An Attempt At Addressing the Systems Issues of Fire Mage

This is probably going to fall on deaf ears, but I’ll take a shot because playing the underdog spec is going to get old in about 2 weeks (and has probably gotten old for a lot of players already). This isn’t meant to discuss hard numbers so much as it is about where the numbers come from, how they make things a headache for the developers, and how we could move them around to make them both better in practice and easier to manage. This is not intended to make Fire Mage a top spec, just something that isn’t at risk of being snubbed/excluded purely for being what it is.

Everyone knows Fire has some major issues on a systemic level, decisions made from the past based on ballooned gear levels that create objectively silly numerical situations. Pyroblast does no damage but has an enormous cast time, to counteract the fact that we are constantly removing the cast time. This would be fine, but it’s the payoff to a Hot Streak, and yet doesn’t have much more impact than the Fire Blast or Phoenix Flames we used to guarantee the proc. Fireball (or Frostfire Bolt, depending) should honestly do more than a Pyroblast because they have to be hard-cast, and yet they don’t for… reasons? Frostfire Bolt can do more, but it’s also instant in that situation. Scorch becomes as strong as a Fireball in Execute situations with a shorter cast time, but Fireball isn’t very good, so this still doesn’t amount to much. What do all of these spells have in common? They get a gargantuan buff (when specced) during Combustion, which is honestly the biggest offender of the Fire Mage design core right now.

We are a crit class that is entirely incentivized to avoid stacking crit, so when we’re outside of Combustion, our entire toolkit feels awful. You can get a talent to make Crit apply to Mastery during Combustion, but it’s a choice and only at 70% effectiveness. This should be baseline and 100%, so that people can fill that stat gap without feeling like garbage. Combustion has further talents that boost cooldown recovery, as well as give us essentially another 60% damage bonus (Unleased Inferno) on top of it all, and this too needs to be rightly slapped down from the talent tree and redistributed as a baseline boost to our non-CD burst window (I would hope to Pyroblast specifically, which is very weak when compared to say… Ice Lance). Combustion on its own is a satisfying CD to use; it doesn’t need a mountain of additional support piled on, and is definitely hurting the design space overall, and creating situations of extreme gear dependency where these burst windows become increasingly impactful over time.

After that, it’s our Mastery that needs to be looked at. Ignite cannot crit; it’s an uninspired boost to damage that applies to essentially facet of our damage. It’s bad because the game is fast right now, and that damage is back-loaded. Back-loaded damage in general is a polarizing concept, one that works well numerically in drawn out fights and isn’t felt at all on pulls when there’s no time for setup and payoff. What’s more, it can be spread with Fire Blast. This creates a scenario where a massive, but slow single target resource can be moved to additional targets, which is too powerful in the situations it’s good, and mediocre or nonexistent elsewhere. That in itself explains the current state of much of Fire Mage’s balancing, with enormous potential being used as an excuse to hobble literally anything that works well upfront, and then a further round of ‘tuning’ that takes that enormous potential and tones it down so that it’s only really noticeable in the Combustion burst window. This would be further helped by redistributing the 60% Damage Combustion talent (Unleashed Inferno) to a more baseline effect, but at the end of the day either Ignite needs to no longer be spreadable so that the rest of our AoE abilities can be improved, or (and I think this would be much better) they simply redesign Living Bomb into a front-loaded ignite spread effect, creating an explosion on Fire Blast that hits all nearby targets based on the current Ignite, with the right-side talents now improving this effect (more targets affected, higher ignite adaptation, maybe even a chance to refund fire blasts based on the amount of targets hit, etc).

These changes, I believe, would open up the design space to work on metrics that are less swingy and more controllable. Our burst windows wouldn’t be so wild that stacking around them becomes a balancing nightmare if damage was moved away from Combustion, preferably into Pyroblast. Of course, this doesn’t do much to talk about some other inherent issues with Fire Mage, like Flamestrike (actually okay if specced into, not good though, and really should just be a targeted explosion around a specific enemy instead of an AoE we place). Many of the changes allow for major numerical buffs that the build needs overall, specifically taking the enormous potential of Combustion and spreading it around, which could be done generously to solve many problems all-at-once. I don’t think anyone playing Fire is demanding to be the best spec in the game, just well enough to play it, as much of what it does is very enjoyable mechanically, and the high APM playstyle suits a certain type of player.

I don’t know anything you just said…but just buff Pyroblast so I can get invited to some M+. Flamestrike, and Living Bomb build, don’t bring boss damage. You’ll never get an invite on Tyrannical.

While this is true it’s not so much systemic issues related to Fire specifically but rather fundamental design flaws of the game that are simply more pronounced for Fire.

The biggest issue is the bifurcated nature of the Fire talent tree which makes it all but impossible to spec for both ST and AoE even though almost all content in the game has both. This isn’t an issue for Fire only and affects every spec that has a similarly structured tree. The shift from talent tiers to trees only further exacerbated this problem. It’s the main reason why specs like Arcane, which essentially use the same build for both ST and AoE, weren’t impacted and are performing better.

The other major area of concern is the outdated mechanics that virtually all of the original classes suffer from. Again, this isn’t something that only affects Fire but Fire does have more than its fair share of them. Things like the entire Hotstreak system, Flamestrike not being automatically casted on the target, all the countersynergies Ignite has with the rest of the spec’s toolkit, and the massive over reliance on cooldowns which leaves you feeling like you’re not doing anything outside of those brief burst windows.

There are many simple fixes to a lot of these individual problems but at the end of the day they’re all bandaids and no real substitute for a wholistic overhaul or rework of essentially all the old specs. Unfortunately, Blizzard keep kicking that particular can down the road and only take incremental steps towards addressing it with every expansion which are never enough and so the issue keeps compounding until it eventually snowballs and leaves a spec in shambles. That’s what we’re seeing with Fire right now.

1 Like

Ignite needs a redesign. Imagine building up your ignite for 2 minutes + on a raid boss only for and intermission to make it all go away and start again. Ignite spread is also a boring mechanic that used to spread by itself without a target cap adding permanent cleave to fire. Fire AOE is also garbage, with flamestrike doing nothing and feeling clunky to use outside an @cursor macro and living bomb being a non existent proc that deals no damage if not deeply specced into (and even then its bad). With the new buffs to phoenix flames , its probably gonna hit harder than pyro if you have the 2p set for it. WHY BLIZZARD!? I JUST WANNA SHOOT MASSIVE PYROBLASTS THAT FEELS MEANINGFULL.

1 Like

Unleashed inferno also cripples fire PVP pretty heavily for the same reasons.

Its only like 13-16% in PVP lol so combust does like zero dam.
Ignite is also heavily nerfed in PVP as well now.

Whole spec hits for pennies on the dollar and is super nerfed

Critical strike are also reduced to 150% in PVP further hurting fire as a crit mechanic spec.

The entire spec feels balanced around its critical strikes but the crits hit for less then non crits of other specs so between baseline being poor damage, unleashed inferno having HEAVY and i mean HEAVY pvp reduction aura tuning on it additional to 50% off critical strikes in PVP its just a huge jumbled triple whammy effect on fire.

Further insult to injury is hunter class that has roar of sacrifice on half the CD combustion making targets crit immune and breaking fires main damage and generation mechanic. When they are fotm and everywhere its rough.

Additional to hot streak and heat shimmer being purgeable as well.

Like name me one class that can have its BASIC rotation purged…

shambles is an understatement to describe fire rn

Try queing a game of fire into arena rn with hunters every other game.
Get cauterized in a few globals
They break combust
Outside combust do zero damage anyway

Riveting gameplay and no other spec has to deal with such a mountain of garbage stacked against it

1 Like

I agree with most of what you say, just wanted to say that when I say ‘systemic’ I mean literally the fundamental systems that make the spec ‘go’. That is to say, I actually agree with everything you say because I meant the fundamental design is just flat out borked. It’s pure, unintelligible number spaghetti, and I feel it has no chance of getting better in any long-term capacity until they tighten up these absurdly swingy levers that determine a given Fire Mage’s impact.

1 Like

Buff Pyro. Increase the chance of Lit Fuse to 10%. Nuff said.

1 Like