I haven’t played since the first patch of this xpac so I’ve missed a lot. Was really disappointed to see brewmasters’ harmony talent being changed from a SUPER fun damage stockpile then unleash to a really weak-feeling 40% damage as a 8s dot?
Also now you can only do 35% of your max health with touch of death on elites? Why would they make out only big damage button weaker vs stronger enemies?
Feels like my 2 big exciting moments got gutted. 
The MoH rework is pretty underwhelming but as far as ToD goes, the 35% hp bit is from the Improved Touch of Death talent that makes it so enemies are eligible ToD targets at 15% but it doesn’t deal full damage unless you have more HP than them, and even then the trigger isn’t the best.
If you don’t want to have to check their HP for full ToD value you can untalent Improved Touch of Death
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Oh I see that makes sense! I was wondering why they weren’t getting killed outright when it I clicked it. Good to know thank you.
I’m confused as to why blizz decided to make a key ability on MoH spend instead of build - keg smash and vivify/sheilun. It was a big contributor to vitality generation - was it overperforming or something?
Currently I struggle to build enough vitality otherwise. Maybe this will change with gear scaling and whatnot. Wish they’d made a defensive spender instead, like Vivify on BrM or something. It does feel like I kinda lack a way to use my vitality defensively outside of burning it all in one go as fast as possible.
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I fully agree. At this point it just feels like a keg smash damage buff while completely eliminating the fun of building up and spending a big blast of damage. I loved building up a bunch in dungeons/delves/and open world then exploding on a big boss or rare.