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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
Print Community Team: The next few questions concern the number-one issue raised by mages on the forums as of late: mana efficiency.
Mana Gem and Evocation are commonly referred to as outdated mechanics. Many players feel the Mana Gem does not restore enough mana and should not be placed on the same cooldown with a warlock's Healthstone, while Evocation has too lengthy a cooldown and is typically not a reliable means of acquiring mana during boss fights.Q: How do you view these mechanics, and are there any intentions of updating mana recovery capabilities for mages in the future?
A: Our general philosophy, in a very broad sense, is that healers risk running out of mana if they aren't careful or are in over their heads, but that damage-dealing specs generally have enough mana to do their jobs. That doesn't mean that you never need to burn a gem or use Evocation, but it does mean that if you are being reasonable about what you're doing that you should have enough mana except perhaps on very long or unusual fights. What we are more likely to do is just lower the mana costs of the main nukes: Arcane Blast, Fireball, Frostbolt, and Frostfire Bolt.
Community Team: Compared to many other damage-dealing counterparts, mages feel their AoE damage is less reliable and way too costly.
Q: Do the developers feel that the cost to mages of doing AoE damage is appropriate?
A: It's close. We don't want say the Blizzard spell to ever look really attractive to use against a pair of creatures or a single target. It's taxing on your mana bar to do many Blizzards, but it doesn't feel inappropriate for the amount of damage you're doing during that time. The efficiency is still good in cases with a large number of targets, which is the whole point. Now some of the other mage spells could definitely use some improvements to make them as competitive as Blizzard (the spell) in terms of usability, damage or efficiency.
Clearly it's in our best interest to make sure a spell with the name "Blizzard"<wbr></wbr> kicks some major posterior.
Community Team: Spell Steal is a very costly spell, especially considering it can be resisted, an unnecessary buff can be stolen unintentionally or the stolen buff can be dispelled.
Q: Are there any plans to reevaluate the mana cost and functionality of this spell?
A: We think the core of the problem is that a spell that was designed to let you steal cool buffs from an enemy has sort of fallen into the niche of a general dispel. Rather than make it cheaper, we'd be more likely to let it actually only steal spells that would benefit the mage. This would be a buff in some cases and a nerf in others though, so it's not a quick and dirty change. We have considered a glyph to let Spell Steal take two buffs at a time.
Community Team: Now let's jump to some questions about specific talent specs.
Firstly, the Arcane tree is widely considered too bloated. It seems
that, over time, the talent trees of all classes have really evolved to
provide plenty of different options with fewer five-point talents to
allow for greater customization. There are several flavorful talents in
the Arcane tree (i.e. Student of the Mind, Magic Absorption, Magic
Attunement, Incanter's Absorption, etc.), but many players feel that
they cannot afford to spend points in such places since many of the
most necessary damage-dealing talents require five points.
Q: How do you feel about revitalizing the Arcane tree to thin out some of these five-point talents?
A: Arcane is a little bloated. If you take all of the damage
and mana talents there aren't many left to spend on the more fun or
cool talents. We recognize that it's hard, for instance, to have a
single Arcane build that can work in both PvE and PvP. To be clear
though this is a problem with several of the talent trees and not a
problem with Arcane alone. If you look at say the warrior Protection
tree or the paladin Retribution tree, those provide a model for where
we'd like to take talent trees in the future - fewer talents overall
and plenty of points to spend on fun play-style choices that really do
feel optional rather than talents you need to make your spec function.
Also note that fixing some mage mana issues might make some of the mana
talents feel less mandatory.
Community Team: To expand upon the last question, Torment of
the Weak is used in several of the most popular mage talent specs for
both PvE and PvP, however, the Arcane talents prior to this one are of
very little use to Frost mages - and Fire mages to a lesser degree --
in PvE.
Q: Are you concerned at all that Torment of the Weak is
considered to be so important to mages, regardless of specialization,
that a minimum of eighteen talent points must be spent in the Arcane
tree to reap its full benefit?
A: We don't think it's must-have for Frostfire builds and it
doesn't strike us as weird that Frost or Fire would subspec into
Arcane, since that is generally going to offer them more than say a
Frost mage who subspecs into Fire.
Q: Are there plans on the horizon to improve Fire mage representation in PvP?
A: Yes. It is more important to us though to fix classes
that have no viable specs than it is to bring options to classes that
already have a reasonable Arena presence. We are more focused on
improving hunter and warlock representation than making sure Fire has a
PvP role. It's still something we would like to do, but in a game of
this size there are a lot of things we'd like to do. Dragon's Breath is
one spell we think we can improve for PvP. With a lower cool down it
could be more like Scatter Shot. It's not necessarily that Fire is
terrible at PvP, just that Frost has a lot more tools.
Q: Is threat generation from Fire mages a concern at all
given their burst damage is controlled mostly by proc talents and
critical chance?
A: Threat-generation is a concern. One way we'd like to fix
this is through Invisibility. We've always been a little cautious with
making sure the spell wasn't too powerful, but we think we have plenty
of room to improve it. In PvE for example, it's really hit and miss
whether you'll take damage that will prevent the threat wipe. Do
remember that Mirror Image is quite useful as a threat-reduction spell.
Your threat is divided among the images while it's active. Sometimes it
makes sense to blow the spell right at the start of a fight, and other
times when you get a spell buff or are otherwise able to go into really
high damage mode for a few seconds.
Q: Do the developers still consider it an objective to improve Frost damage for PvE?
A: Yes. The challenge as always is to make sure we don't
over buff Frost in PvP just to make it viable in PvE. While it would be
ideal for all specs to be viable in PvP and PvE, having different PvP
and PvE specs at least keeps those specs alive rather than having one
tree which is good at everything. We'd like to buff Frost through Ice
Lance. Currently another Frostbolt is always better than an Ice Lance
in PvE. We experimented with improving this through the glyph of Ice
Lance, but it turns out the glyph would have to improve Ice Lance's
damage by x6 or something ridiculous like that.
Community Team: Finally, this wouldn't be a mage Q&A
without a question about Blink. It has been discussed in the past that
it's the terrain that can cause the spell to fail and not necessarily
an issue with the spell itself.
Q: While mages do recognize this issue, has there been any
discussion about reworking Blink so it's more intuitive and could
recognize a mage failing to teleport any distance forward, wasting only
a global cooldown rather than the mana and spell cooldown?
A: Blink is a movement spell, and anything related to
movement can be a little dicey on a client-server game like World of
Warcraft. That's not an excuse for it bugging out, but an explanation
for why you can get into situations where it doesn't seem to work. In
the 3.1 patch we made some technical improvements to the spell working
on slopes. It used to fail a lot in the portal area of Dalaran for
example, but that has been much improved. One of the places where it
still seems to struggle the most is entering or exiting the tunnels in
Warsong Gulch, which ironically is one of the places where it's also
the most useful. Anywhere there is a change in terrain, such as
entering a building, could be problematic. We are working on this
issue. If you run into a problem with Blink, the most helpful thing you
can do in the Bug Report forum is specify where exactly you had the
spell fail. That will let our engineers zero in on solutions.
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