While the proc coefficient on Meteor and its runes is indeed being nerfed, this change really should be viewed within the full context of the patch. Patch 1.0.5 not only introduces changes to defensive bonuses and monster damage, but also the Monster Power system, and numerous crowd control improvements.
Combined with the Meteor’s lowered AP cost and decreased delay between cast and impact
You reduced WW from 16 to 10 (62.5%), yet meteor is only 60 to 50 (83%)?
Loaded for bear - 304% dmg and 4mini bombs that do 100% each. 50 hatred (40% of hatred)
Wall of light - 565% dmg and 45% in a line. 75 spirit (50% of spirit)
Smash(hammer of the ancients) - 406% wpn dmg and 5% increased crit chance. 20 fury (20% of fury)
extremely efficient (in fact: too efficient) to get Critical Mass procs and 100% CC uptime
Then why don't you reduce it from 0.25 to 0.2?
Every buff is like 10% or up to 30%, but a nerf is reduce by half?
We would like you apply your method of nerfing to buffing, double
the damage or proc rate of those unused skills
The skill is still very strong, so the tuning on its proc coefficients will hardly trivialize Meteor builds
Cut in half is not tunning
The reason people use meteor is its high proc rate. Its damage is a joke with delay time. Why just use arcane orb? It has similar damage per ap and it hardly miss.
skill synergy isn’t where we want it to be for wizards at the moment
If you really don't have time to look into wizard's skills, just leave it there, stop random nerfing or buffing