Mage Regeneration nurf has gone too far

I have played a Mage since the original beta; it is my favorite class by far; and I, like most people, am a casual player. Jobs, kids, etc.

I was really excited that thanks to the new regen and living flame runes, that solo questing (especially in areas where mob groups of 2+ is unavoidable) was finally viable, fun, and not the miserable grind of death and endlessly spamming “LFG”.

It went a long way to fix some of the classes issues that have existed since before Vanilla launched. Really squishy, limited self-heals, overly vulnerable to pushback and interrupts, and despite wearing cloth, Mages have never been the DPS monsters they should be (Classes with huge pool of hit points, and wearing Leather, Mail, etc. shouldn’t out DPS warlocks and mages, yet they do, by a significant margin).

I tried out the new regen this morning, and it is worthless now. Even attempting to face tank 3 yellow mobs, and a few lvl 15 elites with a fairly well geared out lvl 25, resulted in requiring pots, and death. Sadly, yet again, developers have put in overly heavy handed nurfs, that impact everybody negatively to prevent less than 1% of the player base, from doing something they don’t like: Boosting.

If someone has 10’s or 100’s of hours to practice and run boosts (and the skill required to pull it off) all so they can solo pull WC at 25 and kill everything without dying, whatever. I can’t do that, nor do I have the time to sit there and figure it out. Outside of a very small number of people, no one has that kind of time (especially now in “Season of Dads”.).

Please stop doing this. Devs, you care FAR too much about these 1% players, and not enough about everybody else who only plays a few hours a week that pay the bills. Stop that. You did something great; you found a way to make 20+ year old game fun, and playable for everyone; and now you just reverted right back to messing it up with heavy handed “fixes” that were not at all required.

Personally, I suffered though grinding a mage from 0-60 in Vanilla, I did it again in Classic, and I am not going to do it a third time in SOD. If you want to stop boosting, then to stop boosting, but don’t nurf the whole class and kill solo questing for everyone else.

Please restore regen to its previous state and seek a better solution if you want to stop boosting; Or 80% healing to other, 50% to self, with 80% reduction if the spell impacts more than 20 targets? Won’t that stop the boosting without hurting everyone else?

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Welcome back to Mortality…

This is a satire post, right?

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it’s not far enough I’d say, you think a mage being able to pull entire dungeons was a normal thing?

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It’s a bit ironic how everyone else doesn’t pay the hybrid tax, but we do.

People are going to say we deserved it because of boosts and farmers. The reality is that all they needed to do was cap the amount of targets living flame healed you from and that would have solved it. The nerf was ham fisted for an already underperforming healer spec.

This nerf hurts normal people playing an already weak healer spec more than it does the farmers who will just reroll to whatever is the next best meta for solo farming.

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Yesterday I watched a level 15 Mage run into an entire camp of level 17-18 gnolls in Westfall and come out unscathed. I wish my class had that kind of power and I play a Priest; you know the class that’s a natural healer). There is also a reason why every single bot is a mage and farming dungeons. The class is absolutely broken passive healing wise while dishing out huge damage.

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Nope, they once again broke the class.

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You’ll be fine

You have all your toolkit
Just play mage like you didn’t have a healing factor and guess what
You’ll still be a mage
It doesn’t hinder you

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It absolutely does hinder me, and everyone else. Solo PvE really isn’t viable. Questing requires groups.

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Yet somehow every mage player did all that when you didn’t have a healing spell

Imagine
No hindrance you’ll be fine as a mage player

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Why does everyone else get to use their healer spells and try their new spec, but mages have to take a huge hit to their damage heal and it’s in the dirt after just one phase?

Blizzard just got lazy and instead of aoe capping self healing did a huge hamfisted nerf. It’s not necessary and it just kills off a potentially good healer spec.

No, it really does not.

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Nope, and I never said otherwise, I just said the nurf they put in place to stop the very few people boosting went to far. It was a lazy solution.

Cuz you pigs can’t stop trying to do some weird game altering boost…

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Well… some quests do. Yeh. They’re meant to.

But by and large, my mage had zero problems with questing. (And still doesn’t as I didn’t cheese the Living Flame/Regen mechanic.)

Honestly, what they should’ve done was kept regen the same, and made Living Flame “Fire only” or even made it Frostfire for the chilled shenanigans.

if you want to solo 3 yellow mobs at once you gotta put some work for it, like almost every class in the game… if you want to facetank and let the self healing work while you drink a cup of coffee it just won’t work as it shouldn’t

where does one find the patch notes that detail the mage nerf?

I wouldn’t go as far as to say they broke mage. It’s still good at DPS and it will still do good AOE damage. But they have basically broken healing mage, which is the biggest new thing in SoD for mages. And they’ve broken it with a lazy slap fix.

I don’t boost and I have been posting for months saying to cap living flames healing based damage to 5 targets. I was worried this exact bad nerf was going to happen, because it doesn’t punish boosters who will just reroll, but the actual arcane healer spec players doing something new and cool.

1 out of every how many players? 1 out of 1000? 1 out of 5000?

My main is a mage.
I have no problem killing multiple mobs at a time.

Living bomb all the targets… let them get close… Frost Nova… super simple.

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I completely agree that the nerfs have gone too far. Mage healer feels super clunky to play.

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