The best we can hope for is that they are smart about the way they go about it.