Originally Posted by
rumaya2000
Okies. Lets be serious here. ZomgDPS' analysis, based upon the facts, is almost certainly correct.
Our feedback that the Level 90 talent's simply aren't fun however is also correct. So what do we do about it?
First off, our part of the equation is accepting Blizzard's vision for us as a class. If you've been playing Mages for a considerable length of time, then you've been playing a static caster. It's how we began. I don't believe the design of a static caster is outdated at all, simply because other games have given everone else so much mobility. I guess this is one of those times when class homogenization can break down. If you want a truly mobile ranged dps, there are other options. But for the class that wants to be the glass cannon, I guess that's our role.
We need to accept our role. We need to get comfortable with it. It's like the Warlocks who complain about Grimoire of Sacrifice being nerfed and Ghostcrawler asking them why they choose a pet class in that case (to a poster who said he wanted to play without a pet).
Once we accept the fact we are static casters with limited options for casting on the run, we can work from there. No use complaining about what their vision for us is, this isn't like the time they revealed they saw us as Kings of AOE to justify our abysmal single target damage (and to consequently realise that being King of AOE is ridiculous and so change the vision).
The level 90 talents, viewed through this design prism, are designed to reinforce the Blizzard vision for us as a class.Standing still for six seconds for a full Invocation Channel. Making sure you're always standing in a Rune of Power. Even Incanter's Ward encourages us to plan ahead to ensure we have that 15 second window of opportunity for some joyous burst,which means standing still.
Ok. I can get behind the vision, it's what I used to do and you know what, it isn't a bad place to be. I really do agree with Ghostcrawler when he says we have interesting rotations and cool toolsets, when I get to use them and almost get lost in my rotation that is when playing my Mage is at it's most fun. Sure moving is a pain, but it's not crystal clear that for us it is supposed to be.
Still...our level 90 talents. I get the intent, but they are a failure.Specificially, ONE is a failure.
Incanter's Ward is the reactive level 90 talent. It's a little bit more mobile, requires a measure of skill to use correctly and is only really useable on a few boss fights, but use it right and you get a sweet dps boost. This is fine. Really, Incanter's Ward is a perfectly ok talent in my opinion. It's main issue is that it's application is very very niche compared to the other two.
Invocation. The new Invocation. The Three second channel with the minute duration and the 15% power boost. I don't think it's good design actually, I actually think it is worse design than Rune of Power. It feels like a bandaid talent, a recognition that the tier has severe issues and so they are making it so much better than the other mainstream option while they figure out what the hell to do with it. Personally i'd scrap this talent and replace it with something else, but for the life of me I don't know. Any Ideas?
Rune of Power. Bane of our existence. We gotta pop it every minute and stand in it. We have to use a targetting reticule to drop it, which is great fun on those moments when we gotta stack and gotta make and educated guess. Usually we get it right. Usually.
Thing is...I can see where they were going with Rune of Power. Remember the Assembly of Iron in Ulduar? I remember when Runemaster Molgeim (?) dropped his little rune and we all stacked in it for a sick damage boost. That was fun. So why isn't Rune of Power fun?
Because we have to do it all the time, and even though we are static casters, it FEELS restrictive. It doesn't feel like we are gaining extra damage for standing still, it feels as if we are giving up any sort of movement at all to stay relevant. How do you fix that?
What if Rune of Power was converted into a cooldown/rotational ability. One minute cooldown, 15 second duration, 60% damage boost. It's up to you to game when the right moment to drop it will be during your rotation, you're not constrained by it all the time, and it feels rewarding to use as you'll get big numbers managed right.
But what the hell to do about Invocation?