On Arcane being overpowered:
Arcane barrage isnt the problem. Slow is the problem. Reduce its pvp duration to 10 seconds.
~ Some guy named Bloone
We are strongly considering this
~ Some guy named Ghostcrawler
Ya know, I find that Arcane seems to be falling into the exact same pattern that Retribution has. Both trees were, roughly speaking, abysmal for PvP. Even in specific compositions designed purely to take advantage of what few strengths they did have, they were rarely successful and incredibly difficult and frustrating to play.
Mages and Paladins actually have a few shared issues in PvP. The one thats pertinent here was the need to stop moving and cast. Arena combat is incredibly hostile towards spells that have a cast time. This is why Paladin healers consistently failed in high end arena. This is why high end frost mages tend to avoid casting frostbolt. Stopping to cast Polymorph is already risky enough.
Retribution paladins suffered from being an incredibly weak spec. They barely have any reliable crowd control, no solid anti-kiting methods, no spell interrupt… really nothing that a melee PvP class needs. Those who did PvP anyways had no choice but to become better and better at what they did in order to succeed. Assuming they didn’t quit in disgust, that is.
There’s kind of the same problem with mages. PvP forced us into a habit of mobility; it’s impossible to succeed otherwise. As such, spells with a cast time tend to be shunned in favour of instant spells.
The paladins, after four seasons of absolute suck, then receive a spec that makes then intensely powerful in PvP, due to all their damage capable of being front loaded. The ones who had been playing a ret paladin all along are now not only fantastic at what they do, but they’re now also equipped with a spec that can destroy pretty much everything.
Picture an army that can conquer a nation armed with slingshots, with paper airplanes with phallic symbols drawn on them for air support. Then, give that same army flawless machine guns with unlimited ammuntion, tanks that, on command, can turn invisible, bombers that can time travel and an orbital battle station capable of instantly vaporizing anything.
This is roughly what happened with paladins, and it has happened with mages, too.
Y’see, Arcane is a spec that doesn’t have to stop moving to cast anything. There simply is no need for a mage to stand still for a few seconds to get a spell off.
So what happens?
All the people accustomed to mages having to stop to cast spells, thus being vulnerable to sudden gibs and interrupts, now find themselves facing an opponent that never does such a thing.
Basically, arcane druids.
And what do they do? Complain, of course, about things that have been in the game for so long you probably never noticed they existed before. Never mind the fact that arcane mages can be killed by a stiff breeze.
Complaining that Slow is overpowered. Complaining that Presence of Mind is overpowered.
Where’ve you been for the last few years? Slow has been around for an incredibly long time. Presence of Mind has been around for as long as mages have existed. I’m sorry, the QQ train you wanted to board was rendered obsolete by electricity.
BALANCE AT 70 IS SO IMPORTANT, DURR HURR!
Arguing about PvP balance now, at level 70, is like arguing whether it’ll be BluRay or HDDVD that ends up winning. Just a little behind the times, aren’t we?
Arcane has been such a bad spec for PvP for so long, now that it’s viable, the cries for nerfs are legion.
Mark my words. Arcane is not overpowered, but it’s going to be nerfed anyway. Not to the ground, like Paladins will be, but nerfed nonetheless.
In battlegrounds, where typically player by player organization is low (if it even exists at all), arcane mages can run amok, unmitigated and unstoppable. This gives the appearance of the spec being overpowered, as a mage can seemingly come out of nowhere, completely wipe the floor with somebody, then vanish.
In addition, arcane mages can be used in zerg teams for the earlier brackets, when most people haven’t figured out how to stop pain trains or mitigate massive amounts of damage effectively. This is why zerg teams (think three rogues in a 3v3, or 4 elemental shaman/1 paladin in 5v5) are very successful in lower end brackets. They simply steamroll over teams that don’t know how to counter them.
This will create the impression that the class or comp is overpowered amongst the masses, when in actual fact, the masses simply haven’t figured out how to counter a zerg yet. Most never do.
At some point, higher end players will realize that an arcane mage’s defensive abilities consist of hiding under blankets and shouting “Don’t daze me, bro!” and take advantage of that.
To be fair, though, the largest contingent of people complaining about how overpowered mages have become are warriors and retribution paladins. Mostly the Paladins.
Yeah, I know, I can’t stop laughing either.