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#1 Jun 19 2009 at 5:37 AM Rating: Excellent
Blizzard wrote:

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.


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” 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.


Edited, Jun 19th 2009 9:43am by Anobix

Edited, Jun 19th 2009 9:44am by Anobix
#2 Jun 19 2009 at 5:46 AM Rating: Good
Overall nothing new to people who already know what the mage class is. No words to say that they will work on the healthstone vs mana gem issue (life vs oom?). Blink still, and forever will be broken. Stuck wearing ugly tunics.

At least our DPS is pretty damn good.
#3 Jun 19 2009 at 11:46 AM Rating: Good
Yeah no revelations there. 3.2's 12% mana reduction to arcane is kinda swell though. But yeah our deeps is not broken, mages are probally one of the more balanced classes out there right now imho so there is nothing very radical that they need to do with us. Which is comforting if a bit dull.
#4 Jun 19 2009 at 12:48 PM Rating: Good
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1,634 posts
I don't know what else we could have really hoped for. You can't make Frost the uber raiding spec - because then PVP = PVE basically. You can't do the same with Fire into PVP...

Currently we do good damage, we have a few things we'd like to improve, but, for the most part we do pretty good.

I'd like for them to buff my mana, but it's really not that bad - and cutting the cost of Arcane Blast will really help me...
#5 Jun 20 2009 at 7:15 AM Rating: Good
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363 posts
Some of what he's saying is entertaining: I may need to occasionally Evocate or blow a mana gem? The part about putting in a bug report whenever Blink fails? Also highly entertaining. On the other hand, you know, the class works!

The 12% mana cost reduction for arcane is great. Even better is the (alluded to) invisibility changes. I may even put in a few bug reports just to show my gratitude.
#6 Jun 20 2009 at 8:24 AM Rating: Good
Citizen's Arrest!
******
29,527 posts
Quote:
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.


Could they be any more clueless on this thing? That's not at all what the concern is. Makes me want to say this line to them.

Quote:
See, here's the pulse. And this is your finger, far away from the pulse, jammed straight up your ***. Say, would you like a chocolate covered pretzel?


I'm gonna go to bed before I say anything more angry than this.
#7 Jun 20 2009 at 2:42 PM Rating: Decent
Yeah, that was pretty much unhelpful. It's almost like reading an interview with a politician, they always skirt around answering the questions that people want answered most. :-p
#8 Jun 20 2009 at 8:41 PM Rating: Good
They decided to add a few tidbits after people gave feedback from the Q/A. Actually answered some of the issues we mentioned here.

The long post:

Blizzard wrote:

Mage Q&A Feedback
We knew that some players would approach the Q&As as a list of buffs for their class, and thus be disappointed. But that was never the intent, and we already have channels to do that. The Q&As were to address the kinds of questions we get all the time, such as "What do you guys see as the role of the mage class?" You can find a question like that about every day. I used to answer them, but then someone would ask it again the next week without looking to even see if there had been a previous answer. As such, the Q&As were designed to be more philosophical and long-term. We knew many of them wouldn't be up until after the patch notes for instance.

Given the huge numbers of questions that were asked, we knew it would be impossible to pick the set that would please everyone so we did the best we could. Just because the question wasn't of interest to you doesn't mean it wasn't of interest to someone or they wouldn't have asked it. But we would like to keep the series going long-term, so there is a chance that a question that didn't come up this time can come up again.

I'll just touch on two common themes:

We think mage PvE damage is fine. If you are routinely getting trounced by bad players in your raid, you might consider trying to figure out how some mages are getting really good numbers.

Some players have apparently misinterpreted my comments about mana. I was trying to say that the goal is that dps casters generally should not run out of mana, provided they aren't in over their heads and make reasonable use of their tools. We don't think those tools were adequate. However, we also didn't want to turn Evocate into Innervate, as is commonly asked. Instead, we went with the Ignite change (though I suspect the number will end up being something closer to 2% instead of 1% when all is said and done). We just thought it was a more interesting mechanic and felt mage-like. Since Arcane mages don't use Ignite, we dropped the Arcane Blast cost. Frost has some PvE damage problems, but Frostbolt is already a really efficient spell -- that isn't their big issue. (Source)

Developers Q&A (Source)
Mages in general are not pleased with the seeming lack of control on their damage output. This is most noticeable in the case of fire mages. A complete dependence on RNG-based procs combined with a lack of worthwhile cooldowns leads to a "spray-and-pray" approach to casting. When can mages expect more control on their output?
I think this phenomenon is overstated. The reason I say that is I know of mages who consistently outperform other mages with very similar gear (even within the same raid, when presumably buffs and leadership are constant). You could argue that the random numbers just always line up for them every time, but I don’t find that argument compelling.

The patch notes you have released show a combination of factors that will reduce mana availability to mages. This tells us that you feel that mages currently raiding Ulduar have a surplus of mana. Is this the case? If not, are we going to see more steps taken before 3.2 releases to provide additional mana resources?
I worded that answer poorly. The point I was trying to make is that our design is on challenging encounters the risk for healers running OOM should be much worse than casters running OOM. We want mages to use gems and Evocate, but if they do so reasonably well, then they should be fine on mana until the fights go for more than say 10 minutes. However, we don’t think the mage mana regen mechanics were cutting it, which is why we implemented the new mana return on Ignite. I think the patch notes said the return was 1%, but 2% might be more appropriate. (Source)

Mages feel that Mana Gems and Healthstones should not share a cooldown as we are the only class in the game currently forced to choose on this matter (and with the apparent intent of our mana regen mechanics, it is not a choice at all.) When can we expect these to be unlinked?

We will try to get them unlinked. I can’t recall if this was done for reasons of balance or kit, but it seems unnecessary. (Source)

Mage AoE is limited by the ground-area focus and significant mana cost associated with their AoE Spells. Other classes have more flexible AoE with significantly better at-will resource regeneration (i.e. Life Tap, AotV). This causes mages to be excluded from planning for AoE phases when possible and causes the need to drink constantly on trash packs. The feeling amongst some mages is that our AoE spells should be reasonably costed but with damage balanced to the point that with few targets (say, less than 3) they are impractical due to low damage, but scale better with more targets. This would be as opposed to making them overly costly mana-wise which makes them all but unusable now. Is this something that we could reasonably see happen?

I really don’t see situations where mages are not taken seriously as AE classes. Yes, some classes have higher burst AE on some trash packs. Mages still do great with Blizzard, and with the Ignite change we might even see a return of Flamestrike on some pulls. (Source)

You suggest that Spell Steal could be improved with a glyph. Many mages feel that we have too many mandatory major glyphs at this point and too few useful minor glyphs. Is there any chance in this expansion of us seeing the Spell Steal as a minor glyph, or other minor glyphs in general that could provide some enhancement to the class?
I was throwing that out there as a possible experiment. We intended Spell Steal to be a way to get a useful buff from an enemy. In practice it has become more of a generic dispel. Changing that could be both a buff or a nerf to mages depending on the situation. (Source)

Q7: Torment the Weak is considered so mandatory by both Frost and Fire players that virtually every serious raiding mage in those specs has 18 points in Arcane despite having to waste points in the lower tiers for talents that have absolutely no benefit (not bad talents, just not relevant in any way to Frost or Fire). Additionally, on fights where we are forced to target non-snared mobs (think Kologarns arms), mages dps suffers heavily. The last time we saw a talent this mandatory was with Evocation. If mage dps is so dependant upon this talent, shouldn't we be expecting for it to be removed entirely, mage baseline dps improved, and the lower tiers of arcane spruced up with some more inviting talents?
It’s hard to persuade us that mandatory talents are a bad thing. The alternative is that talent specs aren’t compelling because you could throw darts at your trees and have a viable spec. Furthermore, once you chill out a mandatory talent, then the next most powerful one is considered mandatory. I can’t think of a single talent tree for any class without a mandatory talent. It only becomes a problem when the character is severely restricted in being able to get fun utility talents because so many talents are tied up in the mandatory ones. But even in this situation I doubt mages are alone. (Source)

Q8: You have told us that "Arcane is a little bloated." But unlike with Shaman, you've provided little explanation as to what you would like to see happen with this tree to correct some of the bloat. Can you give us examples of some of the changes we could expect to see?
I am reluctant to do this because then if the changes did not materialize in the next patch, Arcane mages might be upset. In the Q&A I believe I mentioned Prot warrior and Ret paladin of models of how we would like to see all of the talent trees – very thin with an almost inability to spend all of your points in one tree. (Source)

You seem to insinuate that Mirror Image actually reduces threat when all current data shows it as nothing more than a fade. If Mirror Image actually reduced threat generated while active, it would be a vast improvement. Can we ever expect to see this functionality? Can we ever expect it to come back off the GCD?
Mirror Image divides your threat among the images. I thought this was well known unless I am misunderstanding the question. (Source)

If you are going to continue to have longer fights, why do mana gems have charges? Really.
You are supposed to have to manage your mana. You are not supposed to routinely run out. As an example of this if you are in a very short fight (like a hard mod with a fast burn) you should pull out all the stops. If you know the fight is going to go long, you should pace yourself. I would consider a mage who always did the same things in every given fight to not know their class mechanics as well as they could. Realistically, we have very few ten minute fights, and most are far shorter. (Source)

Playing with Fire has always been a neat flavorful talent. But with the sorts of AoE damage flying around nowadays, it is starting to feel like too much of a liability. Why are mages unique in having a talent that actively hurts you?
Kit. Homogenization is something we struggle with a lot. We don’t like it when two classes have very similar talents, though this is understandably one of the first things players suggest when they find a talent wanting. (Source)


Edited, Jun 21st 2009 12:44am by Anobix

Edited, Jun 21st 2009 12:45am by Anobix
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