Remove certain bleeds when they enter/leave certain forms. Specifically, drop bleeds when they enter bear form at the very least. It stops so many feral shenanigans that I'm surprised they haven't done it yet. It also fixes the ferals can't be peeled problem to a certain degree.
The other problem with ferals is instant cast nature spells after 5pt finishers. I thought it was in place of a 5pt finisher and was okay with it, but they get it in addition to that. That's pretty ridiculous. First, cyclone should never be instant that often. Second, this is something that has needed to be reevaluated since its creation.
The laziest solution is to make it a 45s cooldown or have it only increase cast speed by 40%. The more in-depth solutions are to make it cost combo points or some form of feral resources.
The newest problem with ferals is instant cast roots. Remove that glyph and bake it in to boomkins. Thanks in advance.
Also, did you know skull bash range is 12 yards? :)
However, I think the problem with bleeds isn't exactly bleeds. Damage over time is too high across the board. From dks to spriests to afflocks to ferals. It's just less noticable on other classes because their dots are dispellable or the class has other glaring flaws. Resilience used to reduce ONLY dot damage for a reason, and ever since the resil changes dot classes have been a bit too powerful.
Argh, people who are playing the class defend their class endlessly. People who insult a class don't even have any ideas for what needs to be adjusted. People who have one time glad title think they know what needs to be changed. Endless cycle and that's why this forum will be garbage. We used to look past our own class and in a debate decide exactly what should be changed. The OP listed a bunch of crap but didn't offer one single idea. We all know what is overpowered right now, we all know what feels retarded and should be changed, but when you list them to us, you're just preaching to the choir. The ideas for changes are what make a post good.
going to edit this be patient
Mage changes I'd propose:
-Ring of Frost down to 8s from 10s
Ring of Frost is mostly used to cc people you can't polymorph. Druids especially. Otherwise it is used to peel multiple people at once or increase burst on a target, where its duration doesn't matter. The problem? They can either stand inside the ring and move around freely, or they can get out before the long activation time.
The strength of this ability and hungering cold is really blown out of proportion when it shares polymorph DR. Positioning and understanding how it works is everything. Reducing the duration somewhat makes it a lot less appealing to use as a cc too, because polymorph will work better in most situations.
-Ring of Frost now applies a 3s debuff when broken that prevents reapplication (use brainfreeze icon or some guy holding his head screaming)
-Ring of Frost now colored by faction by default, if a "Team" setting is present its colored by the team's color. This change is also applied to smoke bomb, as well as making it more visible.
-Ring of Frost ground duration increased to 14s-16s
This change is controversial, but it would allow you to intentionally keep yourself on polymorph DR when playing against a mage team. It also allows the spell to control space longer should no one be on poly dr next to it. Combined with the other changes it's pretty fair, and it could be a talent/prime glyph.
-Fire Orb actually hits people now and can go over terrain
It seriously just flies by your target and does nothing or gets stuck on a 1 pixel high lip 90% of the time
-Freeze now a 1pt talent down from 3pt
The lower part of the frost tree is way too bloated and mages are starved for points. Also, being able to get 100% 2 fof charges every pet nova cooldown is too strong. It's also too strong when you can unsummon+resummon pet in a gcd to get a second proc and more nova control on the rest of the target's team.
Point1: 1 fof charge at 100%
-Shattered Barrier and Cone of Cold share DR, duration up from 4s to 6s
6 -> 3 -> 1.5 instead of 4 -> 2 -> 1 + 4 -> 2 -> 1, also actually puts you on DR so the mage can't just spam that them mindlessly with no regard to dr.
-Ice Barrier and Mage Ward absorbs increased to closer to 14k-18k
I would really like to see absorbs increased across the board for all classes. The engi belt absorbs about 20k and breaks fast. Ice Barrier absorbs like 7k or something ridiculously low. It feels like using rank 1 by accident in wotlk.
-Mana Shield revisited
Mana Shield is awkward. As frost you have 3 GCDs to spend on absorbs. Mana Shield, Mage Ward, and Ice Barrier. Mana Shield is yet another short cooldown to manage now that it isn't spammable. Mana Shield not sapping your mana away sort of defeats the spirit of mana shield as well. I'd like to see this ability looked at and redesigned.
-Ice Lance damage evaluated after these changes, frost bolt damage increased by a fairly significant amount
FB is no longer effected by fingers of frost, which means it does a lot less damage most of the time. It would remove the skilless lance spam and make frost mages want to cast more than they already do. Fixes pve dps as well.
-Early Frost now gives an undispellable buff icon. Early Frost only goes away when the cast is completed.
-Polymorph, Fear, Cyclone cast time reduced to 1.1s-1.2s and no longer effected by any cast time reducing effects, including haste
Solve this problem for good. The current cast time is too slow and the lusted+veinsd cast time is too fast.
-Reactive Barrier is a BAD IDEA
It will always be worthless or overpowered. It is currently 100% worthless. Remove this talent and replace it with something else. See my next point.
-Another good prime glyph or two for pvp, Reactive Barrier is complete garbage, new talent+new prime glyph
(a) Ring of Frost ground duration increase ala previous suggestion implemented via glyph or frost talent in reactive barrier's place
(b) Ice Barrier glyph would be less than useless with the above absorb change
© A talent or glyph that gives early frost +x% crit chance on your next frost bolt cast
(d) Some math nerd pve glyph/talent maybe
-Significantly reduces controlled FoF/root potential to reduce on demand burst
-Makes DR meaningful again for barrier/cone of cold
-Makes you want to interrupt frost bolt because casting it will matter again
-Makes RoF less mystical and easier to comprehend, allows the opposing team to make amazing plays based on RoF
-Makes casting CC not stupid
-Fixes currently broken frost talent tree