Nerfing Talents to the ground just to make other talents look more attractive never worked.
There are two issues in situations like this. First, there is the question of whether the three talent options are relatively attractive. Second, there is the question of whether any of them are overpowered. You can't just say the second issue is always part of the first issue, and letting players choose any of three overpowered talents isn't going to be great for player balance.
We do think Shadow needs PvP nerfs, but not PvE nerfs, and we also want to be careful not to nerf any of the utility that Shadow brings in PvE. (For example nerfing Mass Dispel for Shadow, possibly through the glyph is a common suggestion, but we like that Shadow's Mass Dispel can be really beneficial in PvE). Phantasm is particularly annoying to deal with because being untargetable is so powerful. The intent of the talent was to make Fade more powerful as an escape tool, but we just overdid it with the untargeting part.
Glyph of Deep Freeze - now also lowers the stun duration of Deep Freeze by 1 sec in addition to taking Deep Freeze off the GCD.
Base Deep Freeze has a 1 sec longer duration. So a mage with the Glyph of Deep Freeze will see no change, but a mage without the glyph will have a slightly better Deep Freeze.
you seem like a smart guy, explain how this helps our current problem?
We were trying to solve a very specific problem here, where a paladin wants to join an Arena team, and the team says "Can't you just go Holy, because you won't lose anything?" or the paladin looking for an RBG team who hears "We need a rogue and a DK, but don't have room for a Ret paladin." We were specifically looking for a modest buff to group utility that was Ret specific.
On survivability specifically, I feel like we're hearing that DKs are squishy and paladins are squishy and shaman are squishy, which makes me think that once Defensive Stance for warriors isn't overpowered that all melee might feel about the same.
And now you want to take that away too, you're turning the talent into a Hand of Freedom that has a longer cooldown and a shorter duration. Despite the buffs to disc I feel this is a big and unnecessary blow to a spec that's already struggling.
While we want to see more healing priests in PvP, we don't think the right way to do that is through a really annoying defensive mechanic like this.
Single target damage is bad for shadow priests, and the only changes we're getting so far are:
We haven't made many PvE damage adjustments at all. We will. It's possible Shadow lost too much damage while moving in PvE. Nearly all of these Shadow changes were to tone them down in PvP.
The problem is the Feline Swiftness talent. It always has been. But now you're forcing feral PvP into a catch 22 situation. We're either forced to take Feline Swiftness just to stop the out of range errors when trying to use abilities, and lose our gap closer.. or we get inundated with out of range errors when trying to do anything. You know the feral hit box is still out of whack... and the feral speed bonus on the PvP set was to compensate for this.
We fixed the Feral hit box some time ago. Different races and models once had different combat reaches. It has all been normalized at least since Cataclysm.
However, to address your main concern, a different option would be to prevent Feline Swiftness and the PvP set bonus from stacking. Feline Swiftness would just remain a dead talent at least among knowledgeable PvP players.
As an editorial note, we're just going to delete posts that are nothing but whining and if that doesn't send a strong enough message, the moderators will ban you. Try to keep this thread informative. You have plenty of places on the internet where you don't have to be.
Was the damage buff it provided too strong? In almost the exact same gear I'm using, I was doing ~67k sustained single target dps. Seemed fine, provided that I had 0 mobility while doing that. Was the rotation being used to maximize it's effect not what you envisioned? I like how it changed our rotation without actually changing it. We were just hitting DP more frequently.
If you are talking about the version of Insanity where you just use Devouring Plague at one orb all the time, we thought that undermined the entire rotation. It didn't just change it, it made it so you didn't need to build up orbs any longer.
Not really sure what this mean or how this really affect gameplay nor why this change now tbh... mind to explain?
PoM makes the cast instant instead of 2 sec (reduced by haste). This means the ring will appear immediately if PoM'd, but it won't freeze immediately. After 2 sec (again reduced by haste) the freeze happens.
No PoM: 2 sec cast, 2 sec arming time
5.1 PoM: 0 sec cast, 0 sec arming time
5.2 PoM: 0 sec cast, 2 sec arming time
I can see that 99% of this entire thread is related to PvP, but any chance of some feedback from GC on how he can think a 40-50% nerf to Disc AoE heals is a fair thing, given that at the absolute most we top the meters by 20%. Sure we needed a nerf, but an execution?
It seems like a lot more than 20% to us. In any case, you still have DA on PoH, just not guaranteed any more. You can force DA with Inner Focus. You can toss out PW:Shields on some folks.* You can also still use Spirit Shell with PoH. Using PoH without any of those absorbs will be weaker, but that will be offset by the times when you do have the absorbs. All of that ignores the argument that an absorb is probably stronger than a direct heal so maybe the ratio shouldn't even be 1:1.
* - This seems to be the most misunderstood portion of the philosophy. We want Disc to use PW:S. It's one of their signature spells. We don't want Disc to blanket the entire raid and use nothing but PW:S. But we are so far from that now -- we see almost no PW:S, except for Rapture cheesiness with Mana Tide or to proc Body and Soul. You won't be able to put PW:S on 10 or 25 people before the dragon breathes, but you shouldn't have to. You have other healers backing you up and all of you have several cooldowns (and yes PW:B counts) when you're really in trouble.
There are two issues in situations like this. First, there is the question of whether the three talent options are relatively attractive. Second, there is the question of whether any of them are overpowered. You can't just say the second issue is always part of the first issue, and letting players choose any of three overpowered talents isn't going to be great for player balance.
We do think Shadow needs PvP nerfs, but not PvE nerfs, and we also want to be careful not to nerf any of the utility that Shadow brings in PvE. (For example nerfing Mass Dispel for Shadow, possibly through the glyph is a common suggestion, but we like that Shadow's Mass Dispel can be really beneficial in PvE). Phantasm is particularly annoying to deal with because being untargetable is so powerful. The intent of the talent was to make Fade more powerful as an escape tool, but we just overdid it with the untargeting part.
Glyph of Deep Freeze - now also lowers the stun duration of Deep Freeze by 1 sec in addition to taking Deep Freeze off the GCD.
Base Deep Freeze has a 1 sec longer duration. So a mage with the Glyph of Deep Freeze will see no change, but a mage without the glyph will have a slightly better Deep Freeze.
you seem like a smart guy, explain how this helps our current problem?
We were trying to solve a very specific problem here, where a paladin wants to join an Arena team, and the team says "Can't you just go Holy, because you won't lose anything?" or the paladin looking for an RBG team who hears "We need a rogue and a DK, but don't have room for a Ret paladin." We were specifically looking for a modest buff to group utility that was Ret specific.
On survivability specifically, I feel like we're hearing that DKs are squishy and paladins are squishy and shaman are squishy, which makes me think that once Defensive Stance for warriors isn't overpowered that all melee might feel about the same.
And now you want to take that away too, you're turning the talent into a Hand of Freedom that has a longer cooldown and a shorter duration. Despite the buffs to disc I feel this is a big and unnecessary blow to a spec that's already struggling.
While we want to see more healing priests in PvP, we don't think the right way to do that is through a really annoying defensive mechanic like this.
Single target damage is bad for shadow priests, and the only changes we're getting so far are:
We haven't made many PvE damage adjustments at all. We will. It's possible Shadow lost too much damage while moving in PvE. Nearly all of these Shadow changes were to tone them down in PvP.
The problem is the Feline Swiftness talent. It always has been. But now you're forcing feral PvP into a catch 22 situation. We're either forced to take Feline Swiftness just to stop the out of range errors when trying to use abilities, and lose our gap closer.. or we get inundated with out of range errors when trying to do anything. You know the feral hit box is still out of whack... and the feral speed bonus on the PvP set was to compensate for this.
We fixed the Feral hit box some time ago. Different races and models once had different combat reaches. It has all been normalized at least since Cataclysm.
However, to address your main concern, a different option would be to prevent Feline Swiftness and the PvP set bonus from stacking. Feline Swiftness would just remain a dead talent at least among knowledgeable PvP players.
As an editorial note, we're just going to delete posts that are nothing but whining and if that doesn't send a strong enough message, the moderators will ban you. Try to keep this thread informative. You have plenty of places on the internet where you don't have to be.
Was the damage buff it provided too strong? In almost the exact same gear I'm using, I was doing ~67k sustained single target dps. Seemed fine, provided that I had 0 mobility while doing that. Was the rotation being used to maximize it's effect not what you envisioned? I like how it changed our rotation without actually changing it. We were just hitting DP more frequently.
If you are talking about the version of Insanity where you just use Devouring Plague at one orb all the time, we thought that undermined the entire rotation. It didn't just change it, it made it so you didn't need to build up orbs any longer.
Not really sure what this mean or how this really affect gameplay nor why this change now tbh... mind to explain?
PoM makes the cast instant instead of 2 sec (reduced by haste). This means the ring will appear immediately if PoM'd, but it won't freeze immediately. After 2 sec (again reduced by haste) the freeze happens.
No PoM: 2 sec cast, 2 sec arming time
5.1 PoM: 0 sec cast, 0 sec arming time
5.2 PoM: 0 sec cast, 2 sec arming time
I can see that 99% of this entire thread is related to PvP, but any chance of some feedback from GC on how he can think a 40-50% nerf to Disc AoE heals is a fair thing, given that at the absolute most we top the meters by 20%. Sure we needed a nerf, but an execution?
It seems like a lot more than 20% to us. In any case, you still have DA on PoH, just not guaranteed any more. You can force DA with Inner Focus. You can toss out PW:Shields on some folks.* You can also still use Spirit Shell with PoH. Using PoH without any of those absorbs will be weaker, but that will be offset by the times when you do have the absorbs. All of that ignores the argument that an absorb is probably stronger than a direct heal so maybe the ratio shouldn't even be 1:1.
* - This seems to be the most misunderstood portion of the philosophy. We want Disc to use PW:S. It's one of their signature spells. We don't want Disc to blanket the entire raid and use nothing but PW:S. But we are so far from that now -- we see almost no PW:S, except for Rapture cheesiness with Mana Tide or to proc Body and Soul. You won't be able to put PW:S on 10 or 25 people before the dragon breathes, but you shouldn't have to. You have other healers backing you up and all of you have several cooldowns (and yes PW:B counts) when you're really in trouble.
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