I hate standing in rune of power

I cannot wait until these talent trees come out. I had so much fun playing mage (arcane) in wotlk and now I come back to my favorite class is absolutely atrocious to play.

Memorizing every fight so I know the right times to pop rune to get the most dps is the most boring gameplay ever. I want to be able to react to a new fight, telegraph the mechanics and just do well.

I cannot believe they gave rune of power a cast time too, what a slap in the face. My buffs should be instant like icy veins. I want fluid movement not a clunky abomination.

It’s so awful what they have done to this class…

35 Likes

I’m beginning to see a patern here that’s now confirmed for me.

1 Like

While concept of Rune of Power is understandable, it faces one major problem - as a risk / reward tool it provides full risk of staying within its range to deal increased damage, but reward is little if not non-existent - you deal the same DPS or even less than other classes, especially lately, where all 3 Mage specs are close to bottom in the DPS list. The problem is also that even if Blizzard suddenly would want to atone for the Mage state and buff dps in Rune to compensate for being stationary, this might cause balance issues and complaints from 11 other classes, so they might need to nerf it back. That is why the situation is as current - Rune is a big risk small reward tool that is also the best in its row, so alternative playstyles are suboptimal.

Solutions to this problem:

  1. Buff Incanters Flow to 5-25% bonus (also unnerfed in PVP) to give a competitive mobile playstyle for those, who do not want to play so stationary. If some people actually enjoy Rune of Power, they still can play it and remain competitive.
  2. Allow to off-GCD relocate Rune of Power while it is active with CD attached to relocation in a similar way to Vesper Totem. This will make this ability much less stationary, as you would be able for example to Blink out of danger and just move Rune to your location.
  3. Just delete this ability and increase base damage of spells. Might actually be the best choice, as it solves two problems - Mage being forced to be stationary for top performance and its weak DPS outside of CDs.
11 Likes

Just delete the ability and buff mages it’s lazy game design.

Complexity for the sake of complexity

22 Likes

You’re not the only one who feels this way. I don’t play a mage, but a few friends of mine who played mage in Wrath and currently all wish Rune of Power was never a thing. They all say it was more fun back then. Pretty similar to how I feel about what they did to Feral after Wrath.

9 Likes

RoP is not fun, simple. All tho as a fire mage in PVP popping RoP and melting a tune to the ground in a few seconds is fun. In fact that is what got me playing a mage.

Please remove it.

12 Likes

Rune has a far larger radius than most people realize. The only time you might change when you drop it as a mage is as arcane and thats because you actually have to stand still when using it.

Also I hate to burst your bubble but there is a 95% chance rune will be in the Dragonflight talent tree.

2 Likes

I can’t speak for the other 2 specs, but as arcane, staying inside RoP while doing damage isn’t really an issue. Arcane just isn’t very mobile in the first place, and the ability to stack our damage modifiers is relatively important. I can understand frost and fire not wanting to deal with it, but I can’t imagine that it’ll go away for arcane.

The REAL issue with the talent is that it’s a bigger damage increase than some of our primary spec-based cooldowns. I can’t speak for Frost of Fire, but if I did my math right for Arcane:

Excluding the “mana reduction” component of Arcane Power AND excluding the fact that Arcane Power places a Rune of Power as well, RoP should amount to a 10.67% damage increase. Arcane Power, with the OverPowered talent, with Arcane Prodigy reducing its cooldown to 1.5 minutes, would be an 8.33% damage increase.

Spell Duration Cooldown Uptime Spell Increase Overall Increase
Rune Of Power 12 s 45 s 26.67% 40% 10.67%
Arcane Power 15 s 90 s 12.5% 30% 3.75%
Overpowered 15 s 90 s 12.5% 50% 8.33%

Unless I read the spells wrong or did my math wrong (both are very possible), the underlying issue isn’t that we can’t move while it’s down, but rather that the spell is so powerful that we lose a significant portion of our damage when we move out of it. We can’t afford to lose 40% increased damage because we have to move. Reducing its damage increase by half still makes it a higher overall damage increaser than AP without Overpowered (again, excluding the mana reduction and the fact that AP drops RoP).

Thematically? Great idea. Visually? Confusing. Balanced? Absolutely not.

6 Likes

This is why our class mount from legion was a disc. To emphasize the bond we have with circles. Specifically ones that are tied to our feet.

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Its 8 yds radius does not matter much:

  • In PVE some mechanics can cover most of its area, so you have to run out anyway.
  • In PVP you cannot hope to kite melee within its 8 yds radius, they will laugh and shred you.
  • If you use Blink in it (to avoid mechanic or break a stun), you either have to move 12+ yds back into it and lose time or stay out and lose the damage bonus.

As a result, it is irritating even with the bandaid of small radius it has, so the point of making it moveable / buffing IF / removing it still stands.

And if they removed irritating mechanic from SP (reduced management of Mind Flay) and Boomy (made Celestial Alignment auto apply dots), they can just as easily remove an irritating mechanic from Mage. Even if they decide to keep it, they can easily add an upgrade talent to make it moveable - all they need to do is simply copy Vesper Totem mechanic.

2 Likes

Okay.

How about this. How about you wait to use your cds like rune for a moment when nothing happens?

1 Like

No thanks. I’m not a mythic raider. I’m not going to use a spreadsheet to play wow. I don’t mind wiping but it’s a video game. I should be thinking about mechanics, not the optimal time to use rune to top charts.

I have a job already don’t want another one thank you

8 Likes

If you don’t want to do any thinking, you should consider picking a different talent in that row. Rune of Power requires a bit of planning. If you already don’t care about topping charts, then you don’t need to pick the supposed best talents. Try something else. Forge your own path.

2 Likes

If the talent didn’t provide such a massive buff it would be different see the numbers above

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Thinking about when to use your cds at the best time possible is thinking about mechanics.

If you do that then then RoP becomes the easiest cd to handle. You don’t even need to be a mythic raider to realize this. Going through normal and heroic allows you to be able to do it. That’s something to know for every class and spec in the game even in lfr.

1 Like

I don’t really think the issue is the size or the “difficulty” in putting it down when the timer addon says it’s OK. I’m not saying some people don’t have problems like that with it, but some people also can’t add two single digit numbers together so…

The issue is that its just not fun gameplay. Those who advocate for it inevitably own up to the fact that they like it because “big number make brain go happy”. People have been complaining about RoP since Mists, and Blizzard just fails to see why they don’t like it. It’s not a numbers tuning issue, and it’s not an ease-of-use issue. The fact is that it’s a clunky, potentially punishing spell that is nothing more than a +damage buff required to do normalised damage. IF and FM are no better really either. Given the choice of removing all 3 talents and just baseline buffing Mages to compensate, I think 99% of people would be happy with that.

You’re probably right, and if it’s a mandatory talent with no fun competitive options then there’s a 99% chance I won’t be coming back for DF. It’s a gross talent and adds zero fun for the vast majority of Mage players. The new talent trees would be the perfect opportunity to rework all 3 specs from the ground up, but knowing Blizzard they’ll just throw some legendary/azerite/neck/covenant abilities on the tree along with what we already have and call it a “new” talent tree.

7 Likes

Keep RoP, but during time frame make all spell casting mobile with no distance cap.

Sorry but it’s not a fun class because of this buff

It’s not really a cd it’s a “you better not move if you want to do well” button

9 Likes

You kind of didn’t make a good point to defend yourself there. There’s like 2 other options in that row that you can take to solve your problem. They aren’t the optimal option, but they sure as hell makes mobility better for you. And since you don’t care about optimization (your comment about not wanting to be like a mythic raider) why deal with a talent that doesn’t make you happy? The other two allows you to move around freely without being penalized as much, especially if you’re venthyr and using the slipstream talent. You literally can’t even go wrong there with mobilty anywhere.

Your original response was bad so my point is fine. On top of that it isn’t fun to play, which others corroborated.

Bad reply

Massive dps loss by not picking rune

8 Likes