Posts by arhangel87
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Mage/Warlock
You reduced the passive damage of the AoE skill by 25%... fine... then why didn't you add passive damage to the single-target skill? Are you aware that a single-target skill does less damage than an AoE kill on the same target? May I ask who your tester is? And can they be replaced? My pet does more damage than the single-target skill... that's ridiculous, the minimum... I emphasize, the minimum damage for a single-target skill needs to be quadrupled for it to even appear on my toolbar...
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I think mdps (as a gear type) are pretty good, but mages (as the Mage class) are pretty "meh" in the magical meta, average A-tier to B-tier I'd say, bcz in nostalgia or small grove groups, other classes are much more useful bcz mages have almost no support aside of Elemental Weakness or M/Wl... In terms of damage, the mage class isn't really that good compared to almost all warlocks and some other classes like W/M or Wd/D and mage only has medium CC/utility potential --> there are much better classes too...
Of all mages only M/Ch and maybe M/W (if the raid is kinda slow) are kinda viable, everything else is kinda meh.. I'd rather play any warlock instead of mage atm, so yea, mage is kinda dead 💀
Overall, I agree with you+++
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Good afternoon. When will mages be brought back into the game in your project? And when will they become playable?
mages are balanced and strong in current meta, maybe you should reconsider your post.
Mages are dead, what are you talking about? And why are you misleading people? The truth is, almost no one plays them, and that's enough to prove my point.
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Good afternoon. When will mages be brought back into the game in your project? And when will they become playable?
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Greetings!
Why play mages when there's a Guardian/Scout who hits as hard as the entire raid combined, with all the combinations you've described here? Or a Guardian/Warlock who's only been playing for three days with tier 10 gear and level 10 runes, but hits harder than a tier 15 mage with level 13 runes?
Thank you for sharing your thoughts and concerns. We will look into these classes and if today's patch hasn't fixed them already, we will see what else can be done. However, I think it would've been more useful if you posted this in the Warden thread, as you feel that wardens do overperform compared to other classes, like mages, even with a significant gear difference. This might have avoided misunderstanding at this point.
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Generally speaking, regarding magical class balance, I don't want to nerf more than 15% at a time. As correctly stated, some changes may seem extensive at first glance, but may turn out to have a minor impact on the overall class performance. If I nerf a class by more than 15% at a time, I will surely communicate this in the patch notes or here in the forum. Always feel free to ask me here or in the DMs if you don't understand any decisions made.
For Mage/Warrior specifically, I think the current balance is in a good state, however, I always appreciate all data you guys can provide me to prove me wrong. And even if you disagree, please keep the tone objective and friendly. Thank you.
Best regards
Wesker

Yes, of course I heard you. Thank you for answering )
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According to testing, the difference is indeed twofold, and sometimes even threefold
So you rlly think that classes have been nerfed by 50-70% in one single patch? I mean, you are basically saying that if you dealt like 20kk with a hit before, you now deal 5-10kk, but the only things that have been nerfed for m/w are exactly these:
Quote from patchnotes 12.1.0.4000Mage/Warrior
- Reduced Raging Field base damage to 3663 from 4324.
- Reduced Raging Flame CPS damage to 123% from 144%.
...which is (with my limited maths knowledge) about 15% nerf each time.. but raging field flat dmg is only like a third of its actualy damage bcz most of it comes with the CPS hit, so it's just worth like 5% overall and raging flame is another 15%, but overall maybe 10%(?) - I think raging flame deals something around 30-40% of overall damage, but not sure, so both together are more or less 15-20% (rather 15), and that's exactly what I noticed in my runs.. and I'm not even that active atm to get the idea
so whatever u did in your tests, you did wrong 
About the gear scaling.. uhm... u know that mage gear doesn't scale the same way as pdps, its much more linear for us, so gear difference isn't rlly a thing in dmg, at some point it's even just about convienience or survivability. I have a t18 staff and most gear is mostly t14 and I feel literally no difference to a t16/12 one of a guild mate (or the 17/13 I had before). Just some cooldowns are faster due to cdr roll and I survive more hits.. t16 vs t18 weapon is maybe, just maybe 10-12% more damage (depending on rolls).. I think you're just exaggerating wildly..
PS: @devs you forgot a gd note there! Literally unpl... ok I stop it
pls no ban 😱What does this have to do with the mage? We were talking about the imbalance of other classes and how there's no point in buffing or nerfing magic-based classes as long as the two aforementioned classes exist. My tests are absolutely correct, but that's not what we were talking about... Apparently, you misunderstood what I meant...
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Why play mages when there's a Guardian/Scout who hits as hard as the entire raid combined, with all the combinations you've described here? Or a Guardian/Warlock who's only been playing for three days with tier 10 gear and level 10 runes, but hits harder than a tier 15 mage with level 13 runes? If you're talking about balance and nerfing mages, at least occasionally ask what the hell is going on with chainmail classes. Then the question arises: why even have any magic combinations in the game? You're making the mage class 2-3 times weaker until you improve it; your fixes are completely pointless.
Are you sure about that? I agree, wardens are pretty strong these days, but I wouldn't call them op or even a lot better than mages... in our runs our mages were struggling much more against scouts.. wardens were more or less equal to us and I ran alongside wd/s and wd/wl..
I'm also not good in maths myself, but I don't think they made any mage class "2-3 times weaker" ever (as far as i remember.. I would have posted here if they did and cried about it..), from what I personally see, they go with 15-20% overall nerfs max at once, but in case of m/w it's entirely reasonable imo. I got a decent buff gear with a 86k buff and was shredding everything with it.. now after the double-nerf from last patch, it's fine I guess. Just the scouts were beyond broken, but they got nerfed today too, so should be fine now I guess? Maybe a dev or gd can tell the exact maths, but from my pov (and the mages of my guild) it's all reasonable and legit...
Have you noticed that characters of these classes with weak (or average) enchantments deal only slightly less damage than your pre-nerf Mage/Warrior (this is already a red flag for admins), or Rogue/Scouts like Notrasta, who deal inferior damage? Apparently, you simply haven't been paying attention and perhaps don't notice the difference, thinking it's only 15-20%. But imagine Mages with gear equal to that of a Scout/Guardian and a Guardian/Warlock? According to testing, the difference is indeed twofold, and sometimes even threefold... testing was conducted both within the guild and in different groups.
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Why play mages when there's a Guardian/Scout who hits as hard as the entire raid combined, with all the combinations you've described here? Or a Guardian/Warlock who's only been playing for three days with tier 10 gear and level 10 runes, but hits harder than a tier 15 mage with level 13 runes? If you're talking about balance and nerfing mages, at least occasionally ask what the hell is going on with chainmail classes. Then the question arises: why even have any magic combinations in the game? You're making the mage class 2-3 times weaker until you improve it; your fixes are completely pointless.
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Instead of improving weak combos, you're cutting the strong ones. Can't you improve the combos that aren't being played? Like mage/warrior, mage/priest... I won't even mention mage/guardian. When will you strengthen them? Or will you just keep cutting those who are slightly ahead?