This must be some sort of bait.
You're saying something is uninspired because it's "cookie cutter"? How does that even make sense when rune came out people were happy with it because you didn't have to sit there and evo to get a buff. Rune is only clunky if you're a bad player that doesn't know the mechanics of a fight. If you want to play a retard spec were you just press what lights up you should probably try out ass rogue then you only have 3 buttons you know since you don't want to ruin your gameplay with gameplay.
From what I see on the forums, the opinions on RoP are pretty split. Some people hate it, some people love it.
I personally love the visual and what the talent rewards. If you know the mechanics and timings of a fight very well, rune of power can be very fun to use. But there are some fights where you'll just get fucked right out of your rune of power usage, which is why some people opt to go incanter's flow on some fights... AND IT'S PERFECTLY VIABLE
The two talents are pretty balanced in terms of single target right now for fire. So I don't really see why people are hating on it so much. It's 10 seconds of standing in a 'general' area. You have quite a large area to move around within the rune to avoid shit on the ground.
Lastly, it provides such good utility for on demand burst in both aoe and single target. It's extremely satisfying lining up a bracer proc with a rune of power or lining it up with the imps on portal keeper to get some good extra damage outside of your combustion.
Rune of power can be very rewarding or punishing based on how you use it, but most of the time the punishing part doesn't come from rng like a lot of the other things in this game. It rewards you with how and when you use it. How is this terrible design exactly?
I do not see the issue with Rop. High risk, High reward. Period, l2p.
I would be happier if the talent row was reworked to offer different variations of Mirror Image.
IF and RoP are just there to enhance CD's and will be picked on the merit of Sims.
Once you understand that RoP is just a CD to be stacked it becomes a non issue, its not like you will be moving much during your IV, AP or Combustion when you pick IF so RoP should be no different.
While MI sims the lowest it has something stand out visually from the others.
ya make it last 11.5 seconds and be an instant cast and i'll be happy.
Why would it need a huge rework. You have MI for ST, IF for multi target and RoP as a high risk, high reward option. I think this is a very well thought out talent tier and the only thing it needs is a little buff to MI, so it's a viable choice.
Also RoP doesn't just stand out visually (it'S a huge rune FFS!) it also alters playstyle significantly.
Honestly I thought the talent was fine when it lasted longer, you could cast two, and had a wider radius. It felt more like setting yourself up for success getting everything ready before the fight, and it was still somewhat restricting. I realize that part of the reason they did away with all of that was so that players wouldn't feel forced to use it.
If you use it now, it's the high skill req talent of the three, yes, and it looks cool and mage-like, but compared to how gameplay has evolved over the last couple expansions it just doesn't really fit anymore:
1. Current encounter design philosophy: Most/all fights are now heavily focused on movement in raids and dungeons.
2. Impracticality: At least two mage specs are entirely reliant on burst windows--if you happen to use RoP when a boss starts something that forces you to move (highly likely based on current fight design), you fuck up a huge percentage of output due to situations largely out of your ability to predict--and you may likely not be able to cast it again after or miss your damage window on Icy Veins, Combustion, or Arcane Power. Also, there are fights where the tank will just move the fight out of range--sometimes for good reasons, sometimes not so much. It does work for some with practice, and if I'm really playing my best I can do it, but to me it doesn't feel good or exciting, it feels like a limitation.
2. Larger gameplay design trend: Many current mage spells (baseline, or when combined with realistic use talents), are instant or on-the-move usable. Most classes, even casters, have expanded greatly in the instant or move casting ability area. This approach is really just more modern as we look at cross-over design influence from things like MOBAs, ARPGs, etc. (Not saying this is always right, but that it's definitely a trend, both outside and in WoW).
So, my thoughts:
1. Maybe return it to some or all of its original functionality (it lasted longer, you could cast two, and had a wider radius). Ok, some of this was changed after it was first implemented, but this specific set of functionality. This would allow for actual planning ahead, setting up spaces based on how you think the fight will progress, vs. being purely reactionary.
2. Maybe remove it from talents and make it baseline and do something different, something less important but still useful. For instance: Maybe it keeps the small radius but it lasts the old 60 seconds. But instead of a damage increase, it can refresh mage barriers, or offer mana regeneration, or reset select cooldowns (like blink or counterspell) every ten seconds (thereby acting as a way of correcting mistakes), or maybe revise it more defensively and let it prevent spell locking (niche application), provide a small percentage damage reduction, or something--you could plant it somewhere, not have to stand in it the entire time, but return to it as needed for a service.
I guess going forward it either needs to be very useful or not useful if its just a straight damage augmentation. If it's only a slight gain, it will just be a waste of design space as players will mostly just choose the slightly less powerful mobile versions to make increasingly mobile gameplay more bearable.
Last edited by Magistrate; 2018-02-15 at 06:13 PM.
No, actually, I find it fun because it fits well into the whole image of Arcane. I like the concept of throwing a big glowing piece of runework on the ground, I like how it concentrates power into the burn phase, I like how it lines up with Mark of Aluneth (which, unfortunately, is not carrying over to BFA).
I like the spell. Hell, I just tweeted the devs to suggest they make it baseline for Arcane because it fits the Arcane kit and feel so well, and because Frost and Fire loathe it as a talent.
I am still waiting for a talent that rewards being active and playing instead of setting up timers and warnings via mods.
You're playing the wrong game, then.
as it should be. It's an active ability that you have to plan around to take full advantage. It should be the best choice if used to max effectiveness. If you can't do that then IF will be better for you either way.
And atm the only reason it can be way better is because of the 4pc tier set and leggo bracers.
I find when not using it I feel like I'm naked and fire becomes a lot less fun, imo.
Last edited by Zelion; 2018-02-16 at 08:05 PM.