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Incanter's Ward nerf


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#1 Mirionx

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Posted 13 May 2013 - 10:38 AM

"In an upcoming change to the patch 5.3 patch notes you will see that we are looking to change the maximum spell damage increase from 30% to 15% but have the effect duration increased to 25 seconds, up from 15 seconds. This will lower the damage coming from Frozen Orb, Frost Bomb and other skills during a Mages burst window, but that damage multiplier will just last for a bit longer."

http://blue.mmo-cham...alone-for-once/

Is it just me who thinks this is the wrong way to nerf mages?

#2 averuki

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Posted 13 May 2013 - 10:45 AM

assuming no one's going to dispel that. Mages will have their damage increased by 15% all the time.

#3 Pritchard

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Posted 13 May 2013 - 10:45 AM

Everyone thinks its the right way, but mages are still gonna global people unless the damage nerf in 5.3 is really really hefty.  You can easily global people without having incanters on right now.

#4 Dreamex

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Posted 13 May 2013 - 10:46 AM

Dont worry on patch day it will get hotfix-reverted back to 30% and they will keep it at 25 seconds.

#5 Mirionx

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Posted 13 May 2013 - 10:48 AM

View Postaveruki, on 13 May 2013 - 10:45 AM, said:

assuming no one's going to dispel that. Mages will have their damage increased by 15% all the time.

Exactly, like what are they thinking >.>

#6 mirox

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Posted 13 May 2013 - 11:00 AM

View PostDreamex, on 13 May 2013 - 10:46 AM, said:

Dont worry on patch day it will get hotfix-reverted back to 30% and they will keep it at 25 seconds.
Probably this

#7 Virent

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Posted 13 May 2013 - 11:04 AM

View Postaveruki, on 13 May 2013 - 10:45 AM, said:

assuming no one's going to dispel that. Mages will have their damage increased by 15% all the time.

Even if you do have a dispeller in your team, dispelling against a shattree for example is almost impossible. Every time I try to dispel fear ward (an example), it's just so RNG I've had times where it's taken me roughly 10 dispels due to lifeblooms, shields etc

I don't consider this a nerf at all. They should just keep the duration the same alongside the 15% dmg nerf. Nobody uses that talent in PvE anyway, so it wouldn't affect PvE at all. I don't understand why they have to compensate mages for a dmg nerf that they obviously need. It's not even the worst thing about mages right now, their burst altogether even without incanters is retarded.

Edited by Virent, 13 May 2013 - 11:11 AM.

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#8 Hyuru

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Posted 13 May 2013 - 11:06 AM

Every mage have been saying this is the right way to fix mages, even though it's not. But since so many people have been saying it, Blizzard believe this is the correct way to go...

Nerf instant dmg, and buff casted dmg.

#9 Mirionx

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Posted 13 May 2013 - 11:12 AM

View PostHyuru, on 13 May 2013 - 11:06 AM, said:

Every mage have been saying this is the right way to fix mages, even though it's not. But since so many people have been saying it, Blizzard believe this is the correct way to go...

Nerf instant dmg, and buff casted dmg.

IW is the right thing to nerf but they're nering it in the wrong way.

Why would you want to give Mages 15% more damage on an almost 100% uptime? It makes NO sense whatsoever. Keep the current duration of the spell and make it 15% damage increase instead and remove Frostbolt stacks that increase lance damage.

#10 Pritchard

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Posted 13 May 2013 - 11:18 AM

its not the right thing to nerf at all, you can frostbomb->deep->orb someone who has no trinket with no incanters ward up and still kill them easily.

#11 Deadscumlord

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Posted 13 May 2013 - 11:21 AM

View Posthairpiece, on 13 May 2013 - 11:18 AM, said:

its not the right thing to nerf at all, you can frostbomb->deep->orb someone who has no trinket with no incanters ward up and still kill them easily.

Ohh yes, much to easily, but this is a step in the right direction for the game as a whole.

#12 Miluu

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Posted 13 May 2013 - 11:33 AM

do you rly think that they will nerf mages? haha wont happen.

#13 dionim

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Posted 13 May 2013 - 11:37 AM

haha was playing my mage alt, trying to global the enemy healer as usual and then suddenly his hunter died due to frozen orb damage and fbomb explosion

that made my day in wow, thanks blizzard to keep the game fun for me!

#14 Sicktrix1

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Posted 13 May 2013 - 11:40 AM

that change would just make incanters useless and everyone will use invocation (which lasts 1 minute and undispellable)

#15 Conviqx

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Posted 13 May 2013 - 11:52 AM

Frost bomb does 100k easely with 1 pvp trinket procced or on use, this change is useless
http://www.twitch.tv/conviq

Dost Thou Even Hoist?

#16 watchmepwn

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Posted 13 May 2013 - 12:26 PM

Perfect. Now we can't one shot ppl anymore in a deep. Slightly get them to 35-40%.

keep it and we will be fine.

#17 Hyuru

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Posted 13 May 2013 - 12:35 PM

View PostMirionx, on 13 May 2013 - 11:12 AM, said:

IW is the right thing to nerf but they're nering it in the wrong way.

Why would you want to give Mages 15% more damage on an almost 100% uptime? It makes NO sense whatsoever. Keep the current duration of the spell and make it 15% damage increase instead and remove Frostbolt stacks that increase lance damage.
For this to be the "right way", this can't be the only nerf. They should IMO remove the free Frostfire Bolt procc from Frost Bomb and make alter time not restore proccs, keep IW as it is, and double the cooldown, buff Frostbolt dmg and nerf Ice Lance dmg.

Edited by Hyuru, 13 May 2013 - 12:36 PM.


#18 helpx

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Posted 13 May 2013 - 12:49 PM

Remove ffb procs from bombs in pvp, nether tempest shouldnt be viable imo

#19 Alexandrius

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Posted 13 May 2013 - 01:12 PM

I'm cool with nerfing everyones damage if blizzard can correctly do that, while at the same time nerfing heals a lot, so that damage is meaningful and getting behind actually means something.  I'd be cool with damage being taken off of orb anyways, just have it be for utility/procs.  Make it make enough procs that pve'rs are happy and this will reduce the dmg in a deep because it wont be ORB ticks for 30k+ and icelances for 60-70k+ it will just be icelances.  Thus people won't die in deeps unless they get frostbombed + double frostbolted which is 3 (uninterupted) casts in a short time frame.  For example, if a destro lock chaos bolt X3 someone it would be fair for them to die imo.  Also, could completely remove frostbomb, return cone of cold freeze and reduce frostbolt cast time a little maybe that is a direction to take frost mage for pvp?  (that is just food for thought, I'd like alot more consistent dmg in more frequent casted shatters and less 1 shots)  

But then they have to keep triple DPS from returning.. as heals decrease in strength and instant cc remains, triple dps gets stronger.

All of this being said, I tried playing resil gear last night instead of my usual int/mongoloid gear for funsies.  Gameplay is very slow with 50k icelances.  More consistent though, can win more games if playing very safe and methodical.  Seems teams can just turtle much easier, and its more boring and longer games of both teams playing turtle style.  Idk, more boring with heals the way they are.

Edited by Swagimusprime, 13 May 2013 - 01:15 PM.


#20 Zaephyr

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Posted 13 May 2013 - 01:53 PM

don't people just insta dispel incanters anyway..


this change is absolutely useless.
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