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.
Oh, and there's no point in making Fade an escape tool. If the priest is running at 100%, gets slowed, but uses his "escape tool" to go back to 100%; IT STILL DOES NOTHING SINCE THE PERSON COMING AFTER HIM IS RUNNING AT 100%.
"Escape tool" does not mean "nobody can ever catch you." Abilities have counters and pre-counters. Phantasm was a movement ability with a damage avoidance mechanic (that allowed you to go offensive with less of a chance for retribution) on a tier with two movement abilities. The other talents are never going to compete with that.
I'm just offering a general statement here, and I'm not calling any of you out personally, but we see a lot of feedback of the form "X doesn't work because it can be countered." That is the entire point.
PvP works better, in our opinions, when you have to be smart and react to what other players are doing. That means trying to guess what they're going to do next or deciding the right time for a crutch dispel or CC. If you find yourself asking for something to be undispellable, or to punish someone for dispelling it, or you're asking for something to work while crowd controlled, or something that makes you immune to something, or something that overall leaves your opponent no options, we're very unlikely to make those changes. Yes, all of those mechanics still exist, though we are trying to design as many as possible out of the game. We're much more likely to consider tools that have a counter, not tools that cannot be countered.
Hey, The Balance 2 piece looks interesting, but the 4 piece looks weaker than lots of trinkets I've disenchanted this expansion.
Can you give us some kind of estimate for how much DPS percent you think it provides? I've disenchanted a lot of trinkets too, but that's not much of a yardstick.
what the (insert explicit here) are you thinking nerfing shadow priests this hard? you do realize it all but benches them in pve right? they needed a buff in pve as it stands now, and your nerfing them??? seriously?
How does nerfing Phantasm or Dispersion bench Shadow in PvE? We avoided utility nerfs that would risk hurting them in PvE, as I mentioned, such as targeting Hymn of Hope or Mass Dispel.
GC, it is obvious that the nerf to Mindspike glyph is a loss on dps even if you are just standing and doing damage.
This is a legit PvE nerf, but a very, very small one and as I said, we haven't made any PvE numbers adjustments to anyone yet. This one is easy to fix without PvP risk and it makes a glyph less mandatory for its DPS benefits.
If they catch your cast time spells, which only melee really seem to bother doing these days, then you'll be unable to cast Dispersion until your shadow school is available again. But yes, if a mage decided to wait for you to cast a VT and counterspell that, instead of using a blanket silence on you, then they could prevent dispersion for 6s.
Yes. I predict the Dispersion nerf won't really be felt that much, especially among lower ratings.
you may think you have fixed it - but you have not. Only 3 days ago on life I was pursuing a hunter - I don't have any speed bonus except the +25% from cat - my nose was almost touching his back and I still got "out of range" errors.
The hitbox of a cat has the same hitbox as a gnome or a tauren. The nose of the model doesn't matter - it comes from the center of the model. What you're probably seeing is what all melee deal with, particularly when moving very quickly (+25% counts) and no snares. The two clients just often disagree about the position of you and your target.
That said, we are likely to make the change I mentioned yesterday about reverting the PvP set bonus and having it not stack with Feline Swiftness.
Yep. Frost is a lot better than Ret. I'm not trying to suggest otherwise. I just think that those saying the Sac change isn't potent are wrong. It's a huge buff to Ret utility.
Yeah, we agree. It's not "Ret mandatory on every 3s team" good, but I think you can understand why we wouldn't want that.
We are considering some other buffs to Ret still. We don't know yet if we will do any or all of these (they are emphatically not promises) but the kind of thing we are considering:
- Glyph of Blessed Life -- no longer requires Seal of Insight. You can have any Seal or none active, which puts the glyph in Ret's hands.
- Glyph of Templar's Verdict -- damage reduction triggered by Exorcism (or both) instead. That way you aren't choosing TV over a heal.
- Light's Hammer -- also snares targets it damages while in range. This one potentially buffs Holy too, but we're not sure that many Holy paladins would give up Prism to take it.