Thanks for all the feedback. There are a lot of issues being discussed here, but a few stand out as core rotational problems we'd like to address. There's not a specific final plan yet, so be warned there may be works in progress in upcoming PTR builds.
. During 7.1.5 iteration, we agreed with a lot of feedback that
gave the most fun version of the basic rotation (as opposed to the spammable
, or the slower
we tried for a time on 7.1.5 PTR). Furthermore, a lot of the talent balancing and related issues on the spec are caused by flipping between the GCD-filled Rockbiter rotation and the charge-driven
We are planning to make
baseline (possibly with the name
). The choice would likely be to take a passive talent on L15 that leaves the gameplay identical to using
now, or use
but still have a generator with a 6s recharge time.
has been a bit of a thorn in the side of 增强
pacing throughout this expansion. A proc that has you press a major spender twice is already at risk of having that feast-or-famine feel. The talent making you press 风暴打击
three times in order to get it back on cooldown is an even bigger culprit. At every passing moment, you either don't get a proc, or you do get one and suddenly have to spend 3 GCDs and 80 Maelstrom to deal with it (not to mention that 风暴打击
has a reasonable chance of proccing 风暴使者
yet again, especially as mastery increases).
We're deciding how much of this we can or should unwind in a patch, but redesigning 风暴
may be a somewhat surgical way to get at this problem. Namely, the problem of the button priority and resource usage being overrun by frequent (but not predictable) endless chain 风暴打击
s. We tend not to like totally reworking popular talents, but 风暴
has no good way to gradually tune it down. And in any case, amplifying the difference caused by getting vs. not getting 风暴使者
procs is a result we want to avoid.
Usual reminder that these two changes will likely have a significant impact on DPS tuning, that we'll evaluate when we decide the details of the designs.