Deep breath improvement suggestion

Deep breath has several problems.

  1. it’s absurdly dangerous because you lose control of your character for the duration of the path

  2. constant pathing issues make it absurdly frustrating to use.

  3. it’s slow and it’s extremely common for a tank to move mobs out of your flight path between the moment you click the button and you get to point y.

The fix for all these problems is to simply change deep breath to a short duration buff that puts you in the deep breath flying animation and locks forward movement at the current deep breath speed, and then does aoe damage in a radius under your character. Instead of it being an ability that follows a path, just change it to buff that imitates the same functionality. This way you could actually control and steer your character during the flying animation.

No more pathing issues, no more lack of control when that nasty aoe cast goes out mid flight. No more missing mobs because the tank moved the pack out of your flight path. Plus it will make it far more fun and also increase mobility as a perk, and let the player cancel the buff at any time to stop the ability.

2 Likes

While I applaud the out of the box thinking to improve an ability in our toolkit, I would point out a few issues with it.

  1. This would not be fun to code. You would have to almost be treated as a vehicle.
  2. This has potential terrain exploits
  3. What happens if you get gripped backwards by an ability, do you have an immunity to snares/stuns/grips by bosses?
  4. What is the steering like? Is it tight or loose? I would imagine you wouldn’t be able to control it well since you are covering a lot of ground in a short time, so steering wouldn’t work that well.

WWmonk dragonkick already has the code… just slow it down.

WW monk has it already, use the same logic.

I’m a Devops engineer. It’s ridiculously easy to code because it all already exists in the system and nobody would have to code a damn thing. A designer will just go in an use his toolkit to apply the animation, lock in the movement speed and and create a ground aoe affect and attach it to a buff.

It’s fundamentally no different than any number of other abilities, ie spinning crane kick. The only difference is the animation and the movement speed lock, neither of which is an issue. You could even make it an uninterruptible channel cast instead of a buff

What happens if you get gripped backwards by an ability, do you have an immunity to snares/stuns/grips by bosses?

The ability already has a root and snare break attached to it, I use it to reposition out of snares/roots already. I’d just make it function to how it already functions.

I would imagine you wouldn’t be able to control it well since you are covering a lot of ground in a short time, so steering wouldn’t work that well

Dragonflight momentum style turning physics are conveniently already in the game now. Frankly I don’t think it would be a problem, deep breath movement isn’t that fast. It would be no different than turning a slow flying dragon.

Just make it a fly forward no ground click
Press again to stop.

Keep it simple stupid

2 Likes

If you can easily make something better, you make it better. Doing otherwise is stupid.

1 Like

Posted this in your ptr thread.

This makes a lot of sense. I like it.

Alternatively, I think that Return should be baked into the talent, especially for PVP when it could put you wildly out of position.

3 Likes

This, I like the functionality of return, would love to see it baked in.

If beta forums where still up, I argued for Recall to be baked in for months… but alas nothing changed.

But atleast this rework of recall would give it use and make the talent competitive. Currently recall isn’t really picked in any form of content as we have heaps of must pick Talents.

I think the rework version I’ve suggested immensely helps in all forms of content, improving our dps aswell, fixes heaps of issues aswell pathing being a huge one and our dps as we are not locked into any animations.

This sounds like a lot of fun.

However, it might be overpowered.

I can see myself finding a big raid boss with a large hitbox and flying circles around its edge while Deep Breath is up. I doubt Blizzard wants us to be able to hit one target with 10 ticks of Deep Breath in a single cast.

WAIT! So you want Deep Breath to be like Emerald Projection the Preservation PVP Talent? Or am I getting this wrong?

1 Like

It already kinda works like that on large hitbox targets.

give it the dragonbreath chili animation = game fixed

I like the ability as it is for the most part. I just feel Evokers should A.) be able to cancel out of it and B.) not have 75% of their attempts at usage be met with no path available because there’s a pebble in the way.

frostwyrm fury would work too , summons a clone of yourself made of “sand”

I 100% agree. This would feel better, be more fun, and work more efficiently. I could see how this might be overpowered in a way because you could spin in a tight circle to put all ticks of damage on one target. Easy fix to this would be significantly limiting turn radius and/or limiting the amount of ticks a single target could take. It also opens up more ideas for future talents and abilities. Imagine a talent that resets the cooldown if no targets take damage. Allowing you to use it as a movement skill

Might I also add… cant we change landslide to simply always cast at max distance in the direction the character is facing. I hate having to click twice and @curor macros have targeting issues when big targets are in the way

Very strong necro.

No thanks, I like being able to landslide behind me without moving on spitefuls/runners.

I know a lot of the fantasy is doing the deep breath yourself, but so much would be fixed if it was like Sindragosa’s Fury and you just summoned a temporal sand clone of yourself to fly over and do the attack while you continue to attack yourself.

Part of my annoyance with this ability is not just how dangerous it is to use, but the pitiful damage it does for the animation lock it has.

Alternatively, give us a 65% DR while using it just like they did with Outlaw Rogue’s Killing Spree.