So I had given up on making these kind of posts a long while ago, in part because I just find myself caring less with the direction the game has been taking. And lately, expending any effort into doing so seems to be nothing more than an exercise in futility. But someone asked me nicely if I could, so here is my top <however many it ends up being> list, or until I get bored of typing. (1) Fiery Blast No idea why this is even an ongoing issue. It has been broken for a while and reported by others on numerous occasions. This has been the core ability of the wizard class for many years, so the issue being ignored is leaving the class in a ~broken state. The issues with Fiery Blast have been covered elsewhere in plenty of detail, but a quick recap is as follows: A bug in the code is forcing moderate to higher damage FBs to reset/rollover/something such that the returns are a fraction of the true value. This was already an issue towards the end of the previous expansion and can be easily reproduced now. Fiery Blast is additionally getting double-tapped by combat mitigation. Both the damage going into FB and then FB itself is getting penalized by combat mit, such that any returns are being cut down significantly (amount depending on combat mit buff package, which is a lot on higher tiered raid encounters). I recall FB double-dipping fervor resulting in a quick fix. Fiery Blast already has a long list on inclusions/exclusions/restrictions, so an eye to keeping it current as combat mechanics shift would be appreciated. Some overall simplification wouldn't hurt either. (2) Wizard Epic Why are the wizard epic_2 abilities so terrible? I mean, really terrible... Fury of the Magus (Magelords?): 5min reuse, 2.1s cast, 13s duration temp buff for ~25 fervor (at Ancient and at capped values)? Basically, the ability is way off in terms of the balance between reuse/cast/duration/value. If a complete overhaul of the ability isn't on the table, then the cast time and reuse needs to be significantly reduced (e.g. instant-ish cast / 1 min reuse capped), and perhaps even then also look at the duration or the value. Magistratus: An appropriate enhancement to fusion might have been useful in the past, but (particularly with the current ascension system implementation) this really isn't the case. Fusion is only worth 1-3% of my parse/output on any given fight. Assuming the added damage applies the equivalent of the primary hit (at matched tiers), then I guess we get to double something that is only worth 1-3%. Quite hard to get excited over that. The functionality component (pbae to targeted blue) also doesn't add anything tangible really, because our positioning is already constrained by other abilities (Firestorm, Thunderclap, Blast of Devastation, Unda) which aren't modified. So nothing really changes there. The (~10 at Ancient) fervor component seems to be a very weird implementation. It triggers on a Fusion cast (90s reuse if no prestige reset), and when you toggle the self buff. I find it hard to believe the intention was for players to toggle the buff (on a 2s cast/1s reuse basis) for a short duration small fervor temp. Seems a little absurd. Anyway, that's not to mention that fixed additive fervor is something that will lose value as the stat continues to get inflated. Although this is an issue that affects all classes, I guess. (3) Manaburn What was once another class-defining spell, has been left neglected for almost a decade. As a result, the left-side prestige spec for wizards has never been viable, even after the minor tinkering that was done during the KA beta. The code base to fix manaburn already exists, in the form of ethershadow assassin, so could be solved with an appropriately balanced copy/paste fix. (4) Ascension Gameplay This can probably be categorised as a more 'general' issue, but I will include it since it also significantly impacts the class gameplay. The premise of the ascension system is fine. The implementation, however, is far from ideal. We now have a bunch of long cast, long reuse, super-high damage generic abilities that basically dwarf any class profession spells in their magnitude by a factor of several times. The result of this, is that it significantly undermines/sidelines the profession class that you have chosen to play. In short, I don't feel like I am playing a wizard anymore, and instead I am playing an etherealist (with the added mini-game of who can temp up their ascension hits the highest). From what I regularly see, 60% etherealist and 40% wizard. The ascension system would be far better if it was something that only complimented your class, netting a tangible benefit if woven in with your class' existing gameplay correctly. If the design has been centered around faster (at cap) casting (~1s), reuse (~60s), and significantly reduced damage (~20% of current), then this balance between profession and ascension could be far better achieved. Really the damage output of these abilities should not be exceeding (by much, if at all) the damage of existing top T1 dps abilities (comparing ability tier equivalents, e.g. ancient vs ancient). Also worth mentioning is that letting people frontload so much damage into the start of the encounter, as the system currently allows, ultimately just makes for bad gameplay. Heroic encounters already explode in seconds through fully temped ascension abilities. Lower tier raid encounters without the panic script (or afk-inducing script mechanics) are pretty much the same story. And those higher tier raid encounters with panic scripts, well, we are still randomly pushing the panic script thresholds (which will become more frequent as we gear up). I will say that the cynical part of me thinks, however, that this design implementation might have been intentional to dazzle people with big numbers and encourage them to buy into the expansion and then ability upgrades. (5) Tithe Modifiers Wasn't sure whether to include this or not. The fact that the tithe system was changed to provide a multiplicative (as opposed to additive) benefit (to the itemisation progression aspect) is a good thing. Thumbs up there. Really, other alternate character advancement options (AA, some prestige, etc) would benefit from this treatment too, but I digress. The issue, however, is that the benefit seems on the high side relative to where the current game mechanics sit, at this moment in time. Game developers usually try to keep the attainable player/character power within a certain spread (no need to go into the reasons), and this seems counter that logic. The crux of the matter is, with how powerful the potency and CB (multiplicative) tithe modifiers are, and their low availability from other sources, their current value per rank ought to be reassessed. Alternatively, I guess another option would be to try and inflate a way out of that problem by throwing more of these multiplicative stats at other areas (a solution that seems to get used to prevent people crying 'nerf'), but I'm generally not a fan of high inflationary jumps in character power. Btw, this was just in reference to pot/cb... the STA/Maxhp option value is fine. (6) Class Balance No idea what has happened to the idea of class balance, but it seems to be more of an afterthought these days. And it really shouldn't be. Not everyone is satisfied with just playing the storyline, engaging with the game lore, slaying pretty pixels, and the other minor distractions like tradeskilling, decorating, achievements, exploring etc. Remember a lot of players look for a competitive element in this (and other) games, as well as balanced and engaging character development/advancement. For that to be successful you need to ensure as even a playing field as is possible, and as a priority... I'll leave it there, since I seem to be straying from the original point of this post.