Hey guys, I am Nuba, X Priest Gladiator and Casual AOTC raider, wanted to share my thoughts about everything post-8.1 Discipline Priest, give not only feedback but suggestions moving forward to make the spec more fun and engaging!
I am the guy who made the slightly-popular Disc PvP Feedback thread prior to 8.1, but since a lot of things have changed since I made that thread I decided I wanted to make another one with more insights and base myself on the experiences that I have had with the spec both raiding casually as well as playing PvP in very high levels (2800+ MMR) and some insights on how the spec feels right now.
Alright, so letâs begin!
Table of Content:
- Thoughts
- Feedback
- Suggestion
- Closing
My thoughts and rumblings about current Discipline Priest
There is a line between effort and reward that exist in this game, sometimes playing very good rewards you with higher numbers on the DPS meters or higher rating in Arena, this is how its always been, right?
Play your class well, get rewarded, but the thing is that with Discipline Priest things are a little blurry on that line - You play your class well and youâll be on the same level as everyone else, but if you play it wrong you get punished. This happens mostly because Balance if made based off the top of the charts, which should be an OK thing, right?
I mean, Discipline Priests were, no offense to the other healers, the higher Risk-Reward healing spec in the game prior to 8.1, to a point that it was much harder to play than the other specs but had upsides to it.
While most specs see issues and react to it - âRaid wide damage? Sure, press AOE Heal burst thingâ, with Discipline this often happen the other way around - A discipline Priest has to previously study the raid timer for abilities and pre-attonement(usually with radiance) and evangelism so you can be able to have significant healing done. No other healing spec requires you to have complete knowledge of Raid-wide damage and calculate ideal times for you to press your buttons in order to -meet the low requirements- for healing done in the game, as mentioned before - everything in regards to the other healing specs is intuitive, as with Discipline you really need to study not only your class/spec, but also the encounter.
Didnât time your Radiances+Evangelism properly? Well, you just lost 30-50% of your HPS right there. This creates a gigantic gap between Low-level heroic raiders (me!) and below, but also creates a perception to the general community that Discipline Priests are only good in Mythic raiding - Which could not be the case at all, its just a lot more difficult to play in comparison to other healers, and if you donât follow the exact patterns youâre supposed to, youâre instantly useless to the raid.
Well, I like being rewarded for playing well, right? Who doesnât, people like playing Discipline and have liked it for years already, and the attonement style of gameplay really helps a lot here. Thing is, after 8.1, Discipline Play style became some sort of âHigh risk, low rewardâ, in a sense that its a class that requires a very high level of investment into the game for you to be on-par with other healers, and this comes from the need of Balance rather than the need of fun.
I think this is ok actually, but I have a suggestion to make here, which might initially upset a few players but in general is the correct thing to do: If High-reward can not exist in a MMORPG like WoW, then the High-Risk should be diminished properly to match the lack of reward for playing flawlessly.
Initially, this might sound wrong, which is: if you want to Balance Discipline around the very top, you should make Disciplineâs skill-disparity similar to that of the other healers, which currently it isnât even close. Disciplineâs abilities arenât intuitive, and even when they are understood, it still requires certain types of encounter studies that doesnât exist on other specs and classes - its not enough to do all the mechanics right, you need to do everything else that was mentioned before in this text and more, just to be ânormalâ.
Do I think this is the ideal path moving forward? Not really, but I do think its the best possible solution for the problem created by Blizzard that âHigh reward shouldnât existâ.
Moving on to PvP I have seen a pattern in regards to Discipline in 8.1, which is its only playable now in comps where you donât really have to heal.
In PvP, much like in PvE, there is a huge gap between the top end of the ladder and the bottom - Discipline Priests are currently only viable in high-CC high-Burst comps, which are limited to RMP and possibly Jungle and Cupid (the latter 2 being quite weak right now). These comps are very skill dependant and high-reward kind of comps, but in case of PvP currently still has some sort of âhigh rewardâ involved.
Currently Discipline Priests are somewhere around the âTier-Câ healers together with Holy Priests, in a sense that our healing is the worst of all the healers, our survivability is the worst of all the healers, but different than Holy Priests Discipline brings a toolkit that is unique and fits well into the RMP playstyle.
But outside of playing with really good Mages and Rogues, playing Discipline Priest right now is a complete nightmare. I have 4 Priests, 2 of them I use to play with good players I met in LFG and get Gladiator/rating with, while the other 2 I use to play with RL friends who arenât top tier level players.
The thing that I noticed is how much Discipline Priests can not heal or survive -anything- without massive peels. The entire classâ playstyle currently play around not only you playing flawlessly, but also your teammates, just in order to survive long enough for your team to score, and this creates a huge disparity between the top and the bottom, and is why Discipline Priests can not currently PvP if they arenât already Gladiators with contacts.
This creates a huge barrier to entry, and diminishes the number of people wanting to play Discipline Priests in both PvP and PvE.
8.1 Discipline Priest Feedback
Since I am more focused on PvP, Iâll start with my PvP feedback:
- The Focused Will nerf created a huge gap between playing right and wrong, if two melee caught up to you and youâre not instantly peeled, you die - Discipline can no longer survive melee damage, and this creates a feeling of hopelessness in the âlow endâ-anyone below Gladiator- of the Discipline Players, while not affecting, but also being relevant to, high end players as much.
- The Weakened Soul nerf furthers the âhigh-riskâ factor of playing Discipline Priest, but I think it is correct for this to exist, and this is how it should have been from the start. I think that as long as Discipline Priests are Balanced having Weakend Soul can add more depth to playing Discipline. I think this change moves the class in the correct direction, but I also see the loss that it implies: spamming shield has always been the wrong play in BFA, regardless of level, weakened soul prevents players from âplaying wrongâ, which is somehow a form of âcatteringâ, but I am ok with it as it not existing felt like a design flaw after seeing it in action.
- Massive nerfs to healing, traits, shields, attonement and everything else throughput-wise was a⌠âokâ thing, up until the moment that all the must-have traits were also all nerfed by 50%. Prior to Season 2 launching having Radiance Traits and Shadowmend traits were the one thing allowing Discipline Priests to keep up with âunburstedâ damage, and while this is a design flaw in the end - since every healer in the game is supposed to heal through âunbursted damageâ when standing still and âjust healingâ, Discipline Priest cant. There is a general feeling that Discipline Priestâ throughput in Arenas is below that of other healers, and probably less than half of that of Restoration Druids and Mistweaver Monks.
- In PvE I wonât go into much details, but Iâll say that unless youâre one of the many âdie-hardâ Discipline fans like me (there are quite a lot of those, I think) youâre much better off playing Holy as its a lot more straight-forward, there is less Risk in playing the spec, and the Rewards are superior to that of Discipline Priests
Suggestions
Considering that âHigh-rewardâ can not exist, as seen and proven by the actions of Blizzardâs balancing team, here follows a few suggestions:
- Revert focused will to 2 stacks - Iâll start with this. This is a no-brainer, as it has no impact on PvE and could help begining Discipline Priests whille not having much impact on the high end of the 3v3 competitive ladder.
- Make Power Word: Radiance Baseline Instant Cast - Spamming radiance is wrong, and different than Power Word: Shield its mana cost is massive, which leads to even beginers instantly noticing âwow, I just spent too much mana hereâ. This wouldnât affect high-end raiding numbers at all, but would give normal/heroic/M+ players a huge boon - âoh raid is taking damage, better use radiance here to mitigate itâ instead of âraid will take damage in 12 seconds, so I should apply attonement to X players with 2x radiance and refresh it with evangelism so during the next damage phase that happens in 1min 20 seconds Iâll have evangelism back up again and thus Iâll be able to heal through the raid-wide damage better.â
- Ultimate Radiance - Increase Power Word: Radiance healing by 250% but it no longer applies attonement - This buffs radiance healing slightly when compared to current Radiance, but removes the âAOE apply attonementâ factor of it. If Radiance were to be made baseline instant cast players could opt to have either a big AOE heal in RBGs or a 5-plalyer attonement-application, giving players a choice in playstyle.
- Trinity - Attonement Duration increased by 15 seconds and healing transfered increased by 20%, but can only be applied through Power Word: Shield. - Seriously, the extra line added in 8.1 is just too random, unintuitive and comes from bad design - the team just wanted to make it stronger but didnât want to revert a nerf they did previously, so they seem to just randomly come up with the 25% critical chance thing, which makes no sense and doesnât fit with the ability at all.
- Strength of Soul - This thing was never changed during Alpha, or Beta, or anything else. its just useless, its a waste that needs to be made into a real talent. Why is this pre-alpha thing even here? My suggestion here would be to completely rework it into something different - Make it so power word shield heals for the same amount as it absorbs as well? This is a blank PvP talent currently and can be made into anything.
- Shield Discipline - I had to open the talent calculator to remember the name of this talent - Not a single soul has picked this in BFA, this is useless for every piece of Content. To a point that even if this was made 1% it would still probably not be picked, but at least people would consider it. I donât think Blizzard should be afraid of making the least-throughput talent to be desirable, as it helps in Balancing numbers further without major issues.
- Premonition - This PvP talent should be removed and the ability made Baseline. Nerf the attonement extention from 5 to 2 seconds (maybe 1 second, even zero seconds would be fine for a baseline ability). This ability adds a lot of depth and fun to Discipline Priests in PvP and I see no reason why it isnât baseline - its such a no-brainer against certain comps while being useless against others, but having the ability to âDeathâ a Incap would be cool, and fun and interactive without me having to gimp myself over by picking the talent against something that I shouldnât. Premonition for Discipline Priests feel like a âinterruptâ ability, in a sense that I shouldnât need to spec into it.
- Balance the Numbers - This is obvious here, but kinda hard too. Disciplineâs throughput numbers are currently inferior to that of other healers despite its high representation in the high ranks due to RMPâs playstyle (and honestly being the only comp in the game that doesnât care much about the Discipline healing or being focused), but obviously something has to be done. After the âDepth of Shadowsâ and âUltimate Radianceâ trait nerfs the spec is very very weak. This is quite random, but I think currently Disciplineâs numbers at the very top relies too much on mage being viable and not on the spec itself being viable, to a point that I could bet that if Mages were as bad as Disciplines are, you wouldnât see a single Priest at the top.
Final Thoughts
Agree with my suggestions or not, we all know Discipline Priests need a whole lot of love in 8.1, and we havenât received any at all.
My feeling, especially seeing things so unfinished like Strength of Soul and Shield Discipline, is that Blizzard has a total of Zero players in their group of Designers that play or care about Discipline Priests other than what they see in the âNumbers websitesâ such as Raider io, but letâs be honest here even Raider io shows Discipline Priest as the very worst of the healers, so I canât even be sure about that.
The reason why I can talk so much about my spec is because I play it a lot, so this is why I think Blizzard should have their designers play the classes theyâre balancing. The entire thing about the spec being unfinished as it is can not happen in a game with a monthly fee such as World of Warcraft, and the lack of love for the Specâs design is apparent.
Hopefully something can be done, and this text helps guide Blizzard in the correct direction.
As I mentioned before, I know a lot of you here probably think that âHigh-Risk High-Rewardâ should exist in World of Warcraft, but I do not think that pressing the key constantly is going to bring us anywhere as Blizzard is obviously set on their idea.
Hope you guys enjoyed this very long read!