Greetings!
with today's patch we will introduce a reworked key mechanic of mage, while giving every mage sub class a unique mechanic to implement those changes properly. Our goal is to further increase synergies of magical classes between elemental classes in general and bring them back in line with each other.
Today's key mechanic changes will be the first step into a new direction that will have some adjustments following up in the near future, enhancing variety and possibilities of magical class gameplay in general.
For sure, you might experience different results by combining specific synergies with each other, so that previously underperforming magical classes might be able to catch up with current meta classes again. This is one of our major goals in magical class balance, so there will be more specific elemental synergies instead of general support on many classes, not only speaking of the current patch.
For your M/R problem, there is no solution. Just accept the fact that most mobs die faster than you can get your Cursed Fangs + Kiss of the Vampire combination out.
This is exactly what is the goal of Mage/Rogue class design. We will even increase the impact of this skill combo further, so it might be mandatory to use in many scenarios in the first place.
The class having issues to apply Kiss of the Vampire properly should be the difficulty and barrier of entry of this classes' power. So by buffing Kiss of the Vampire to grant further bonuses (alongside the new changes of general Mage class [that might be released today] ) will lead to the point of intersection between difficulty and power.
However, if it turns out to be an extremely annoying mechanic in the long run, we will reserve the right of making further adjustments of course. But for now, the Kiss combo will be a key element in Mage/Rogue's gameplay.
For warlocks is the whole aoe situation. For druids, well, everything xD.
You might look forward to the upcoming patches, where warlocks and druid will get some love again. There will even be another dark damage synergy alongside a specific major combat change that enhance warlocks and specifically Druid/Rogue gamplay decently. But, to manage expectations, this might require further adjustments later. I'm looking forward to your feedback!
Quote from MadoxThe issue I see with mdps is that all of them have 1 big handicap. I always thought classes shouldn't be perfect and they should be "bad" in atleast one situation... well, rogues don't have that problem.
General class balancing is a complex task due to different combinations, synergies and even general raid gameplay. However, the peak issues have been addressed to the general class balancing team and we are working on that.
Best regards
Wesker