Feedback: Mages

Mage feedback from testing, entirely based on vibes not performance.

Arcane
This is so good. Intensely fun, looks spectacular, no longer feels like a math equation. No notes, just balance.

Frost

I really like this spec in life, and I like it in Alpha as well, but it feels just a little outside of the design philosophy as far as having too much going on. That being said, I wouldn’t want to get rid of any of the actual buttons. Comet Storm and Ice Beam are both just really iconic abilities I wouldn’t want to see culled.

Fire

These vibes are rancid. Pruning went way too far on this spec and I’m really surprised nothing has been done to really address it so far. I think taking away Phoenix Flames, in particular, along with the rest of the abilities has left this spec feeling empty.

10 Likes

Update 11/11 feedback regarding frost:

I am glad they removed Master Lancer. Spamming ice lance would be degenerate, but we’re heading towards the “no ice lance” (or other names) playstyle which has not been fun. Thermal void requires the glaciate talents to increase icicle gen, and now frost is very immobile.

Furthermore, with the reduction to shatter/freeze damage, and the increase to frostbolt and glacial spike, I am worried you won’t worry about shatter or care about shatter/freeze and that ice lance really just wont be worth pressing.

There are still problems with AOE generating and spending along with this.

Again, I am glad that Master Lancer has been removed, but tuning will need to be addressed, and thermal void is certainly not the talent to replace Master Lancer, or we may end up with generate gameplay.

I have not had time to really look at how Arcane/Fire feel.

2 Likes

After testing a bit of frost, there’s a major issue with the loss of UI customization here. We can no longer use our UI to show the “predictive display” of how many freezing stacks we will have after spells currently in the air connect, which means we are constantly working off of an outdated resource display. It feels really, really bad. Either the value needs to update the instant we cast the spell, or we need to be given back the UI customization tools to solve the problem on our end.

3 Likes

The icicles. Please. The icicles. They are such an eyesore. Just have them generate in combat. Let us choose not to display them. Nobody liked the forced Sunfury orbs, and these are 10x worse.

21 Likes

Fire mage really needs scorch back to not feel utterly rancid to play. Even then it has a long way to go. I have played fire pretty much nonstop since Warlords of Draenor and this is probably the first time in 10-11 years that I have genuinely considered quitting the spec. I feel like I am playing an AI approximation of what fire mage should generally feel like. Spending a minute spamming fireball and occasionally reacting to a hot streak proc or pyroclasm is just abysmally bad.

I don’t even really know what to say. Maybe there is some hope if they completely overhaul fire mage in 12.1, but as of right now it feels maybe 10% more interactive and interesting than it did in Classic WoW.

17 Likes

Can we please turn off the constant floating icicles?

In combat it makes sense, but having them ever present when I’m just trying to vibe in my house is annoying.

24 Likes

100% please do something about these persistent icicles / glowing Glacial Spike button out of combat. It’s maddening.

14 Likes

so i heard you guys have a 3 button rotation

Aight this is mostly a tuning issue but you cannot have Shatter this low. The disparity between >2.6k% SP Flurry and ~350% SP 5 stack Lance and 620% SP FFB is…something. The base kit felt anemic vs Shatter contribution but you do have to consider that Shatter is Ice Lance. This does not work as a coherent kit at the moment. This is no-IL codified. There’s a lot of things wrong with how Freezing behaves but this ain’t the solution.

Still want Lance consumption to be paired with Flurry generation on Freezing. There’s very little rhythm to the spec, and no combos. Flurry>Lance feels like it should continue to exist. Improved Flurry is a good direction, would suggest probably dropping base Lance consumption to 4 to match.

It should be noted that the “too much Freezing to spend” issue was an artifact of Slinger’s generation in the first few builds, and not anything else. That’s been addressed at this point, and now we’re just arguing details.

Thermal Void is a strange talent. I see the goal, but the Freezing generation just isn’t there to support it without long stretches of spamming Bolt. The vast majority of why people enjoy Frost is that it is a fast paced, instant-heavy spec that you can pick up fairly easily and has a bit of a mastering curve to it. The current Midnight iteration is nearly the opposite, and Thermal Void leans even further into that lack of instant casts. I also desire a bit of complexity to the spec that you can opt into, but this does not fit it, neither did Master Lancer.

Again, what is the AoE intent? Blizzard is strong enough that you’re going to be casting it single target (in a situation where Flurry isn’t a nuke that makes GS look bad, at any rate). You’ve taken away Shatter as an actual AoE mechanic in most practical senses. Cone of Frost isn’t worth the points. Everlasting Frost is a bad joke. There is no Frozen Orb CDR. Fingers of Frost generation is so low that even its meager 3t cleave isn’t going to be happening all that often. Intent. AoE. What is it? Cause right now it’s nothing, you just do single target and it happens to full AoE.

Straight up no Ice Floes at all in a spec that has a hard cast cooldown and what is turning out to be very few instant casts feels awful. Would like to see it return against Shimmer, in the TWW incarnation.

Pretty displeased with the changes to the gameplay this build, although I think the talent tree changes themselves are mostly positive.

9 Likes

Here is feedback post about Frost Mage and its hero talent trees after more testing.

Frost Mage feedback

Compared to War Within this new version feels more intuitive and simple - you build stacks of Freezing, shatter them with Ice Lance / Comet Storm, use Ray of Frost / Frozen Orb / Blizzard to increase throughput and play a bit of management with Ray of Frost cooldown reduction for Flurry / Frozen Orb and Icicle / Fingers of Frost generation if specced into. However, new version of Frost has several significant issues, design flaws and several undertuned / mismatched talents in the tree and bugs that all should be addressed.

AoE issues

Two main issues with AoE for new Frost Mage iteration is target cap inconsistency (where different abilities and even synergizing effects have different target caps) and unreliable cleave from Ice Lance (which triggers only on Freezing enemies when AoE Freezing application is RNG based and unreliable, so you can get moments when you cannot cleave with Ice Lance against pack and need to use Arcane Explosion as spammable AoE filler which is counterintuitive for a Frost Mage). Now in more details about specific cases for these issues with suggestions how to fix them.

Cone of Frost: Is odd to affect only 5 targets with Freezing stacks when Ice Nova itself can affect 8+ targets and most other AoE effects for Frost Mages affect 6 targets (like Glacial Spike explosion and Splintering Ray). Their target caps should be brought more in line.

Suggestion: Increase number of targets that get Freezing stacks from Cone of Frost from 5 to either 6 (matching most other AoE effects) or 8 (matching soft target cap for Ice Nova).

Fractured Frost: affecting only enemies with Freezing stacks makes Ice Lance cleave too unreliable and affecting only 2 additional targets with it makes many synergizing effects like Cone of Frost or Freezing stacks from 8+ target capped Frozen Orb and Blizzard require additional and unneeded target swapping to shatter stacks on different enemies that can get them. That leads to unintuitive gameplay / too much target swapping (for AoE shattering) and too high reliance on RNG (for Ice Lance cleaving) gameplay and should be addressed.

Suggestion: Increase number of additional targets from Fractured Frost from 2 to 5 (so 6 totally matching number of targets affected by most AoE spells and suggested number of targets that get Freezing stacks from Cone of Frost), make cleave damage affect even targets without Freezing stacks and if needed reduce cleave damage to compensate for all that. Such changes would allow to use Ice Lance for both cleave damage and AoE freeze shattering much more reliably and consistently with other Frost Mage’s AoE effects.

Splintering Ray: requiring both additional talent point and sacrificing single-target damage of Ray to even make Frost’s “major cooldown” deal any AoE damage and Freezing application is not good, especially since for comparison Arcane gets AoE damage attached to Arcane Surge for free and without any tradeoffs. Frost should be brought in line.

Suggestion: Merge either Splintering Ray or Frigid Focus into base effect of Ray of Frost and keep the other as optional upgrade for Ray of Frost (just like Arcane has baseline Arcane Surge and can optionally upgrade it with Mana Bomb).

Design flaws

New Frost Mage has too many effects with different use cases that override or require using other X spell first to be enabled (with prime examples being both Comet Storm and Glacial Spike). Comet Storm is a big AoE damage spell that can be used for bursting the pack or synergizing with Ice Nova… but you can’t use it till you channel long cast of Ray of Frost (which does not even have any AoE damage without a specific upgrade) making its usage unintuitive / unnecessary delayed in PVE and easily disruptible with crowd control and interrupts in PVP. Glacial Spike with Frostfire tree upgrades can cleave and deal decent AoE damage… but you can’t really hold it for a pack or adds appearing in several seconds since it replaces your main spammable ability and you are pretty much forced to spend it immediately to even continue dealing damage to main target. Both these abilities have cases when their current override is more harmful than useful and that should be addressed.

Suggestions: 1 - Decouple Comet Storm from Ray of Frost and return it back to separate active ability with X seconds cooldown. That would address most issues with it - you would again be able to use it when and where it is needed and decently synergize it with Ice Nova for AoE shattering. For additional QoL it could also receive a similar choice node to Blizzard and have a choice between target centered Comet Storm and selected area Comet Storm allowing players to pick the preferred option.

2 - Make current version of Glacial Spike (which overrides Frost(fire) Bolt) a choice node with Glacial Spike as separate ability with similar trigger condition and effect to overriding version. That would allow players who want more control for when and where to use it to have such an option and players who don’t want additional button to continue using the overriding version.

Mobility and disruptability issues

Since Frost’s new major cooldown is a stationary and long cast time channel that has many effects attached to full / successful channeling and Frost did not receive any forms of mobility / cast protection for it yet (despite being promised to get Ice Floes again) that can cause issues in both PVE (where any forced movement / knockback / one shot mechanic escaping with Shimmer on cooldown can break this channel and disable both its potential damage and additional effects attached to full channeling) and in PVP (where any enemy can press one of their multiple crowd control and interrupt effects and your major cooldown and its potential additional effects are gone which can be compared to insta-dispelling Combustion from Fire Mages in Shadowlands when it was dispellable). These issues can be very harmful for Frost Mages in both PVE and PVP and should be addressed.

Suggestions: 1 - Return Ice Floes as choice node with Shimmer to general talent tree. That is a much better choice node than current Shimmer vs shorter cooldown of Blink and since Shimmer was nerfed it would also be much more competitive than in War Within. Being positioned in general tree it can also help Fire Mages with Pyroclasm casts and Arcane Mages with Arcane Surge / Arcane Pulse casts.

2 - Either provide a form of Aura Mastery effect for Frost Mages via a PVP talent or return Deep Freeze ranged stun to Frost Mage tree or PVP talents. Either of these effects can help to secure cast of Ray of Frost while enemies would still have counterplay opportunities too (Aura Mastery cast of Ray can still be disabled with full crowd control effects and Deep Freeze stun can still be trinketed out of or prevented via removing / dispelling the freeze effect needed to activate Deep Freeze).

Undertuned or too niche talents

New Frost tree contains several talents that either have undertuned or odd effect or bad position in the tree or just serve as talent point tax. These talents should be looked at and addressed and include:

Icy Hand - requires talent point investment just to get basic functionality of Fingers of Frost stacking back (which is baseline in War Within). Serves as just a talent point tax and should be addressed.

Suggestion: Make it also increase chance for Fingers of Frost to occur by X% in addition to current effect. Such change would make it also provide at least some throughput value.

Improved / Deep Shatter - with all the nerfs to Shatter damage and lack of other crit chance supporting nodes in the tree their effect is now too low and should be boosted.

Everlasting Frost - getting 1 Fingers of Frost stack per 1 minute is too low increase to throughput and can make this talent not picked much in PVE. Should be buffed to at least 2 stacks of FoF to address that.

Freezing Winds - with nerf while having more reasonable effect (no longer quadrupling base value) is still unreliable and now as third gate talent provides less value than first gate talent Frostbite. Could be improved with all that in mind.

Suggestion: Make it also cause Blizzard to apply guaranteed 1 stack of Freezing with first hit to all affected targets. That would both make its effect much more reliable (you can start cleaving with Ice Lance or Fingers of Frost immediately after using Blizzard) and more powerful compared to Frostbite.

Comet Storm - being gated as capstone after 3 talent point investment can make it too hardly accessible, especially for Frostfire that literally needs it. Consider moving it to a more reachable position somewhere higher in the tree.

Undertuned or too niche PVP talents

Frost Mage has several PVP talents that are either no longer valuable / usable or have too niche effect and should be addressed.

Ice Form - not usable since Icy Veins is gone and its effect is now undertuned, since its buff to Frost(fire) Bolt damage does not matter much as it is a filler and cannot shatter. It is also too easily counterable with dispels as unlike most other cooldowns it does not have dispel protection / immunity and can be easily negated. Should be tweaked with all that in mind.

Suggestion: Make it no longer require Icy Veins (to become usable at all in beta), make it increase all Frost and Fire (for compatibility with Frostfire hero tree) damage done instead of Frost(fire) Bolt damage with according value, make it undispellable too and remove its stun immunity to compensate. Such tweaks would make this PVP talent much more reliable and generally useful while removing its main balancing issue (lengthy stun immunity).

Concentrated Coolness: With Frozen Orb having baseline chasing effect this PVP talent with its stationary positioning is now more harmful than useful (even more so in PVP where enemies would just run out of it). It should receive something additional to make it viable and competitive like bigger damage bonus to Frozen Orb and increasing its area to compensate for it being stationary.

Icy Feet - is too niche (affects only 2 abilities when Frost Mages have much more abilities that apply it) and too easy to negate (snare immune Mage can still be affected by all other forms of crowd control effects to entirely negate this benefit). Should be boosted with that in mind.

Suggestion: Make it trigger from removing / dispelling any freeze effect applied by Mage and make it also provide root immunity (to make it more consistent and generally useful).

Ring of Fire - after nerfs in War Within is worse than Ring of Frost that it replaces - has shorter duration of both Ring and its crowd control effect and its damage is too negligible, so currently it is not worth the PVP talent cost. Should be buffed to be more competitive - have same Ring duration as Ring of Frost and similar to it 6 seconds control duration which would also make it deal more damage over it. That would allow to use it as a more offensive and different diminishing returns version of Ring of Frost and provide both niche and more competitiveness for it.

Bugs

Several noticed bugs with Frost Mage tree and effects:

  • Improved Flurry’s additional projectile is not affected by Splitting Ice (hits only 1 target).
  • Crystalline Refraction generates only 1 stack of Fingers of Frost instead of 2. Might be due to period of FoF stacks generation not being affected by Haste (which shortens channel time).
  • Frost Nova and Snowdrift cooldowns are not affected by Time Manipulation (while both of them are crowd control spells too).
  • Cold Snap does not reset cooldown of Ice Cold (bug) and Ice Nova (it should since Ice Nova replaces Cone of Cold).

Frostfire Mage (Frost) feedback

While still having impressive visuals compared to several additional “icicles” of Spellslinger this tree can still use work to make it more compatible with new Frost design - more synergies with new mechanics like Freezing, more procs / synergizing effects and likewise. Here is feedback about some specific talents:

Elemental Affinity - now affects only Dragon’s Breath making its effect very inferior to Frostfire Fire version (which reduces cooldown of multiple Frost spells). That should be addressed via (re)adding more Fire spells to general tree with several suggestions provided in a later post with Mage general tree feedback (as this post is already large enough).

Flame And Frost - has same issue and also Ice Cold does not reset cooldown of Dragon’s Breath and should be fixed.

Thermal Conditioning - does not affect cast time of Glacial Spike and it should (for consistency) since Glacial Spike replaces Frostfire Bolt currently.

Dualcasting Adept - increased critical damage for Meteor and Pyroblast does not provide much value since new Frost tree does not have any crit synergies anymore outside of Shatter. Consider replacing this effect with making Pyroblast and Glacial Spike apply 1 additional stack of Freezing each, which would be much more synergizing with new Frost tree.

Heat Sink - while new dual element visual for Flurry is cool its effect is not that high (as Flurry itself contributes not that much and mainly to 1-2 target situations) especially compared to Frostfire Fire analogue that gets much bigger throughput increase from it. Consider improving this talent for Frostfire Frost to match.

Suggestion: Consider making it also affect Frozen Orb or Blizzard with similar damage bonus, damage type conversion and Frostfire visual. Affecting one of these abilities would make it also meaningfully contribute to AoE damage increase (which it currently does not) and visual of swirling vortex of ice and fire (for Frostfire Orb) or rain of fire and ice (for Frostfire Blizzard) would be also quite impressive. Such change would also provide procs of Frostfire Empowerment in AoE situations (where neither Frostfire Bolt nor Frostfire Flurry are used much) and help address this issue as well.

Frostfire Empowerment - is currently bugged for Frostfire Bolt and explosion triggers only on main target. Should affect surrounding enemies.

Frostfire Infusion - is likely bugged and provides 5% multiplicative increase to chance of Brain Freeze (1.25%) instead of additive (5%). Likely should be fixed and maybe even buffed to be impactful enough compared to stuff like Spellslinger’s Polished Focus.

Frost Spellslinger feedback

While visually not as impressive as Frostfire this tree provides reliable and impactful throughput increase, so is fine for people who want to play “pure” Frost spec. However, this tree still has several mechanical issues and undertuned talents that should be addressed. Here is feedback about several specific talents:

Splintering Orbs - Splinters from Frozen Orb still fly all over the place and target random enemies some of which might not have needed to be targeted. Please fix this behaviour and make Splinters launch into according targets that were damaged by Frozen Orb.

Shifting Shards - you get Brain Freeze much less frequently than every 4 casts of Waterbolt (which provide similar 2 Splinters on average), so is undertuned compared to its alternative and should be buffed.

Look Again - Image created by the talent immediately dies when you take any damage and does not provide much value even if it is alive. That is due to Images themselves becoming too barely usef… niche and should be addressed in general tree (with suggestions being provided in a later post with general tree feedback), but also for Spellslinger specifically this talent could just do something additional on top of creating an Image to justify taking it over Slippery Slinging. For example, it could also provide a short duration movement speed boost after using Blink akin to Temporal Velocity in War Within and provide more frequent, but lower movement speed boost compared to bigger, but also less frequent boost from Slippery Slinging.

Reactive Barrier - was overnerfed and provides too low defensive value now. Its max effect threshold and value should be buffed again (for example to 30-35% each).

Signature Spell - is bugged and does not provide any additional Splinters from Glacial Spike.

This sums up my feedback about Frost Mages and their hero trees in Midnight for now. Thank you for reading!

7 Likes

I came here to say this. Not sure what to say other than it is the least fun I think fire mage has ever been outside of classic.

In pvp are we supposed to stand still and cast fireballs for 60 seconds at a time in between combustion?

i wanted to test stuff out and see how losing mobility and utility felt, but just doing basic damage felt awful.

Edited to say: I don’t want to sound like classic is a bad thing, classic is great, but all the classes feel to play at the same speed on classic. Current fire mage in midnight feels like a classic character when everyone else is a few expansions ahead.

4 Likes

Why the heck is there no choice regarding the water elemental? Sure, I could choose to just not take it. But that’s just leaving free damage on the table. So it’s not really a choice at all. For goodness sake, I didn’t roll a mage to be a pet class! We went through this for three expansions!

What happened to this? Why are we shoehorning them into being a pet class again?

What was the reason behind popular and iconic pets like the Observer and Water Elemental being removed?
Water Elemental is a little different in that it’s not totally gone, just summoned now as part of using Icy Veins as opposed to a standalone pet. The standalone pet summon had a very low pick rate to begin with, and thinking through interactions - is this a class we’re trying to shoehorn into being a pet class, as opposed to just a pure ranged caster? Most players prefer to be the pure ranged caster, as we could see from the talent selection. Water Elemental is there as part of the original Warcraft III-era fantasy of what a Mage in Azeroth can bring to bear, and I think moving it to Icy Veins keeps it as part of that fantasy, makes it more impactful when it’s around, but crystalizes Mage as not a pet class in line with how players have largely been playing it.

I love the water ele as a cooldown. That’s how it started life, and it was great. Then you made it a nuisance in cata before finally giving us a choice in the matter in legion. Make it a choice node where it can be permanent, or temporary and more powerful.

9 Likes

As someone on the complete opposite end of the spectrum who has been waiting for the permanent ele to return, I second this. More options are always better.

7 Likes

Here is feedback post about general Mage talent tree in Midnight.

While getting several decent improvements in new expansion (like making Ring of Frost a choice node with Mass Polymorph or moving improved Barrier effect into general tree) tree lost a lot of utility / survivability (too much even compared to other classes that lost some utility / survivability as well) and has several remaining issues like lack of tools to deal with ranged and crowd control immune enemies (which would heavily affect open world content, Prey and delves in Midnight), has many talents with too niche effect (like Captured Thoughts) or too similar effects (like Winter’s Protection and Permafrost Bauble) and talents that are useful only for 1 spec of 3 (like Frost Conditioning that is useful only for Frost and Mana Confluence that is useful only for Arcane). Tree also severely lacks representation of fire spells and effects (literally 1 fire spell and 0 effects in whole general talent tree) and several existing spells were made much weaker and too niche (like Mirror Images and Greater Invisibility). These issues combined make the tree have limited choices, restricted pathing, lack of options to deal with specific kind of content / enemies and should be addressed. Here is more detailed feedback about specific issues / talents and possible solutions or suggestions.

Lack of anti-ranged / anti-crowd control immune enemies tools and recovery effects

Mage general tree does not have much tools for such cases - it is filled with slows, roots and teleports and all of them do not help much against mentioned kinds of enemies - you can snare ranged enemies and Blink / Shimmer around them all you want and they would still keep hitting you as long as you can hit them (similar range) and all your snares and roots won’t help you against elite enemies that are just immune and keep staying on top of you. That was mitigated in War Within by having semi-pet tank cooldown (Mirror Images + Mass Barrier) and in combat health recovery tools (like Displacement and Cryo Freeze), but currently all of them were removed and Mages would feel that very much, especially in harder content like high level delves and Prey. Pruning went too far here and should be dialled back a bit.

Suggestions: 1 - Increase health and duration of Mirror Images again to make them a decent enough distraction for ranged and crowd control immune PVE enemies and buy Mage some time for dealing damage or repositioning.

2 - Return Cryo Freeze instead of Frost Conditioning and make it a 2 point investment talent again (for a fair cost tradeoff). Possibility to recover in combat (so Conjure Refreshment does not fit) is crucial in modern WoW to deal with lengthy fights like elite enemies in open world and elites / bosses in high level delves (as many Mage defensives are tied to Mage’s health level and if it would just constantly drop down without any recovery tools these defensives quickly become obsolete - for example even if you manage to survive till Alter Time is off cooldown it would not help you much if you are already at 30% of health) and there is not always a friendly healer to aid you (and there should not be - we don’t see Jaina or Khadgar carrying around a pocket healer to be able to do anything significant either). Cryo Freeze is a perfect solution to this issue - it has decent cost investment as tradeoff, allows to recover in combat (at the cost of stopping dealing damage while in Ice Block) and is fair even in PVP where while Mage is recovering in Ice Block his enemy(ies) can use their own healing effects / spells to recover too.

Lack of fire spells and effects in the general tree

Currently general tree contains only 1 optional to pick fire spell (Dragon’s Breath) and that is it for representation of whole magic school and Mage specialization in general tree. Not only that, but vanishing of Blast Wave not just reduced fire spells representation and severely weakened Frostfire hero tree, but also removed a lot of tactical gameplay from Mages that involved not only kiting - you could use its knockback to push enemies from elevations / into Ring of Frost or Ring of Fire / push separated enemies into middle of pack and cleave them together and likewise. Its effect is too useful and skill / tactically enabling and should be restored in some form with reasonable tradeoffs to keep Mage’s mobility / kiting capabilities at intended by developers level.

Suggestions: 1 - Return Blast Wave to general tree and make it now a choice node with Ice Ward (which already exists and gives 2 charges for Frost Nova). Such choice allows to keep Mage’s kiting capabilities at close to current level in Midnight with either option picked and just provide access to knockback gameplay for people who like it while still keeping possibility to opt out of it for people that don’t want it (via taking Ice Ward or just some other talent).

2 - Add more fire spells and effects to general talent tree or reskin to fire theme some existing nodes. That could be fire magic themed nodes like Fury of Kael’Thas (increase all damage done against enemies below 30% of health by X%), new or returning spells (like Flameglow or Burning Rush as choice nodes with other existing defensive / mobility options), fire themed effects with crit boosts and damage retailations to hits and likewise.

Mirror Images issues

This spell went from dps cooldown in earlier expansions and mini-defensive / distraction cooldown in Dragonflight / War Within to extremely niche aggro dump tool in Midnight. They are not capable of distracting strong enemies anymore due to both short duration and low health (and lack of Mass Barrier to protect them). They aren’t useful in PVP either since enemies can just ignore them and keep hitting the original Mage for full damage (as provided by them damage reduction was removed). Upgrade that reduces their cooldown does not help much since it does not address their usefulness issues and just makes them available more frequently. Their usage is too niche and questionable now in both PVE and PVP, they don’t deserve to have 2 minute baseline cooldown anymore and they should be improved.

Suggestions: 1 - Increase health and duration of Mirror Images like suggested above (for PVE distraction viability) and make them also drop enemy targeting on Mage when used (for PVP usefulness and distraction viability).

2 - Provide an upgrade choice node for Mirror Images to customize them and better fill the intended by player role. For example that could be a choice node between Protected Images and Scattered Images:

Protected Images - If you have a Barrier when you cast Mirror Images they also get it applied at X% effectiveness. This node would emulate Mirror Images + Mass Barrier combo from War Within without reintroducing Mass Barrier and allow to make Mirror Images much better at tanking and distracting strong PVE enemies (and won’t affect PVP balance much since Images would still periodically dissipate when original player would take hits).

or

Scattered Images - Mirror Images summon 1 additional image and they move X yards in all directions from you when summoned. This upgrade would be useful against PVE enemies with strong AoE attacks to keep them distracted and not allow to destroy several Images with one hit and in PVP, where combined with suggested above Mage targeting being dropped when Images are summoned enemy can get shortly confused where the original Mage is.

Greater and Mass Invisibility issues

Greater Invisibility losing its damage reduction component made it much weaker and more niche too - its combat usage is now limited to escaping PVE combat / target dropping in PVP and since Mage is likely to have at least some damage over time effect applied it would also often immediately break invisibility. Mass Invisibility is even worse, since it is not even usable in combat baseline and its only usecase is sudden combat opening (but if enemy is not aware of you why would you waste a 5 min cooldown when you can just similarly open from range anyway?) and some very niche pack skips in dungeons. Both Greater and Mass Invisibility should be improved to become more generally useful and viable at escaping role.

Suggestions: 1 - Make Mass Invisibility usable in combat baseline (at the very least for Mage himself / herself). That would allow to use it as escape / target dropping tool too and as a 5 minutes baseline cooldown it should have at least some combat value.

2 - Provide an upgrade choice node for Invisibility spells that would allow to customize them better for player needs or their escape oriented role. Something like choice node between:

Incantation of Purification - Greater and Mass Invisibility remove X damage over time effects (if present) from Mage when cast. Such upgrade would allow to use them as much more reliable escape tools (potentially removing damage over time effects and preventing immediate breaking of invisibility by them) and can still be countered by PVP enemies via dealing AoE damage at the last seen spot of vanished Mage to break them out of invisibility (as this effect does not protect from invisibility breaking to taking damage).

or

Incantation of Swiftness - Greater and Mass Invisibility increase movement speed by X% for Y seconds. Similar to current upgrade, but costs 1 talent point (and it should, as the effect is quite niche), also affects Mass Invisibility and would provide optional upgrade for cases where damage over time effects are not applied and alternative upgrade would not provide any value.

Too niche or undertuned talents

Several talents in general tree are useful only for 1 of 3 Mage specs or provide too niche / low effect and can be improved. These include:

Frost Conditioning - is useful only for Frost Mages since Fire and Arcane Mages don’t get any negative effect from Hypothermia. As suggested above, please just revert it back to Cryo Freeze and increase talent point cost to 2 to compensate.

Mana Confluence - mana cost reduction is useful only for Arcane Mages as both Fire and Frost Mages don’t have much mana issues. Consider making it also reduce mana cost of Spellsteal by additional X% - such effect is not much needed for Arcane that already has cheaper cost for it, but can be useful for Fire and Frost Mages who can afford limited Spellsteals and can consider taking this talent to increase this limit.

Captured Thoughts - its value is questionable, since spending talent point to increase duration of proc effect (that should be spent long before even its base duration expires) is odd. Should be replaced with some other effect.

Improved Remove Curse - for cases when curses are even present at all its downside (20 seconds cooldown increase) is far too great compared to its upside (also casting it on self). Downside should be tuned to a more reasonable level or even removed as using Remove Curse on 2 targets instead of 1 still has niche value (even if curses are present in this battle there is no guarantee that when you decurse an ally you have a curse too and need its effect and likewise). Or just consider changing this upgrade effect to make Remove Curse more generally useful like making Remove Curse also remove 1 negative magical effect from target. It is odd how Mages being masters of arcane magic that can subjugate other forms of magic (Water Elemental) or steal it (Spellsteal) are simultaneously not capable of removing harmful magic from others at all and this talent would fix that and removing 1 magical effect with Improved Remove Curse would be comparable in power to Warlock’s pets and would not overlap much with or outshine healer dispels (which remove all negative magical effects).

Improved Spellsteal - is also too niche as in cases where you need several buffs stolen / dispelled to even justify taking it you usually want them removed as soon as possible and not with a 4 seconds delay. Consider just making this upgrade an analogue to Greater Purge and remove / steal 2 effects simultaneously (so lower mana and GCD cost compared to regular) compensated by Spellsteal getting X seconds cooldown (but lower than Greater Purge since it costs 1 talent point while Improved Spellsteal costs 2 totally from base and upgraded effect).

Permafrost Bauble - is too similar in effect to Winter’s Protection and should be replaced by other effect.

Mass Polymorph - is still inferior to Ring of Frost in cooldown, range, target type limitations, healing affected targets baseline and likewise and should get boosts to make it competitive enough.

Suggestion: Reduce its base cooldown to 45 seconds (matching Ring of Frost cooldown) and reduce its base cast time to 1 second (making it more in line with most other melee range AoE crowd control effects which are actually instant cast, but instant Mass Polymorph could be too strong). Such tweaks would allow to use it as quicker and more reliable, but with limited range and limited target types AoE crowd control spell compared to Ring of Frost and give both options in their choice node their pros / cons and niches.

This sums up my feedback about Mage’s general tree in Midnight for now. Thank you for reading!

7 Likes

Huh, is this a bug? I thought the images themselves died in one single hit but due to how awfully squishy they were (which is also a problem now without Mass Barrier).

They still can die both to taking damage themselves (they are very squishy) and you taking damage too. Either way they don’t last long enough and should be buffed.

Defnitely. I was going to test them in a Delve or somewhere else (not sure if Delves are up yet) tonight, where the MI usefulness is best applied to a spec that isn’t Frost.

I was trying to compare Look Again with Priest’s Spectral Image, that also has a similar effect of spawning a threat-grabbing decoy with Fade. I had the impression that Look Again’s MIs were more useful due to how many you can pop with Blinks… But if they disappear when YOU take any damage, their usability plummets.

Ok, I will attempt to be as constructive and fair as possible in my fire mage review. First let me introduce myself. My name is Kitsune, and I’ve been an off and on Fire mage main since Vanilla. I main it in classic anniversary at the moment and have been maining it from DF to now with no breaks. A lot of my feedback will come from the PoV of a PvP player.

  • I was a bit critical about the initial changes as I really enjoyed the fast pace exciting combustion rotation. When combustion was active, I just hammered away alternating between either Fire Blast/Pheonix’s Flame and Pyroblast. This was very fun for me.
  • Combustion is not as bad as I thought it would be. I’m still alternating mostly between Fireblast and Pyroblast, although for about a fourth of the time, I am hardcasting fireball for crit to get pyro. This feels just… Bad. This is some classic level class design and it’s a massive step down from the previous iteration. Talenting into “From the Ashes” does help to but this down, to just a couple of seconds. But I stand by my point. Hardcasting fireball during combustion sucks.
  • Fire needs another button. The pruning went too far. I understand wanting to make Pyroblast feel strong again by mitigating ways to just always keep Hot Streak up, but it’s left the spec feeling like it’s missing something. Fire needs something else. Either we need scorch back, or we need a changed version of Pheonix’s Flames back or we need something entirely new. It doesn’t have to be a guarenteed crit spell, but we need another button.
  • The loss of mobility is seriously damaging this spec. I mainly PvP, and being able to generate crits on the move via scorch being mobile and then one of my instant cast spells was massive. The loss of all this mobility is going to have serious ramifications on Fire in PvP settings and maybe even PvE settings.
  • With no mobility, Greater Pyroblast is a very hard talent to select for PvP. The cast time is too long to be stuck in one place. I might as well just be a sacrifice for sticky melee classes.
  • Currently “Memory of A’lar,” the capstone talent of Sunfury is bugged. It’s supposed to grant 6 seconds of Hyperthermia after the phoenix expires. It currently does not. I hope the intention is not to just completely remove the hyperthermia portion because I do quite like Hyperthermia as an effect.

Overall, I think Fire just needs something else to press and we need some of our mobility back. We’ve gone from incredibly mobile caster, to stationary. Might as well re-add rune of power while we’re at it.

Now for my feedback for the mage tree. I am not an arcane or frost main, so I won’t comment on the way those specs are, as I do not feel qualified too.

  • I understand that Mages have had a very high amount of utility and ways to heal the past couple of expansions, and some of it needed to be dialed back, but utility pruning went too far.
  • I do like how displacement replaces blink if you talent into that. It does reduce buttons, but I think the heal aspect should return to it. We lost the ice block healing and the mirror image healing. Please give us something to help our survivability a bit.
  • One major issue that Mage has in PvP is sticky melee DPS. Warriors being a major thing that comes to mind. You have cut back on mages ability to deal with this, which honestly was fair. But I think Blast Wave needs to be unpruned. Being able to blast a melee away was great, mostly because I could do it to bait their “charge” abilities.
  • Ice Flows needs to go back to the class tree. Every spec of mage would greatly benefit from the ability to cast on the move. Maybe reduce the charges to 2 if you really want. But just add it back.

One thing I did want to mention is how fire feel’s really under represented in the class tree. The point of being a mage is being able to use fire, frost and arcane together. Arcane is hugely represented so that’s not an issue, and frost has good representation in ice block, frost/ice nova, ring of frost and cone of cold. Fire has Dragon’s Breath, and it’s on a choice node, so you could end up just not even having it at all.

I’ll be honest, I’m not really excited about Midnight as a mage main at this time. The class isn’t awful, but it’s not great either. I hope the mage class dev goes back to the drawing board and changes some of this.

Edit now that I interacted with it more:

The top of the mage class tree is garbage. Just redo this please. These talents suck.

  • I can put two points into “Master Of Time” to reduce the cooldown of Temporal Realignment. But The way the tree is setup, I can just not pick that up or pick up the other node on the choice. Why is this talent not locked behind the choice of Temporal Realignment?
  • To get Mirror image I HAVE to put points into a talent that either reduce the cooldown of Hypothermia (which is completely useless on Arcane specifically because you don’t have Frostfire to reduce cooldowns and you don’t have Cold snap either) or I have to invest two points into reducing the CD of Ice Block which is just not useful to me at all without the healing component of Ice Block.
  • Ice Block’s placement on the talent tree does not lead into Ice Cold, which is it’s more superior counterpart (imo,) it’s on the other side of the tree.

Arcane Specific Feedback:

  • Slipstream and Prescence of Mind being on a choice node is a terrible decision. Why do you hate mobility on mages all of a sudden?
  • Was Arcane Harmony so popular that you guys decided to rename it and make it a required talent in “Arcane Salvo?” I personally like it, but it’s just another thing to be tracked.

The Mage class tree as a whole just needs another revision.

8 Likes

After playing around as Frost, AoE tracking for freezing feels frustrating as it’s difficult to tell when I will be getting the most value from shattering.

It would feel much cleaner, and easier to track, if freezing was a player buff and consuming freezing impacted all enemies hit by the spell.

This would also enable quick target swapping without the need to build up freezing stacks.

10 Likes

Class Tree Feedback


Defensives

Summary

The class tree suffered a lot of pruning from the Midnight rework. I know Mages up until TWW had many active defensives to compensate for our lacking passive tankiness, but we got taxed way too much with almost no compensation.

We lost:

  • Tempest Barrier
  • Cryo-freeze
  • Diverted Energy
  • Accumulative Shielding
  • Mirror Image damage reduction
  • Mass Barrier
  • Greater Invisibility damage reduction
  • Reactive Barrier nerfed by half on both effects

We gained:

  • Reduced cooldown of Ice Block/Ice Cold
  • Barrier slightly buffed and GCD halved, although slightly longer cooldown
  • Improved Barriers (except for Arcane since this used to be its baseline)

Now I know that pruning happened across the board for almost everyone, but we lost way too much in comparison and our passive tankiness, which used to be the worst between all classes got even worse. We are the class with the least amount of maximum HP when there’s no Priest in the group, have no extra armor and now our only passive option is Temporal Realignment, but that’s just another way of making use of Alter Time since it triggers its cooldown when it happens.

I’m totally OK with having Mirror Image and Greater Invisibility being used only for utility, niche as they may be. In fact, I think I prefer Greater Invisibility without its damage reduction if that’s the one defensive that had to go, but we are in dire need of some passive options. Questing alone is now a nightmare, so I don’t even want to imagine how bad Delves are going to be.


Utility

Summary

We also got hit pretty hard in the utility department, mainly our CC capabilities:

  • Blast Wave being removed not only impacts our group play capabilities, but also severely limits our kiting ability in solo play
  • Cone of Cold got its cooldown doubled (only makes sense for Frost because of Cone of Frost talent. Please, bake the increase in its cooldown in their Cone of Frost talent instead, like how it used to be with Coldest Snap)
  • Slow is gone, and even though it wasn’t a popular talent, that’s only because we had access to other options at the same time
  • Frigid Winds got removed
  • Freezing Cold now shares a choice node with Ice Nova
  • Time Manipulation got nerfed to only being a static 5s cooldown reduction

Please, bring back Blast Wave at the very least! We’re also the only class in the entire game without a PvE stun, so if we can’t kite, then there’s very little we can do. Even Frost is getting its slows heavily nerfed as well as Glacial Spike root removed (good for group play, terrible for solo play). We’re really running out of options here since we have no sustain, no pet that can tank for us, have practically zero passive tankiness and now we can barely kite anymore.


Mobility

Summary

On top of everything else, our mobility is also taking a hit.

  • Increasing the cooldowns of both Shimmer and Blink by 5 seconds and removing the second charge of Shimmer baseline is way overkill
  • Ice Floes is gone
  • Temporal Velocity is gone
  • Flow of Time and Improved Blink are necessary to get Blink back to its base cooldown pre-Midnight
  • Master of Time is now a 2-point investment when it used to be only 1
  • We sacrifice Blink/Shimmer refund on Alter Time by picking Temporal Realignment
  • Reflection (Displacement) is now off the GCD at least and not on a long cooldown anymore, but we still sacrifice a 2nd charge of Blink/Shimmer for it when it didn’t use to be a choice node before
  • At least Greater Invisibility can be used for mobility without sacrificing a defensive, but the sprint is now only half of its previous value.

Please revert the Shimmer/Blink nerfs at the very least and give us back Ice Floes. The Shimmer/Ice Floes choice node worked a lot better than the one currently on Beta, especially now that both Fire and Frost are relying a lot more on hardcasting, especially for Fire’s Pyroclasm and Frost’s Ray of Frost. It’s crazy that we’re catching so many mobility nerfs when that’s supposed to be one of our greatest strengths and already hyper mobile classes like Demon Hunters and Evokers are getting buffs to theirs.


Throughput

Summary

I didn’t expect the class tree to get even more flooded with meaningless throughput “options”. Just the fact that they’re throughput alone makes them mandatory, even if they’re not very strong, so they’re not really optional.

We used to have:

  • Overflowing Energy
  • Incanter’s Flow
  • Shifting Power
  • Tome of Rhonin
  • Tome of Antonidas
  • Inspired Intellect

Now we have:

  • Inspired Intellect
  • Overflowing Energy
  • Tome of Rhonin
  • Tome of Antonidas
  • Charm of Aegwynn
  • Charm of Medivh
  • Brainstorm
  • Mana Confluence (only for Arcane)

I want to start by saying I’m very glad we got rid of Shifting Power when it comes to throughput, although it also came with a defensive, utility and mobility nerf. It was disproportionately strong between the specs and also came with the problem of desyncing trinket usage from cooldown timers, not to mention it felt really bad to cast as Frost even though it was a gain to do so.

On the other hand, the tome talents alone already didn’t feel very creative, but the addition of their charm variations even more so. Brainstorm is also just a more versatile version of the Arcane talent Big Brain, and Mana Confluence is a talent point tax for Arcane specifically because it’s the only spec that’s actually impacted by mana management. Like I said before, these talents honestly just feel like they add bloat to the tree because the devs have run out of ideas and since they’re all throughput, they will ALWAYS be picked. There’s no “optional” here, just an illusion of choice in the most egregious manner and at the same time, they’re so minor that we don’t even feel more powerful when picking them.

Inspired Intellect and Overflowing Energy are fine since their placement isn’t really problematic and Overflowing Energy at least has some good gameplay implications, but it definitely would’ve been better if we got rid of the other ones since they’re literally boring “your X stat is increase by Y% amount”. The versions of the talent trees where’s there’s as little throughput as possible has always felt better to me, where we choose almost exclusively between utility, defensives and mobility.


Miscellaneous

Summary

Frost Conditioning: This talent is useless. Not only does this mechanic have literally 0 impact for both Fire and Arcane, even as Frost it’s still something that’s very likely never going to be picked.
Improved Conjuration: It’s expensive. Please reduce it to 1 point and 50% reduced cooldown like Master of Escape works for Greater Invisibility.
Improved Spellsteal: I don’t see a situation where this would be useful enough to warrant spending a talent point. An increased cooldown paired with stealing 2 magic effects would’ve been way better, or even the Arcane PvP talent Kleptomania would’ve been cool.
Improved Remove Curse: Similarly to the above, I don’t see a situation where this would’ve been too useful to warrant spending a talent point.
Greater Invisibility: This could probably be renamed to Invisibility again since there’s not really much distinction between them anymore with its damage reduction being removed. Keep it being instant though.
Improved Frost Nova: I still can’t accept how Frost Nova got a baseline nerf to give birth to this talent.
Captured Thoughts: This talent feels utterly useless. We don’t really want to hold our procs for prolonged periods of time, so what’s even its point?
Ice Cold: I feel like this should be a choice node with Ice Block. Either an immunity or a strong OGCD defensive feels like they really should share a choice node, especially when one substitutes the other.
Mass Invisibility: I don’t think I’ve ever seen this talent used anywhere. Skips aren’t even a thing anymore in M+ where this would’ve been useful, but even then the duration is low and it doesn’t benefit from Incantation of Swiftness, all in a very long 5min cooldown. Maybe buff it a little and/or make it a choice node with some form of Mass Teleport/Portal that might mimic Warlock’s Gateway or something similar.
Improved Barrier: This is mostly about Fire’s version; Baseline Blazing Barrier’s damage and its improved effect through the talent are literally useless 99.99% of the time. Please change this into something actually useful.

11 Likes