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Up Mage 3.2 .... de la poudre aux yeux.

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Up Mage 3.2 .... de la poudre aux yeux. Empty Up Mage 3.2 .... de la poudre aux yeux.

Message  Siniaera Ven 19 Juin - 11:59

Petit topic pour en discuter ^^ bah faut bien faire le post journa mage xD

Entre un Q & A qui ne reponds pas encor aux Grosses Questions

et un debut de patch note qui au finale.... n'apporte pas de up ni de nerf.


* Arcane Blast: Mana cost reduced by 12%.

pour contrebalancer le nerf du requinquage (au finale ca va quasiement rien changer)

* Talents
o Fire
+ Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 1% of base mana each time the Ignite talent deals damage.
Pareil que mon precedant commentaire.

* Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3 second fade time, however an invisible mage can still be stunned or silenced.
Bof y'en avait pas vraiment besoin, ca aurai du etre prevue au debut... on appris afaire avec xD m'enfin si ca permet d'eviter de perdre un invi sur 4 pourquoi pas ^^


Ils aurait mieux fait de donner a nos images mirroirs la capacite de pouvoir copier nos emotes ! comme ca, ca fait 4 x /facepalm (ou 5 avec la glyphe majeure)

Bon on s'y habitue, attendons de voir le 3.2.1


Dernière édition par Siniaera le Ven 19 Juin - 12:35, édité 1 fois
Siniaera
Siniaera

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Date d'inscription : 16/01/2009
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Message  Siniaera Ven 19 Juin - 12:11

JE vient de trouver ca, enfin quelques reponse symphatiques

Ajout en 1er page d'un Q/A "alternatif" de GC en réponse à un post sur le forum US


C i t a t i o n :
You've seen the general response to your Q&A. It's not pretty. That really can't be helped at this point. But you can manage the fallout. Below are a fair sampling of the actual questions the Mage commmunity has. It's not neccessarily complete (and I know that everyone will let me know what I missed), but it's a start.



That response really isn’t too surprising. Players tend to get upset unless whatever the most important question to them (or perhaps even the question they asked) gets answered. Hopefully it did reach enough players who had questions about the direction of the class. Those types don’t always post to say “Thanks for the Q&A.” People on forums, by and large, are those with an axe to grind. Smile

I can’t answer all of these questions, for the same reason we couldn’t answer all of the submitted ones, but I’ll answer a few.


C i t a t i o n :
Q1: 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.


C i t a t i o n :
Q3: 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.

C i t a t i o n :
Q4: 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.

C i t a t i o n :
Q5: 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.

C i t a t i o n :
Q6: 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.

C i t a t i o n :
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.

C i t a t i o n :
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.

C i t a t i o n :
Q10: 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.

C i t a t i o n :
Q12: 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.

C i t a t i o n :
Q15: 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.
Siniaera
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Message  Chuka Ven 19 Juin - 16:54

Normal que tu ai zappé des questions ?
J'aime beaucoup l'expression "spray-and-pray" xD
Je trouve que ce Q&A est tout de même assez proche de l'officiel.
Menfin bon, tant qu'on se fait pas nerf. (Gnome) MAGE FTW

EDIT : Autant pour moi, jviens de foir le Q&A sur le fofo mago et il manque déjà des questions ^^

Chuka

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Message  Tiräzielle Ven 19 Juin - 19:51

Q & R sur le Mage ( EN FRANCAIS ) avec Ghostcrawler et l’équipe de développement de World of Warcraft : 19 juin 2009

http://worldofwarcraft.judgehype.com/index.php?page=ptr_320_mage_ghostcrawler

Je cite :
Les joueurs se demandent parfois pourquoi la classe de mage a connu moins de changements que les autres classes dans Lich King. En fait, c’est parce que cette classe fonctionne bien. Cela ne veut pas dire qu’il n’y a pas moyen de l’améliorer, mais nous pensons que le mage dispose de tous les outils nécessaires pour être à la hauteur de sa réputation.

Tout a été dit =)
Tiräzielle
Tiräzielle

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Message  Davman Ven 19 Juin - 21:18

Dont des aoes efficaces mais plus couteuse que ceux des autres pour des degats equivalents voir même inférieur (je parle pour une spé qui n'a pas d'aoe "amélioré" a la base)

Davman

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Message  Tiräzielle Sam 20 Juin - 5:05

Bah dis toi que t'est pas le seul dans ce cas , mon Ouragan me coute un pack de 2K8 mana que je ne peux améliorer sous peine de perte de dps monocible (-30% dégats dessus)
Tiräzielle
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