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World Of Warcraft: Wrath Of The Lich King
Published by: Vivendi Universal |
Mage Q&A with Ghostcrawler and the World of Warcraft Development Team - News
By Emanuel Avram
Published: June 19, 2009
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Today we continue our class Q&A series with Greg "Ghostcrawler"
Street and the development team, where we're taking a look at each
class and answering some of the top questions brought forward by their
communities. Next up, we take a look at the most asked questions from
the mage class and find out more about the design philosophy behind the
class, the expectations for the class, and what may lie in store for it
in the future.
Mage Q&A with Ghostcrawler and the World of Warcraft Development Team
Community Team: Joining us today to shed some light on the
many questions we've fielded from players within the mage community is
the Lead Systems Designer for World of Warcraft, Ghostcrawler, who has
enlisted the assistance of several members of our class design team to
provide the most thorough answers possible.
We'd like to begin by exploring the perceived role of the mage
class. A lot has changed since the days when the "glass cannon"
description was applied.
Q: Where do mages fit in the current scope of things, and where do you see them from this point going forward?
A: The mage is the iconic caster -- a ranged class that
wants to stay at range in order to focus on dealing damage. They can do
single-target damage, area of effect damage (AoE), or crowd control.
Every group should want a mage because they are reliable, powerful and
flexible. Most of the mage's spells have a cast time and a lot of the
gameplay involved in improving your mage revolves around minimizing the
limitations of the cast time, whether it's lowering cast time through
talents and gear, getting away from enemies so you have an opportunity
to cast, or using the occasional ability to make a spell instant.
While all three of the mage talent trees focus on dealing damage,
we are pleased with the different feel between Fire, Frost, and Arcane.
Arguably mages even have a fourth potential style now that focuses
around Frostfire Bolt. We know the stylistic differences work because
there are Frost mages who just love Frost and want to see it work in
Player vs. Environment (PvE) and Fire mages who want to play Fire in
Player vs. Player (PvP). They prefer a play style within the same class
over a different play style that would be arguably more effective
within a particular aspect of the game. While understandably
frustrating for those players, it also points out a success in the
class design.
We used to call the mage the master of AoE damage, but we've since
decided that's not a great niche for anyone. The "AoE class" feels
mandatory in situations where you do have large crowds of enemies to
contend with, but then the AoE class gets bored when everyone else is
maximizing their single-target damage on a boss. Now we try and give
AoE tools to all damage-dealing specializations (specs), though we will
always make extra effort to make sure mages stay good in that
department.
Players sometimes wonder why the mage class has seen fewer changes
than some of the other classes during Lich King. We think that's
because by and large, the class works. That's not to say there aren't
areas we can improve, but we think the mage has all the right tools to
live up to its reputation.
Q: What is it that makes them unique when compared to other classes?
A: All of the mage specs, though less-so Arcane, focus on a
single spell such as Fireball. At first glance, and especially to
non-mages, this might make the class appear overly simple to play, but
really you can have a lot going on. There are chance-on-hit abilities
(procs) such as Hot Streak and Firestarter to contend with. Mages have
some great tools, like Presence of Mind and Arcane Power, to really
kick up their damage on demand. Frost PvP in particular requires a lot
of finesse to get the Water Elemental's Frost Nova at the right time
for a Shatter combo. Mages are fragile though (just ask a healer), so
they have to make sure they're staying alive as well and using the
tools they have to do so. Even though most of their damage comes from
one spell, mages have a lot going on. The damage per second (DPS)
difference between a skilled and less-skilled mage with the same gear
can be pronounced.
Mages still are a glass cannon when compared to priests and
warlocks. While all have their armor spells, the mages also have escape
mechanisms from Polymorph to Frost Nova to Iceblock to Blink. Mages
should never feel "tanky" in a PvP environment. The biggest risk for
homogenization occurs with the mage and the warlock, but in this case
we think the mage is in a good place and it's the warlock that we want
to move slightly farther away. We'll talk more about the locks soon,
but we need to focus them even more on mechanics like shards and
demons.
Mages also retain some unique tools, such as the town portals and
the (ahem) food and beverage service. Their crowd control is still
among the most powerful, if not the most powerful, in the game.
Community Team: A lot of initial questions and concerns we received from mages around the world were concerning itemization.
Q: In particular, a lot of the newer PvE and PvP mage or
caster items seem to favor Fire spec and, to a lesser extent, Arcane.
Do you feel as though mages are being forced to focus too much on
critical strike rating (crit) over stacking more haste, spell power,
and intellect, stats that are much more beneficial to the Frost mage?
A: It isn't in our best interest as designers to have Frost
want very different stats than Fire. In a world where we already must
add so many new items to the game with every new raid tier / Arena
season, we just don't want to dabble too much with "this piece is
attractive to the Fire mage, but not the Frost mage." We think the
value of different stats has just crept too far apart for different
specs of the same class. It's just never going to feel right when one
stat is worth double or more of the value of another stat. We're making
a big pass at all of the talent trees and item stats to try and get
this a little closer for everyone. Ideally you might be comparing two
pieces of cloth and have to decide whether the haste or crit is more
valuable to you, and not just write off everything without crit as
junk. So to answer the question succinctly, yes mages are being asked
to focus too much on some stats.
We also understand there are some items in Naxxramas that are
superior to items in Ulduar. This isn't ideal, but is partially fallout
from our decision to not have the final boss of Ulduar drop better loot
than the rest of the instance, which is a design change from the
previous tier. We are looking at the items on a case by case basis as
the feedback comes up. While it isn't our goal to ensure that every
drop is automatically an upgrade, it also isn't our goal that you try
and get your group to keep going back to the old content because it
provides more upgrades for you.
Community Team: There are some funky cloth legging designs out there that are difficult to truly appreciate unless one wears a tunic.
Q: Even so, will mages get robes, or at least the option of choosing robes, over tunics going forward?
A: To be totally honest, this is not a huge priority for us
at this time. We embrace some level of player visual customization in
World of Warcraft, but it's just not in the design vision to give
players as many controls over how their character looks as some players
would probably desire. One of the distinctive visual qualities of cloth
is that it often looks like long, flowing robes, which is pretty
consistent with the iconic fantasy wizard. No doubt some players would
prefer to change the look of their weapon or weapon enchant if they
could without having a game play effect, so this is just a slippery
slope for us. We will keep the feedback in mind though.
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