I make this post to show my thoughts on the Mage and why I think it needs more tweaks than it already got.
The power of the mage should indeed come from its spells and ability to counter the enemies.
But in the couple of months of beta I have played now I encounterd several things which does not seem to be balanced:
Frostblast - 2 mana > 3 damage + freeze
1. you can target anything
2. more damage than mana cost
3. there is no other card from other Heroes which equals its power.
The frostblast spell give great early game boardclear and to much utility+damage for its coast. This also counters any Coin minion casts from the enemy and thus counters the balance mechanism of the game itself.
If compared to cards like Earth Shock or Frost Shock from the Shaman is is greatly underpriced.
The fact that the Warlock needs to pay 3 mana to deal 4 damage to a minion shows even more imbalance to this spell.
To balance this spell I think either the mana cost should rise to 3 or the damage should be reduced to 2. This should balance the power to cost ratio for this card.
Pyroblast - 8 mana > 10 damage
This spell is the reason the most of my games against mages are nowhere near fun. While the Mage has no board controll and I have several Taunts he blasts me down for 22 damage in 2 turns. The power of this card is beyond this game and in my opinion should not even be in the game at all.
1. 10 damage for 8 mana on any target you want.
2. can only be counterd by Counterspell or Spellbender (Mage) or equaled by Eye for an Eye (Paladin)
3. Way to powerfull in combination with Stall like, Freeze, board clear and Secrets.
In combination with the other utility of the Mage in the from of Ice Barrier and Ice Block this card gives to much power since it puts the enemy of the mage at a HP of 10 to 30.
In my opinion there should not be a spell in the game which deals more than 8 damage for 8 mana without any spell power on the board.
For me personally the damage should go down to 8 instead of the coast to 10 mana. This change still gives the feel of power and a nuke which can deal with most high health creatures while not taking 1/3 of the opponents hp in one go. This way the mage needs to have some form of board control to get the ultimate nuke instead of hiding behind freeze and Ice Block.
Ice Block - 3 mana > Secret:Prevent fatal damage
This spell gives the mage one extra turn to see if he can turn the tide, but in combination with other spells the Mage has results in a Powerhouse of controll.
1. To potent in combination with Pyroblast and Fireball
2. Can generate 2 turns of immunity without any form of counter, except for Flare (Hunter).
The idea of this spell to me is awesome but the fact it cannot be counterd in any way makes is to powerfull for the effort the Mage needs to do to get it active.
These are my thoughts at the moment on the Mage, I do not intend to get a hated Heroe nerfed but I wan't to help get a balanced game out. To me these spells named above do not contribute to a balanced game. I hope Blizzard does something with this information and I look forward to all the balances of the game we all love to play.
Greetings to all,
Edit After some comments I noticed I forgot something. Indeed this "problem" does not only lay with the Mage only. There should be more counters to general threats within every class and those are missing.