Hello Shaman Devs and enthusiasts, here’s some constructive feedback that discusses specific abilities and talents. Hope it’s helpful.
Earth Elemental (Class):
Iconic and good for class flavor, but is a bad ability. When used for taunting, it is irrelevant in any other context than leveling, because it is instantly one shot. With Primordial Bond, it is a very bad defensive, as it only provides a 15% health buff. I have seen it pull mobs walking past them when other class pets did not, even though it didn’t taunt them and wasn’t commanded to attack them. It fails as a defensive.
Spirit Wolf (Class):
Perhaps the DR from this talent is used as a justification to deny Shamans another defensive. But this ability is also bad, because you can’t do your rotation while in Ghost Wolf form and you have to wait for it to stack. It is strange to have to sit in Ghost Wolf form and do nothing during a damage event while your team continues to hit the boss or you wait for your arena team to bail you out, because you have no defensives left. There are many one shot mechanics from dungeon bosses that cycle DPS-targeted abilities on a faster timeline than your defensive cooldown, making Spirit Wolf useful but a large damage loss to use.
Reincarnation (Class):
This is an iconic ability that needs help. It is disabled in PvP. It costs time like a normal death for the mythic plus timer. You revive where your body is, which can be covered in puddles. You revive at low health, and because there is constant ticking damage and mechanics, you usually just die again. It is usually not worth pressing.
Earth Shield, Healing Stream Totem, Chain Heal, (Class):
For Enhancement and Elemental, these abilities are very weak and almost not worth pressing or taking. But since it is what we have, we do. I think we at least need to move them around. The two most useful talents are at the bottom of this area in the talent tree, Elemental Resistance and Refreshing Waters. I would move Earth Shield to where Chain Heal is, because Chain Heal is really not useful for Elemental or Enhancement. The current pathing means that you have to spend many talent points to get the one or two actual talents that you want. Regardless, they are very weak.
Windveil (Class):
Cool concept but not realistic. There are few scenarios where you will successfully interrupt a mob specifically to get the DR in advance of a damage event before somebody else kicks it AND the cast just so happens to be timed perfectly such that it occurs when you need it. Give players the agency to press a defensive when it is needed, don’t leave their survival up to good luck.
Maelstrom Weapon (Enhancement):
Maelstrom weapon stacks need to be displayable as a bar or combo point-like display. It is a class resource required to play the spec and other classes don’t have to use an addon for this. I understand it’s a buff, but tracking buff stacks when it really is a resource makes Enhancement more complicated than it needs to be. Bars are easier to track peripherally than numbers.
Overflowing Maelstrom (Enhancement):
Good concept, like a Word of Glory. But you end up spending many globals healing yourself when other classes just have an additional defensive, which costs one global. It also requires that you track buff stacks, which is more complicated than it needs to be. And you run out of mana! Then you can’t even use it. And Elemental does not even get this.
Doom Winds (Enhancement):
The proc rate needs adjustment. You can have it proc exactly when you need it and then you keep up with the other classes on the damage meter. Or, you can go five minutes without a proc and struggle to contribute damage… and then get multiple procs back to back on one mob, overlapping each other (which deletes some duration of the buff too). Very cool ability, but the RNG is simply too unreliable for how much damage it contributes.
Sundering (Enhancement):
Worse ability than Primordial Wave. P Wave was guaranteed to hit targets with flame shock and would convert to P Storm after. Sundering is a frontal with limited range and it contributes 3% or less damage. Sundering used to incapacitate targets, which helped a Shaman control mobs. Mob control contributes to survivability. My question is, what now is the point of Sundering?
Stormkeeper (Elemental):
Make it baseline 30 sec to line up with Ascendance, rather than a choice talent node to do so. When Fury of the Storms sims higher, you take it. But a 45 sec cooldown makes lining cooldowns up unnecessarily hard.
Earthquake (Elemental):
Consider making this follow the target or reworking it. Tanks constantly kite mobs out of the earthquake and you lose a lot of damage. Also, melee party members complain that with many earthquakes down, they cannot see puddles and mechanics and then die. Try it out, some mechanics are impossible to see with that many earthquakes down.
Thunderstrike Ward (Elemental):
Calling this out as an example of a cool ability that will never be taken when it is a choice node with a baseline damage increase that sims better. There are multiple of these.
Stormstream Totem (Restoration):
This ability hits hard and feels great to press. The problem is that it is RNG. You are lucky if it overlaps with the moment that you really need it and unlucky when you get back to back procs on an easy pull. This is a common feedback theme: survivability should not be dictated by RNG. Deeply Rooted Elements has the same problem. I would give up this apex talent to get a properly tuned Earthen Wall totem or APT, which were pruned.
Some general themes from above and thoughts:
- Survivability is a problem.
- Midnight pruning streamlined rotations well, but overpruned and damaged class identity (Restoration in particular, which lost a lot of fun buttons).
- General pruning seemed to ignore unique cases. Example: Thunderstorm knock up and Totemic Recall (pruned) allowed Shamans to compensate for being squishy by having a lot of mob control. You might not die to rot damage from a Windrunner Spire axethrower mob if you can stun it a lot. There was a push to reduce mob control in Midnight and that had a larger negative effect on classes that depend on that mob control to compensate for not being as tanky as a DK.
- Racials are way too strong or weak and are limited to certain classes. Shadowmeld is great. You can trivialize many mechanics with it, but some classes can’t be a night elf. I like WoW lore so I get why, but the gameplay impact is a problem.
Consider adding your feedback about specific abilities and talents below - I think it’s easier for Devs to make targeted changes with that kind of feedback.
Thanks for reading.
-Odin