So, there’ve been other posts on the subject and I thought I’d toss in my own thoughts and opinions.
For anyone looking for any sort of lofty credentials on my part…sorry, I’m basically nobody. I’m not a top Priest in really any category, I don’t do a lot of M+, I haven’t really touched structured PvP since Wrath (when I was a DK), and my guild doesn’t have the people to run Mythics. I think the easiest way to describe me in the context of WoW is an average, middle of the road raider. I’m going to talk about things from a PvE perspective. I’m not an authority figure, I’m just a guy.
As such, feel free to correct me on anything, tell me anything I might be missing, or ways in which I could improve this. I will fix things if you present me with a good enough argument.
I’m going to mostly talk about Disc and Shadow as those are the two I have the most experience with. I haven’t played Holy much this expansion, so I don’t feel comfortable commenting on its issues. I recently had to pick Holy back up after it was becoming apparent I couldn’t keep up with the other healers as Disc.
Before I get into that there’s one thing I want to talk about:
Numbers, Mechanics and Flavor
The above three things are what define every spec in the game and aren’t strictly reliant on one another. I think this is something that can kind of get lost in a lot of discussions.
- Numbers are how well a spec performs.
- Mechanics are how a spec plays.
- Flavor is all the spell effects, ability names and background lore surrounding a spec.
The three are connected, with numbers and mechanics being tied very closely to one another. That’s not to say that good numbers = good mechanics or vice versa, just that changes to mechanics or numbers can and will influence the other. A spec can perform very well but still feel like garbage to actually play. That’s not purely Blizzard’s fault, players can and will take the fun out of our own gameplay for the sake of better numbers.
That said, I’m mostly going to try and focus on mechanics. Flavor is malleable and interpretations of it can be extremely varied. Numbers are also easily changed and modified, but also not really touched on in the new expansion cycle until late in the beta.
Mechanics, meanwhile, cannot be easily changed or modified. That’s why we don’t usually see large scale changes to spec playstyles outside of expansion patches and why I believe it’s important to talk about this now rather than in alpha/beta.
With that said, on to the show.
Shadow
Void Form is an issue. Essentially the issue because it’s the only mechanic Shadow really has. If we didn’t have VF, we’d have essentially the same DPS rotation as a BC era Shadow Priest.
My main issue with VF is a matter of how it feels. We fall into a rigid, repetitive cycle, low and slow to start, accelerating to ludicrous speed before falling back down. In theory, I think that’s neat, it can work and when it does it can feel great. In practice, it frequently falls short.
For starters, being ‘naturally slow’ feels bad when you’re not engaged in content that allows you to experience a full cycle. Uldum and Vale dailies, Visions, leveling (in both dungeons and open world) and low M+ all feel bad. It all pretty much comes down to this: stuff lives just long enough for you to get into VF, but not long enough for you to actually experience VF outside of rares and bosses.
Once you get into content that does last long enough to get you through at least one cycle…the game’s not really going to make that easy for you. If something goes wrong, if you’re targeted by a critical mechanic at a bad time, you’re pushed out of the cycle and it’s back to square one.
My Issues
Lingering Insanity and Chorus of Insanity
I think LI and CoI pose some genuine problems to the spec. I will admit, it feels good to not lose all your power when you drop out of VF, except it puts even more emphasis on having good VFs and means we feel even weaker when not benefiting from either (i.e. when just entering combat). They don’t themselves cause any issues and are, to an extent, necessary for the spec as it is now, but they exacerbate a lot of the other issues I have.
A lack of meaningful decisions
VF gameplay isn’t very complicated. The decisions I have to make are typically, ‘will this add live long enough to justify applying DoTs,’ ‘will I have to refresh DoTs,’ ‘can I move’ or, more typically, ‘what do I do on the next global.’ In other words, microdecisions. I rarely feel like I have the ability to make any kind of large scale decision based on what’s happening around me.
Delaying VF is about the biggest choice we could make, but it feels very rare for the answer to be ‘Yes, delay.’ Even with LotV, we can’t delay for very long without capping on Insanity and wasting further resources. Even if we had more Insanity capacity, we lose stacks of LI/CoI the longer we delay. By not delaying, we lose out on Void Eruption damage on whatever I’m considering delaying for, but in exchange we can start generating VF stacks and have a good chunk of haste by the time the thing we need to ‘burst’ shows up. At worst, VF falls off in the middle of a burn phase, a problem we would have to anticipate 30+ seconds in advance.
VF's average duration and uptime
The duration and uptime are a complicated issue. It’s not just that it’s really long, which it is. An average, no-CDs VF will last around thirty seconds and a really good one can start pushing over sixty. It’s also that it’s even more ramp. The urgency and, well, insanity of VF doesn’t kick in until the insanity drain starts to out-pace your insanity generation which, depending on CDs, can take a while to get to.
There’s a lot of ways in which that feels bad. In solo content, as mentioned before, only a few things are actually going to live long enough to make use of VF (and whatever does typically won’t let you get a good one). Outside of that, it’s extremely fragile at its best point. One mistake, one badly timed movement mechanic or CC effect and it all falls apart. If VF weren’t the bulk of our gameplay, I think I’d be fine with those weaknesses, but it’s our one thing and we can spend upwards of 80% of our time in VF in a long fight.
Survivability
It’s bad. Specifically in the context of solo content.
It’s been worse, like before Dispersion got unnerfed. It’s still very bad. We don’t have pets to tank for us, we can’t kite anything, we have to just tank damage and we’re not very good at it. I’ve talked to guildies about this and it might be just a general caster problem, but it’s still a problem.
I’m not really going to go super deep on this one, but it’s another problem compounded by VF’s issues. If we had more front-loaded damage, it would be less of a problem, but because I have to ramp up all the time it’s consistently annoying.
Suggestions
I’m going to spitball some small changes that, in my opinion, would help make the spec a little less unsatisfying.
- Remove lingering buffs from VF (LI/CoI) or make them static, not scaling, bonuses
So I know I’m in the minority on this one. If all that happened was the removal/reworking of LI and nothing else, nothing would be resolved. Like I said, it’s not the cause of any issues, it’s just masking the fact that our gameplay outside of VF is awful. By letting us spend as little time in it as possible.
- Start VF at a ‘high’ level of haste and insanity drain
The goal with this would be to lower VF’s uptime but still get us to the actual fun parts. It’d help remove the feeling of constantly building up to something by making the transition into VF feel much more dramatic and impactful.
- Add some procs and/or situational abilities to the baseline spec
Adding procs and situational abilities on top of everything else is just gravy. It can’t hurt to spice up the out-of-VF rotation. Especially if we leaned into shorter, less frequent but more impactful VFs, as our relatively larger amount of time spent out of VF would start to feel boring.
With just those, we’d have less severe penalties for ‘failed’ VFs, cut out a decent portion of the build up to the fun part of VF and start to turn the out-of-VF experience into something independently enjoyable. I don’t think I’d be fully satisfied with this, but it’d be something. We’d still be stuck in the cycle, but we’d get to the good parts of Shadow with less of the bad.
If I could push a bit further:
- Add an insanity spender (or two) aside from VF
With this, we could start to break away from the cycle we’re locked into now. The idea being that you spend your insanity on something else when VF won’t fit, will be interrupted or could be better used against something that you need to wait on. The optimal strat (in any long fight) should still be to use VF as often as possible, but you’d have options if things weren’t going your way.
There’s a danger there of running into other issues. For example, if the margin between using VF and not-VF is too small, some people might just drop VF entirely because it’s more vulnerable to mechanics. We could also end up in the same camp we’re in now, where we don’t use not-VF because VF is too good. It’s a delicate balancing act. Worse comes to worst…you could make VF a cooldown. I’m not super in favor of that, but maybe that hits the right balance.
TL;DR
Void Form’s fundamentally a house of cards you have to build over and over again. Modern raid fights frequently shake the table. Solo content doesn’t give you time to build.
I like the concept, it’s unique among all the DPS specs and I think it’d be a shame to remove it entirely. But it’s rare that I get to actually have fun with it and I don’t think there’s a way to really fix that by just adjusting the numbers on it.
Discipline
I don’t think Discipline is necessarily flawed in its design. It can and does work and it’s fun. Even if you’re not doing well it’s pretty fun, just smacking dudes and doing healing. I do think the spec has some issues, but not on the same level as Shadow.
Disc is one of the most complicated specs in the game. It’s incredibly demanding of your ability to process and act on information. When you have a plan and can execute that plan, things go great. Your best fights, without fail, will be the ones with very little random damage and several big, predictable bursts. The problem comes when fights become less predictable and/or when you start to make mistakes.
My Issues
Things That Aren’t Burst AoE Healing
I can’t think of a better way to phrase that.
Disc is really good at burst group healing. Straight up amazing. We can drop a raid CD level of healing every forty seconds at minimum. Seriously, Schism-Penance-Solace alone does as much healing per target in a raid as a Divine Hymn (before Mastery) and if you’re doing it right, it does the healing in half the time and you only have to stand still for 1.5 seconds of that.
Part of the problem is that that burst looks impressive but isn’t really all that much HPS when you take into account the setup time. Atonement bursts are basically a backloaded HoT, like Curse of Doom but with healing. When the situation doesn’t call for that, we struggle.
We don’t really have the tools to do much else with Atonement than blast out big bursty heals. If the situation requires heavy single target healing or spot healing a few random targets, we pretty much just have defensive Penance and PW:S/Shadowmend. If we have to do sustained AoE healing we can throw out PW:R for a bit, but once those are out we’re back to PW:S/Shadowmend.
So ideally, you just don’t insert yourself into those situations, you have other healers that fill the roles you can’t. It’s pretty much only an unavoidable problem in M+. It’s fixable, but not everyone will always have an organized group to play with, so in my eyes it is still a problem.
Mistakes
Making mistakes as Disc feels awful. If you miss, you miss hard. You burst into only slightly damaged health bars and do the equivalent healing of like two PoHs. The worst is if you’re too early, then you just get to spam Shadowmend into a raid of injured targets. It’s a bad time for you.
Again, fixable on a personal level, but I’m not sure if ‘you must git this gud to play this spec’ is something that should be left entirely alone.
Suggestions
Again, I don’t think Disc is broken, it is perfectly functional as is so it doesn’t really need to be remade. The one big thing I’d like to see is it made more accessible. If I could ask for anything else, it’s for Disc to have more options in how to heal, explicitly at the cost of burst healing. The best way to achieve both is pretty much entirely through talents.
So, for example, let’s imagine we add Legion-era Contrition (increasing the duration of Atonement) back but we put it on the same tier as Schism. I’d also shuffle Shadow Covenant down to this tier, give it a cast time, make it spammable (and probably make the healing absorb personal) and I think now you have an interesting choice. You can stay with Schism and stick to Disc’s burst heavy playstyle, you could grab Contrition and have longer windows to use Atonement in but smaller bursts to compensate, or, finally, you could pick up Shadow Covenant and get a reliable means of AoE healing outside of Atonement. I think that’d be pretty good.
Beyond that there’s a couple things I’m thinking about but not necessarily advocating for:
- Shuffling Spells into Talents
One of those things, and I know how this sounds after the SW:D issue, is rolling some baseline functionality of Disc now into a talent in the future. I’m thinking specifically of PW:R here, as PW:R is probably one of the key factors in Disc’s difficulty. The idea would be to add some other easier to use spell in its place and then add PW:R as a talent that would replace that new baseline ability. My gut instinct on what that replacement would be is essentially a version of PoH, applying a ‘lesser’ Atonement that transfers less healing, but lasts as long as a normal one.
- How Atonement Works
Also might be worth considering changing how Atonement works on a fundamental level? This is really breaking from ‘Disc is fine, don’t need changes’ and just delving deep into wild spitball territory. The timed nature of Atonement is difficult to balance, there’s a lot of factors that have to be taken into account and it’s at the core of a lot of Disc issues. Like maybe it’d be better if it had a much longer duration but capped the amount of healing that could be transferred instead. I dunno, it could work, but it’s a bit beyond the scope of what I’m going for here.
Again, I’m not seriously advocating for those last two paragraphs, but maybe it’s worth thinking about.
TL;DR
Disc is fun, but difficult. I don’t think it needs to change too much for the people who are already successful with it, but it would be great if there were some options that made it more accessible or allowed it to do something else than just burst heal.