A few things I wanted to give you feedback on after looking at and tinkering with the new Dragonflight Mage tree (I’ve been playing all 3 specs of mage for a long time).
Arcane
- Problem
Arcane has been the most viable it has been in a long time in Shadowlands but there are problems with the spec that not only persists in the new tree but it even got worse.
I’m talking about the huge difference in Arcane Barrage and Arcane Surge crit, I’m a fan of RNG in MMORPG games but the difference in this case is very noticeable and it gives you a feeling of not having control over your performance, you get geared, you practice and theorycraft, but it all comes down to your Arcane Barrage (and now Arcane Surge) crtitting or not.
- My solution to the problem
Give Arcane Barrage and Arcane Surge 100% crit chance and make it so the more critical chance you have, the more damage they do, and then tune their damage so it won’t be insanely overpowered. (similar to Chaos Bolt)
Frost
- Problem
I look at the tree and I see A LOT of random procs on top of random procs, Frost Mage already has some random procs with Brainfreeze and Fingers of Frost, but the Dragonflight tree adds on top of them in a way that I think is a lot more problematic than it is already, let me explain.
Frost has been mostly about keeping your Icy Veins uptime as close to 100% as possible, in Shadowlands right now in a single target encounter, if you get unlucky you will lose a huge chunk of your uptime, and it all comes down to Brainfreeze procs, once again, I’m a fan of RNG, but the difference between having 100% uptime and losing your Icy Veins is huge both in terms of fun gameplay and of course your damage output, so having that in mind I’ll list the random procs that will have an effect on your Icy Veins uptime in the new Dragonflight Tree.
- Brainfreeze
- Fingers of Frost
- Glacial Assault (Flurry has a 15% chance of calling down an icy comet)
- Ice Nine (Frostbolt and Flurry have a 15% chance to generate 15/30 icicles)
- Time Anomaly
I don’t have access to the Alpha right now, so I can’t test to see how much luck you need to keep your Icy Veins at 100% uptime, but just by playing Frost Mage right now in season 3 of Shadowlands, I can make an educated guess that at the start of Dragonflight with losing a lot of your haste and crit chance, you will need to be pretty lucky to keep your Icy Veins at 100% uptime.
- My solution to the problem
Either make 100% Icy Veins uptime requirements a lot more lenient so you won’t depend on this much luck to have fun and do reasonable damage when playing Frost Mage, or just remove some layers of RNG by making Brainfreeze and Ice Nine procs a guarantee after X number of Frostbolt/Flurry casts.
Fire (my main spec)
- Problem
The problem I have with Fire Mage’s current gameplay which also exists in the new Dragonflight Fire Mage tree is Pyroclasm, most of my time playing Mage I’ve been playing as Fire, so I can tell you with 100% confidence that not getting a single Pyroclasm proc in your opener (first 25-30s of the encounter) not only massively ruins your damage output, but also completely negates the effect of having Pyroclasm at all, and once again the difference between being lucky and getting +5 procs on your opener and not getting any procs is MASSIVE both in terms of fun gameplay and damage output.
Dragonflight’s Mage Tree also adds to this issue by adding Time Anomaly to the equation, I have to admit this isn’t as big of an issue as Pyroclasm, but just randomly getting a proc out of nowhere which you cannot plan for (in my personal opinion) is not fun gameplay.
- My solution to the problem
Remove the 15% chance of proccing Pyroclasm and change it to a guarantee, for example, you gain the effect of Pyroclasm after using X number of Pyroblasts.
This not only make it so you don’t have to be really lucky to have fun playing Fire Mage, but it also adds a new layer to the Fire Mage rotation that you can plan around and practice and improve on, which I believe is a lot more fun than just getting lucky.
About Time Anomaly, clearly you have designed this to be extremely random because you believe it’s fun to have a random effect apply to you out of nowhere, so here’s my feedback, as long as the RNG doesn’t have a massive difference in gameplay and damage output, it’s fine.