Frozen Orb CDR Cap?

In my opinion a better change to the frozen orb nerfs should be a Cap at which it can be reduced. It should be capped at either 5-8 targets. It gets the same results on big packs as live nerfs while not harming frosts capabilities at smaller packs or cleave

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I’m down for this, totally. Tbh I don’t think the CDR nerf was needed at all given how the numbers nerf to the two spells you’d use most in AoE was so massive anyway.

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I’d rather look at the Icy Veins + Rune of Power interaction since it has way lower impact on actual gameplay.

I mean the point of this change is to improve gameplay

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I know, but what I meant was to conserve 9.1 gameplay even in big pulls while at the same time addressing Frost’s massive AoE damage scaling at the same time. In my opinion having Rune of Power generated by Icy Veins have an internal cooldown does it better because permanent 40% more damage is what’s making the damage go out of hands when it comes to the Frozen Orb + Icy Veins + Icy Propulsion interaction imo.

Sounds to me like the solution to a lot of the current Frost problems is more around that row of talents than anything else. Don’t get me wrong, it still has huge problems in terms of gameplay that need to be fixed for 10.0, but the ROP interaction has caused a lot of issues this expansion.

Just delete that talent row and give us something better that doesn’t impact gameplay whether that is new/rejigged spells or utility. Combine that with fixing other gimped talents, and the removal of borrowed power having such an impact on output and we might almost have a spec that’s half as fun to play as it was in MoP/WoD/Legion.

That could work for 10.0, but the easiest fix for 9.2 is just to give the Rune an internal cooldown. Something around 20-30s should do the trick and people will then need to think when to reapply Icy Veins in case they’ll miss out on their Rune. It’s not a perfect solution due to the need of external AddOns like WeakAuras to track the ICD, but it’s better than screwing us over on gameplay.

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That would probably work too. Rune has caused a lot of problems for all Mage specs, with the exception of a few expansions for Frost where it was either negligible or not as strong as IF. Fire/Arc probably feel the hurt a lot more because of CD stacking, but some people like “muh big numbaz”.

I stopped playing retail a few months ago and haven’t kept up with the new changes outside of what these forums tell me. For me 9.2 is already a lost cause, and the next 12-18 months of it holds no interest so my focus is on potentially making 10.0 something worth playing.

Regardless, the solution is never to negatively affect gameplay. Numbers can be tuned, but gameplay is the focus of any video game. Players will still play weaker specs for the majority of content if they’re fun.

Well if they did some damage % tuning and made rune not re-apply when you have the ice veigns buff all would be fixed and we could go back to a better cool down reduction