Celestalon
Hey Void-dwellers. Let’s talk a bit about Shadow, shall we? There are a variety of topics to touch on:
Re: Multidotting and AoE in GeneralShadow is one of our most heavily DoT-based specs, and that implies that multidotting should be their preferred method of attacking several enemies at once. But, unlike Affliction, your rotation also includes direct damage spells as well (especially the Void abilities). So, we need to make sure that a balance is struck between the two. Our goal is that you can apply your DoTs whenever you want, but that you’ll prefer to do so while not in
공허의 형상, so that you can spend more of your
공허의 형상 time nuking the life out of your enemies with
공허의 화살s and the like. We’ve got this cool cyclical rotation going on, in and out of
공허의 형상, trying to stay in
공허의 형상 as long as possible and then getting back into it as fast as possible. But multidotting doesn’t really fit into that well right now; it slows down your rotation massively, and requires reapplying DoTs to multiple targets while in
공허의 형상, leading to longer times out of
공허의 형상, and shorter times in
공허의 형상. That doesn’t flow very well, so we’re going to make some changes to try to solve that:
- 공허의 화살 will refresh 흡혈의 손길 and 어둠의 권능: 고통 to their original duration, instead of just extending them by a few sec. With this, and rotating between targets with each 공허의 화살, you should be able to maintain several sets of DoTs, through full 공허의 형상 sequences.
- 흡혈의 손길 and 어둠의 권능: 고통 will generate a small amount of Insanity on cast (same amount per cast time as 정신의 채찍). This should let you multidot without slowing down your Insanity generation rate. To preemptively answer why we don’t put Insanity generation of DoT tick, it’s primarily for two reasons: A) we tried it internally and found that it made Insanity generation feel very disconnected from your actions, feeling more like a constantly-generating resource like Energy, and b) it would scale exceptionally well with target count, leading to unacceptable overall 공허의 형상 uptimes when multiple targets were around, and too stark of a feeling difference between single- and multi-target situations. Insanity generation on cast doesn’t have either of these issues, so we’re going with that.
Re: Ramp Up TimeFor the cyclical rotation to work, it’s important that there is significant time on both sides of the
공허의 형상 line. And the
letting you speed the cycle up as you maintain it creates some really fun gameplay. But that first ramp up of the fight can feel like it drags on to some, and so we want to make sure that there are talent choices that let you kickstart your rotation. Currently,
, and to a lesser extent Power Infusion, do that, but we think they’re not quite strong enough to live up to that goal. We’re planning to tweak
to help it really deliver on getting you into
공허의 형상 quickly.
Re: MobilityEvery spec needs to have some weaknesses, but Shadow’s current immobility is fairly stark in that regard. It’s especially painful that their cycle slows to a crawl when they can’t get cast time spells off. The aforementioned change to
어둠의 권능: 고통 generating Insanity on cast should help significantly with that. That said, we are concerned about the risk of Shadow Priests running around spamming
어둠의 권능: 고통 constantly in PvP, and will be keeping an eye on that.
Re: UtilityShadow is in a very odd situation when it comes to utility, especially in PvP. The amount of potential utility they offer is astronomical. It’s a staggeringly long list:
육체와 영혼,
마법 무효화,
정신 지배,
대규모 무효화,
정신 폭탄,
신의 권능: 보호막,
정신적 두려움,
영혼의 절규,
질병 정화,
언데드 속박,
,
침묵,
흡혈의 선물… probably something else I’ve forgotten offhand. But at the same time, despite the crazy number of utility spells at their fingertips, it’s actually quite hard for them to actually use many of them. Since their rotation is based on continuously generating Insanity as fast as possible, any time lost to utility is punishing, especially in
공허의 형상, where you’re actually losing Insanity while casting other things. And then on top of that, many of the spells cost huge chunks of Insanity as well. We’re not happy with that situation, and are considering other potential options. They could probably stand to lose at least a couple spells off that list, but we’re also considering bringing back Mana as an additional resource that would just be used for limiting your usage of the many utility spells, with costs proportional to their impact.
..continued...
Re: SurvivabilityWe see a fair number of complaints that Shadow is squishy. That’s true, and intended. The offsetting factor should be their shields, and their self-healing.
흡혈의 손길 provides very strong constant self-healing (so strong that we had to nerf it recently, as it alone outhealed the damage of outdoor quest mobs).
is an extremely strong spammable heal. And Vampiric Embrace (the new version) is great group and self-healing. The one thing that we think isn’t living up to its goals is Dispersion. It’s extremely strong, but the DPS cost on you rotation is also quite strong. We’re going to try pausing your Insanity decay when you use it during
공허의 형상.
Re: Talents as mind-blowing as this are a ton of fun. The fantasy here is extremely strong, and the gameplay concept as well. We don’t agree at all that it needs a redesign, and are totally fine with many people considering it ‘too niche’ or ‘too extreme’. We may tweak the exact implementation (increased Insanity generation vs decreased
공허의 형상 Insanity decay, for example), but are very happy with the overall design.
Thanks for the great feedback, keep it coming!