These are my suggestions on how to fix voidform while giving people shadow orbs/Devoruing plague (well almost)
Disclaimer: I’m not a game developer so these are simply my suggestions that to ME sound good. However I understand that simply because they sound good on paper doesn’t mean it transfers well in game. Cough current voidform Cough.
Void Form:
I think the most important thing and maybe the key feature that would fix shadow is removing ramp up mechanic. Remove ramp up mechanic (form both haste and drain) and make it a fixed buff upfront. Make the buff impactful so that there is an incentive to get into voidform and stay in it. this way it’s so much less punishable if you drop voidform due to fight mechanic because all you must do is just generate insanity to go back into it. You wouldn’t pop voidform and hold it until you reach your peak window and then maintain it. it would also be so much easier to tune and balance because it wouldn’t be affected by secondary stats directly.
Once you enter voidform it has a fixed drain number (say 5 insanity per sec) that you could maintain. In theory you could maintain voidform for a long time however you would have access to spending abilities (ex: Devouring plague) that would make it harder for you to maintain voidform. This would give people as close to shadow orbs play-style as possible but also keeping voidform for the few you enjoy the unique playstyle it offers.
While your insanity is draining Devouring plague would cost insanity making it a more dynamic system then simply maintaining voidform.
But the most important element for this whole system is to be able to maintain voidform for a respectively long time.
Talents that need to be baseline:
Legacy of The Void and Lingering Insanity:
Legacy of the void and Lingering insanity need to be baseline. Bake them into each other to make a new passive called Legacy of the Void.
Legacy of The Void(passive):
while outside voidform your insanity generates and stays at 30 also you can access voidform once you hit 70 insanity.
While in Voidform you collect 1 insanity per second. After exiting voidform the number of insanity you collected would be generated over 10 seconds (adjustable)
Why:
Right now, by the time I have access to voidform all the mobs are dead and once I get kicked out of voidform and manage it build enough insanity to get back into it all the mobs are dead.
These 2 suggestions are to make it easier for you to get into voidform and less punishable if you drop out of voidform due to fight mechanic. Lingering insanity would also give the people who love the whole being rewarded for staying longer in voidform a similar playstyle by letting them get back to voidform faster.
Surrender to madness:
No one is gonna pick a talent that would kill them. That’s why I think it should be baseline however I would change it a bit.
It would give you a hyper more powered up voidform on a fixed duration (lets say 20sec)
Then change it from “killing you if you don’t kill your target” to " dealing 90% of your health in damage if you can’t maintain voidform for 20sec or kill your target"
- it does not stack lingering insanity *
so, you can still use it as a dps cd however its more viable due to its flexibility. you can pop it in the start of a boss fight and survive it by maintaining voidform for 20sec or you can pop it on add/trash phase to melt them away and still survive it.
Make Dark ascension take its place on the talent tree.
Dark Ascension:
you trigger a second (normal) voidform starting with 50 insanity. While generating 50 insanity over 10seconds. 1 minute cooldown. (replace Surrender to madness)
stacks lingering insanity
Why:
This would give us a baseline burst dps cd however keeping dark ascension would give people who rather have a more consistent phases of voidform cycles better tools to manage them.
Mind Bender:
Shadow fiend is a useless braindead cd. Make Mindbender baseline however it would generate less insanity then the fixed drain rate for 10 seconds. I would still have it as a talent just a bit different.
Mindbender:
Your mindbender generates insanity equal to the fixed insanity drain to you and it would generate 10% mana to 3 casters (preferring healers) over 10 seconds. 1-minute cd
Why:
This would give it a purpose rather then it being simply an extremely trash dps cd. Mindbender would be a resource generating cd and if talented into it would give more utility to the spec.
Problems and Concerns:
Rotation:
I’m not a game Dev so I don’t have any suggestions on how to fix/adjust it. if you have a suggestion please tell me. All I got to say is make it, so our spells interact with each other and not simply a “keep pressing this button to build insanity and then keep pressing this button to spend it”. Make it so we have options to pick and chose from based on encounter.
Lack of Mobility:
Right know we have no mobility at all unless you talent into Body and soul (which is a must). Furthermore, our rotation forces us to stay stationary or risk losing voidform.
Lack of all sorts of CDs:
Shadow lacks utility and defensive cds.
Utility CDs:
Vampiric touch is the only utility cd we have, and it lasts for 15 seconds on a long cd and does minimum impact unless you talent into it which would never happen because Body and Soul is on the same row.
I personally see Shadow as the utility dps spec in the game so to only have one long cd that helps my group is ridiculous. Give us more utility cds to help our group/raid. Make it so wanting a shadow priest in your group is not simply for the dps they bring but more for the utility.
Defensive CDs :
Dispersion is absolutely the worst defensive cd in the game. Basically, it is a 6sec self-stun for 75% reduced damage. You can still get CCed in it and can’t heal or do anything about it. The movement speed boost is useless because you can easly get CCed (even if you run away a DK can easly yank you from across the BG while a DH would simply keep up and a Warrior would charge you)
My suggestion is:
Make it a baseline 1min cd where you become immune to all CC and generate 75%(adjustable) of your health. Insanity drain is stopped but you do not stack lingering insanity. So basically, make the talent baseline just add CC immunity.
If Blizz insists on leaving it as it is than I would strongly suggest changing it’s name to Suicide…. it’s more fitting.
Conclusion:
- Basically, what I’m suggesting is make it so we would build insanity to enter voidform than once in voidform you have access to spells that would spend insanity (EX: devouring plague) while there is a fixed drain rate, however voidform last longer and is more maintainable. So, build a builder-spender system into voidform. This would give people who want shadow orbs/devouring plague back a similar playstyle while still not removing voidform for those who enjoy it.
- Give us a more interesting rotation that interact with each other with slight mobility.
- Make shadow into a more utility spec. Meaning give us more utility cds.
- Fix Dispersion. Even if Dispersion is the only Defensive cd we get make the talent baseline with cc immunity.
EDIT:
So…I did more research and realized that what I basically describe is WoD Demo lock mechanic. I didn’t play much of WoD so I didn’t know of the mechanic. but now that I do can we please just have that mechanics. it’s better then ramp up