When do we nerf mages?

that these nerfs did literally nothing shows how Broken this specc really is.

2 Likes

Warrior, mage and hunters are the most broken classes atm and require zero skill. Mage has instant cast everything and insane cc, warrior can just dps rotation to gladiator rank, hunter can 1 button to gladiator too

oh look ANOTHER warrior complainig about frost, but saying “mages” instead even tho warr is more played still in all brackets :)))))

Let me tell u warry is not the reason ur a challenger.

Arent u a bg only guy

im a mage guy MAGE u want mage nerfed ? still involves me.

askl to put all ccs in dr with rogue, idc.

I think rogue is the most broken.

Rogue player said warrior is broken … in retail. Rogue the only melee with the most cc in the game better mobility than warrior, better defensives than warrior and at least in par same dmg with warrior. Rogue is just a better warrior but somehow rogue players think warrior is broken. What an irony.

Warrior is broken because it requires 5% of the effort to play (except assassination maybe) compared to warrior. Literally you dont even have to CC as a warrior you just do the DPS rotation and that’s it.

I guess warriors who cc healer to score a kill don’t play the game well ?? Also warrior don’t bring any crazy amounts of cc . Well timed use of cc is that matters. Zero skill this too? Btw I don’t understand this percentage of effort. How do u measure it ? Is it calculated???

He is playing complete wrong Talents dont think u should feed the troll

Do you what is actually happening? Rogue and mage players can’t admit they play broken classes they play it $h1t get stomped by warriors and start crying lol

Its always the same w these players

Hi, nerf mages.

Sincerely, a warlock main.

2 Likes

hi, nerf warlocks.
sincerely, a mage main.

Frostbite just needs removing or a decent icd put on it.

all 3 mage specs share the same insane toolkit
can you please go to battleground forums and cry there
thanks

2 Likes

bla bla bla welcome to the list

NERF yourclass
BUFF myclass

The thread.

I think that a lot of classes, mage and rogue included, have got too mamy training wheels/safeguards added over the years that would require fundamental pruning and class design changes to the game.

But since we are talking about mages and rogues, I think broadly speaking these things should be done to bring them in line. And before I list them, I also note that similar pruning and/or clarifying of unique mechanics should be done for ALL specs, not just them, to make things better.

Rogue:

  • Subterfuge removed. One of the main reasons why rogues have become so oppressing over the years is because they can control so many targets all at once. By reducing this control potential, you reduce their oppressiveness. Further, catching a rogue out of stealth should be rewarding.
  • Stealth now reduces movement speed, like it did back in the day. Stealth currently has no downsides to it, making it too rewarding.
  • Allow only one type of utility poison to be applied at a time, making rogues have to choose which one to use and not having a tool for every situation.
  • All selfhealing removed, add back recuperation. Regaining health now costs resources in the form of combo points.
  • Add back target specific combo points. This would further reduce the ability of the rogue to do qyick swaps between targets without a penalty. Keep marked for death in game, so rogues have a reliable cooldown to generate combo points for new targets.
  • Remove garrote silence spam.
  • Remove talents that cause vanish to remove dots or bleeds. This should be a big counter to them as it used to be back in the day.

Mage:

  • Shimmer removed.
  • Tune more of the damage and healing around hard casted spells away from instant casts. This would go for all casters (and healers), not just mages, and would require massive redesign for most/all casters to curb down on instant casts. Make casted spells actually hit hard even outside cooldowns, rewarding casters like mages for good interrupt management and positioning, while simultaneously making the damage more reactable.
  • Random freeze procs removed, maximum snare is 50% movement speed for all abilities and passives. This reduces how oppressive mages can be for many melee specs to face.
  • Reduce the strength of current barriers, bring back mana barrier. It would be an on-demand shield for mages, helping with their survivability, but it would come at the cost of draining you mana and thus making you unable to use spells like polymorph, spellsteal, icewall etc, locking you out of some of your utility.

And now before anybody says this is unfair and i am biased against these classes, here’s briefly what I would do to a couple of other classes too:

Warrior:

  • Bring back stance dancing, let warriors eguip multiple weapons and a shield, changing stances also changes your loadout. In defensive stance you deal significantly less damage but also take less damage. Potentially tie some utility to these stances again too, like needing to be in def stance to use shield wall.
  • Remove dbts and enraged regeneration.
  • Curb on micro cc. Stormbolt and shockwave on choice node.
  • Curb on self healing. Remove all but victory rush/impending victory. Bloodthirst can stay for fury.
  • Ms is 25% for all warrior specs. Ms restricted to only warriors, rogues (poison), hunters (pet), windwalker monks and demo locks.
  • Allow only 1 charge and heroic leap as mobility options.
  • Intervene now only stops 1 ability.

Hunter:

  • Deadzone is back for BM and MM, forcing them to be more mindful of their positioning. Add talent that either allows you to ignore deadzone effect for x extra seconds while your enemy moves into range, or makes you immune to it for x seconds, with a cooldown.
  • Curb on some of the defensives. Remove 1 wall charge and potentially the heal, making hunters a bit squishier than they are now, but still having CD’s like others.
  • Reduce micro cc: Make scatter and trap a choice node. Make binding shot and intimidation a choice node. Remove wyvern sting.

I could write more but these are the most immediate ones I could think of. For Pala for example I would make divine shield reduce your damage dealt by 50% like how it used to, grounding is back to being baseline on 20 sec cd for shamans but only redirects 1 spell instead of all, angel form gone for priests shadow form makes you unable to cast holy spells, druid utility more tied to forms like it used to be and clone now has a cooldown, evoker hover no longer makes them immune to snares, DH blur only dodges from in front and passive leech removal, tie more of Lock utility and defensives to their demons, making them choose between spell lock and some good defensives for example, monk celestial conduit doesn’t make you immune to cc and you have to choose between dampen harm and diffuse magic, etc etc.

Main goal of these changes would be to:

  • Reduce impact of cooldowns on the gam.
  • Reduce impact of instants over casted abilities in the game.
  • Give downsides back to every class and some abilities. Give some classes unique utility that nobody else has, e.g. chaos bolt now ignores any absorbs and immunities.
  • Prune damage rotations across all classes, making them all more approachable for new players, while keeping the skill ceiling high with utility.

this guy hasnt played arena in 12 years it doesnt matter what he has to say anyway his understanding of balance is not existing