It often feels nice to buff for the players but if you do it too much it cause game design problems. This is especially true given SF Arcane was a big outlier compared to every other spec. Also Elranthil said it correct, Blizzard wants to nerf us so I am providing them with a actually good nerf that wont effect our gameplay while also not gutting SF or gutting Spellslinger.
As a WW main, please donât touch arcane. This is the best itâs been for a while. Donât ruin it and let fire and frost run amok.
Itâs so sad I was super excited to finally get to play arcane instead of fire / frost and really enjoyed the new feel of the rotation for it to get immediately changed right after hitting 80. But this is typical blizzard nerf fun and leave the class feeling like trash happens all the time. Iâm still waiting for a real fire mage rework.
right now the burden nerf hasnât gone through. May or may not be intended, they havenât said anything on it.
Celebration gif!
Please nerf the dmg, not the fun.
The PTR patch notes show they are totally deleting double dipping as part of the Nov 20th anniversary patch.
So, not only are they not going to revert the bop change they are doubling down and eliminating it from np as well.
Way to completely ignore your player base Blizz. Why crush a play style that is clearly loved by your players?
None of this makes sense. Just embrace double dipping blizz and nerf the damage without changing the rotation.
Tell me you didnât read the patch notes without telling me you didnât read the patch notes. First of all, they made it abundantly clear that they would be removing double dipping because they consider it a bug, or rather an unintended interaction. No one should have expected anything else. Second, they are introducing a new talent called Aethervision which will preserve the exact same playstyle without having to rely on the double dipping only better because ABarr will now also refund the Arcane Charges it spends. So yâall can get off the Blizzard hate train now, lol.
The main downside that I see (after only a cursory glance) is that theyâre taking something that we can do now with one talent and making it require 2. Arcane already feels desperate for more talent points to spend, and this isnât going to help that feeling at all. Itâs likely going to feel like we need to give up even more than we already are to make sure that we can get the throughput nodes that are effectively required.
Iâm not opposed to the change overall, I just wish we werenât losing something to gain the benefits. Itâs kind of like how Arcane Barrage was split into 4 separate talents last expansion.
Itâs not that black and white though, you do get something else for that extra talent point investment that you didnât before: namely ABarr refunding its Arcane Charges, which is huge and well worth it imo.
Thatâs true and not just for Arcane but pretty much across the board. However, that is a whole other issue that has to be handled separately.
That is true - my cursory glance overlooked that. That might also have a big impact on the Sunfury vs Spellslinger power differences. If the refunding of charges becomes more baseline on NP, Sunfury may not be as far ahead anymore. I also wonder if itâll prompt a change to Glorious Incandescence as it wonât feel nearly as âuniqueâ anymore (minus the meteors, at least).
But Iâll leave that to the theorycrafters and the number crunchers to figure out.
Yeah I am not sure about where that would leave the two hero specs in relation but to one another but currently the gap is rather large in favor of Sunfury so a little equalizing might be a good thing. But I am really excited about the new mechanic of ABarr refunding its charges because itâs finally solving the perennial problem
that has faced the spec i.e. not being able to effectively spend Arcane Charges in ST. Still lots more to be done in that regard, most notably giving us an actual ST spender and not piling on more functionality onto ABarr, but for the moment I will happily take it.
P.S. Let Glorious Incandescence also throw a Phoenix Flames in addition to the meteorites, that will make it extra special, lol.
Seems like Arcane will deal more damage now tho, Aether ad Nether Precision damage boost are stacking up. U cwn have almost a 1M barrage apparently
There are no changes to the number of talents, as Resonant Orbs will be removed and Charged Orb will now also increase Arcane Orb damage by 15%.
Haha 11.0.5 is gonna be fun.
Aethervision is a stacking buff that can be held which already SEEMS like the wrong direction but we wonât know until an APL is built. Without an APL, itâs difficult to tell what the exact changes will be but it is already visible from previous experience that the buff may promote behaviour where you hold those buffs for long enough to build up stacks of Arcane Harmony, combine stacking nether precision, Aethervision, and arcane harmony to unleash monster barrages which could bring us right back to Arcane Blast spam land because with clearcasting being limited, it will take a specific amount of time to build the biggest barrage possible. Weâll see when the changes drop what cursed and degenerate rotation will arise but its impossible to tell right now so its a waste of time arguing about it.
The thing that bothers me is that the rotation when you could double dip nether precision and burden of power was the most fun arcane has ever been (for me). Other classes that use the same spell queuing functionality are left functional and arcane is considered âbuggedâ. I honestly think they just didnt know how to tune it, and decided reworking it into something that is simpler to be tuning was easier was the answer. Broke the fun though.
Wonder if theyâll hit Evoker which has abilities that work the same way next? Or any of the other classes that use spell queuing to double dip.
Calling it a bug for one class and destroying what made that class fun (for some people) and preserving it in other classes leads me to believe that some mage dev decided this feature of the game (spell queuing is a feature, prevents you from missing time by casting due to internet latency, buffs that double dip have been in the game forever) was a bug and needed to be written out of the code. You have a buff? You get one spell to use it with and only in the way we deem appropriate. Seems fun blizz, 1,2,2,3 forever.
The talent being removed - Resonant Orbs (increases Arcane Orb damage by 10%) - is not one that I expect to take in any build right now, but the one being added is something I expect to take in all of them. Yes, Iâm glad that a less-taken talent is being removed and baked into another talent, but it doesnât make anything more available. Given that talent count is staying the same, it doesnât theoretically make anything less available, but talents that were previously not in contention with each other now are, especially considering that Charged Orb is a mostly AoE talent and itâs being replaced by a talent that is useful in both AoE and Single target.
(My hot take on Charged Orb - adding an extra charge to an ability doesnât do a whole lot unless you either A) donât cast it on cooldown or B) have a way to reduce itâs cooldown (thus allowing you to overflow your CDR from one stack into the second). If Iâm casting orb on cooldown during a fight, this talent takes my number of casts from n
to n+1
, which really loses value as n
increases (and youâre in combat for longer). If Iâm not casting it on cooldown, then is it really something I need a second charge of?)
As it stands I donât like Charged Orb on its own, so if anything this might change that and add a another talent to my âtalents I wish I could take but donât have capacity forâ list.
Do we know yet how long the buff lasts? Could only be 3 seconds, which isnât exactly a lot of time to hold it. Blizzard does like giving us buffs that donât last very longâŠ
Iâm not going to claim to be an arcane expert, but now that Radiant Spark is gone, Iâm not sure thereâs a big reason to waste procs of Aethervision just to build Harmony stacks. There might be a case for launching one big barrage into a TotM burst, but I have a feeling that most (if not all) of these buffs are additive with each other, not multiplicative. So if there is a benefit to it, it might be such a small payout for a big risk (of messing up the rotation) that most mages might lean on not doing it.
Overall, Iâd imagine that spending those Aethervision procs quickly so that you can build up more of them would be ideal (especially given Arcane Tempo as a maintenance buff). Saving the Aethervision procs until youâve got your next round of Nether Precision would definitely make that one hit harder, but I feel like all itâs doing is effectively picking up the dps from one round of our rotation and putting it in the next. So unless youâve got buffs that will be ready for the second round but not the first, it wonât be a big deal.
But then again Iâm also allowed to be completely and 100% wrong - as you pointed out weâll just have to wait and see.
OP really needs to change the title of this post because itâs no longer relevant or people need to stop posting in it because itâs coming off as really ungrateful to the devs given that theyâve actually listened to feedback and promptly (for once) found a good compromise to resolve the issue.
This post is about burden of power. The complaint was the removal of the double dip. Exactly where in the datamined changes did Blizzard offer a good compromise to the problem with burden of powerâs double dip?
the way its implemented now is done well for aoi, its a slight downgrade gameplay wise from what it was before but they arenât going to change it back. At this point we just need to give them good feed back on the new talent cause they arenât turning back on double dipping even if they should.
Double dipping the Burden of Power proc was never supposed to be possible so thatâs irrelevant and I donât expect for it to ever be addressed. It was just a bug, or rather an unintended interaction, not a legitimate mechanic that was suddenly removed out of nowhere. They made that clear even during the Beta. Their only fault in that regard was letting it go live at all and getting peopleâs hopes up that they would be able to rely on it.
But then folks really shouldnât have based their entire build on something Blizzard told them they considered a bug and would be removing at some point. I donât understand why any of this came as a surprise to anyone, unless they didnât pay attention to anything that was communicated by the devs during the development process and just watched a 15 minute YouTube video of a build put together solely on the PTR. Most of the reputable content creators even put disclaimers on those types of videos warning that things are still subject to change.