Originally Posted by
lollified
Will they nerf fire? That depends on the definition of OP from Blizzard's perspective.
My own definition of OP is any spec that has an answer for all of the following situations/problems:
Note: These are my personal opinions.
1. Movement intensive fights: Any spec in game should be able to handle movement. For a caster this should be in form of strong instant casts, ability to handle casting while moving, having spells to change your location instantly while for a melee this should be passive movement speed buffs along with abilities that allow you to jump distances. The said spec's DPS/HPS should not take a dramatically hit when a fight requires heavy movement. (Hello demo locks, also destro locks, also DK's)
2. Out of combat movement: As a content is outgeared, speed becomes an important factor. Normal/Heroic raid speed runs, low mythic+ dungeon speed runs arguably can be done by any class/spec combination, however some do it better. The said spec should be among the ones that handle in or out of combat movement while others just walk with 100% movement speed. (Hello DKs, Lock's without Burning Rush)
3. Fights that require burst AoE: The said spec should be able to handle burst AoE. The argument that whether burst AoE is an _important_ part of the game can go on forever, however speed runs require it, and important from your perspective or not, it is a part of the game and some classes handle it better while others can simply not (Hello so called OP shadow priests, demo warlocks)
4. Fights that require sustained AoE: The said spec should be able to do AoE damage on multiple targets and the output damage should be able to scale with the number of targets. Although most specsc an perform this in one way or other, there are some that simply can't. Multi DoT'ing manually is not a form of AoE as it's a GCD capped gameplay that does not scale in DPS as the number of targets increase (Hello shadow priests with no AoE spell (Mind Sear is extremely weak, does not count)) (Hello destro locks without Fire and Brimstone)
5. Fights that require sustained or burst cleaving of couple of targets: The said spec should be able to cleave 2-3 targets. Most specs can handle this if the fight goes long enough. Some specs excel at it only if fight is long (Hello sp, affliction) and others are balanced around it (Hello low single target dps Destro lock because you are balanced around Wreak Havoc). Also, the spec should be able to do this with relative ease, because why the hell not? Some spec's have passives or abilities that spread passively and others have abilities that do AoE damage in their single target rotation.
6. Fights that require burst single target damage: Again, the argument that whether burst is important or not can go on forever, however in any content you start to outgear, burst becomes more and more important.
7. Fights that require sustained single target damage: The spec should be able to do good single target damage. Although most bosses have spawning add mechanics that require people to cleave or AoE during the fight, if/when there's a single target fight, the spec should be able to prove competitive. There are some specs that excel at this with relying certain (broken, badly designed, disgusting) mechanics like Surrender to Madness and thus get labeled as overpowered, however it should also be mentioned that the certain spec does tank level dps pre execute phase. In short, the spec should be able to perform at an acceptable level in single target fights. (Hello affliction locks, frost dk's, pre execute sp's or any sp's without StM, destruction warlocks that are balanced around Wreak Havoc)
The spec should be able to perform above average in all of the above situations without gimmicky talent preferences or without constant talent swapping costs. If for example a destro warlock have to go Fire and Brimstone, Grimoire of Sacrifice, Wreak Havoc just to try to stay competitive in cleave and AoE, and thus gimp single target damage immensely, then for me this is a problem. Either the said warlock is in a raid environment and he'll go for ST or at most cleave talent setup, (which are actually two different setups in their own right) and others will clear trash for him, or he's in a mythic+ dungeon where he's kind of carrying his own weight in trash, however will rely on others to carry him during boss (Hello mythic + 10 or more (even more fun with Tyrannical)), or he will have to swap talents constantly when some other specs can take a single talent configuration and be more than OK at everything.
The spec also should be able to perform above average in all of the above situations without .... rerolling?
Why should any spec have to go afk while others handle for example bats or spiders in BRH or slimes in EoA? Why should certain specs not be able to compete in speed Mythics?
Outside of raid content, mythic+ dungeons is a very good way to play and gear up your class. You can either get raid ready with mythic+ dungeons or mythic+ can even be the end game for you.
During the mythic+ run there is a timer and chests have gear in them, which can roll warforged, titanforged. Which means, even if you outgear mythic+4 and your spec can do a 3 chest run with relatively ease, some drop can roll Titanforged and be an upgrade for you. So your spec should handle timers and speed.
You should be able to enjoy every bit of content, from normal/heroic/mythic raiding to low mythic+ runs or high mythic+ runs.
Is for example shadow priest OP? Not even close, can't handle speed kills, no aoe, no burst, useless outside of StM.
Is for example unholy DK OP? Not even close, low single target damage outside of cleave or burst (dps starts high drops immensely), no mobility, slow as fuk.
Is for example frost DK OP? rofl.
Is for example destro lock OP? Not even close, slow as fuk, movement hinders dps, requires constant talent swapping in order to perform below average at everything.
Is for example affliction lock OP? rofl. affliction lock can talent into Sow the Seeds talent to become half a real spec in game
Is for example WW monk OP? hell ye.
Is for example fire mage OP? hell ye. I paid 50 bucks to boost one. However it's hard to nerf Fire Mages without literally removing stuff from talent tree or spell book. Toolkit is too strong even if the numbers can go up and down from hotfix to hotfix.
Is for example MM hunter OP? hell ye.
Is for example outlaw rogue OP? grey area.
TLDR;
For me a spec is only OP if it allows you to enjoy every tiny bit of content in game. Class fantasy and game design heading away from homogenization should not cripple a spec and a spec should be able to handle and/or be good or acceptable at:
1. Movement heavy fights,
2. Out of combat movement,
3. Burst or sustained AoE,
4. Burst or sustained cleave,
5. Burst or sustained single target
situations and should not require you to constantly swap talents or else gimp yourself to oblivion.
As for fire mages, I don't think it is possible to nerf fire mages without removing random talents from talent tree or abilities/passives from spell book. Blizzard's definition of OP seems to be nerfing those who excel at something (StM) rather than nerfing those who are above acceptable at everything. Numbers can go up and down but in current iteration of the game, toolkit is everything and fire mage toolkit is very well 'balanced'.