I feel like empowered spells being castable while hovering would be balanced and fair, considering their range/positional requirements but I bet blizzard will never cave on that. So honestly the one big thing I think evoker needs, is to make hover an oGCD that is useable while casting/channeling, and not have it interrupt the cast. This would help evoker immensely, the amount of times I just started a channel only to have a random floor spiral appear under me is depressing.
I just hope they make hover to not cancel our casting/channeling abilities when we activate it midway our abilities.
I sort of have to disagree, I’m speaking from a PvE and M+ perspective. So Dream Breath and Time Spiral are never picked, and I’m pretty sure Raiding wise Time Spiral is also getting looked over aswell, although I have seen a few logs where they used it.
But with what your saying is then basically Holy Paladins are considered mobile and most definitely isn’t. They cast everything instantly besides Holy Light and Flash of light, have similar mobility with Hover being 35 sec baseline and Steed being 45 sec baseline both talented into 2 charges. Might i add in M+ you don’t even spec into the 2nd charge of hover or even rescue at higher keys, to much competitive Talents.
Blessing of freedom 25 sec removes all roots much lower cd then Deep Breath and Dream Breath (not used in m+)which are on 2 min.
Holy Paladins are most definitely not mobile.
I do believe in combat if we hovered constantly while truely aswell being unique to the Class will give the mobility we need, We will still have casts times as usual and still need to plant ourselves for Empowered spells.
The difference between both Holy Paladins receive mastery bonus being up close while Evokers have zero benefits for being mid ranged. Our healing locked to 30yds and Dps locked to 25yds.
I will say with a lot of the talk I’m seeing here about how our mobility is fine, it’s often specifically in relation to Preservation.
I healed Preservation the past couple raid nights since we were down a healer, and it is like night and day how our mobility feels. I definitely felt way more mobile as preservation (even though the range limitation still irked me, but again, that also felt less daunting than in devastation). Compared to when I have been playing Devastation, where aside from when I have to move somewhere else for a mechanic, I feel supremely immobile in how all of my damage drops off the second I have to move (interrupting my 3 essence cost Disintegrate 0.2 seconds into the cast because an rng swirly landed on me…)
Indeed. Devastation is unfinished. It should be as mobile as preserv
I play Preservation a lot too. And the different between Devokers and Pres is huge.
I think in part that’s why the Evoker community seems divided on some problems. The PvP vs PvE issues are also vastly different.
THIS! if they just give us range i think most problems could be solved, or at least what others have suggested with a few spells castable while moving. I PERSONALLY would prefer range.
you do make a good point. I always teleport back to my start position after a Deep Breath but if you don’t teleport back you did damage AND movement…touche
Agree with a lot of stuff in this thread. The class is too fragile and not mobile enough to have a 25yd range. It’s just a headache to play in bgs. One little dip in the terrain and you can forget that deep breath you were trying to cast going off.
They’re trying to cover up the specs problems by turning it into a glass cannon and paying influencers to say it’s OP but I ain’t buying it. The spells are awkward and clumsy and difficult to use in many cases.
Mid range caster is a failed concept and getting rank one Blizzcon champions to play it and do well proves nothing. It’s like getting NBA players to dunk on high school kids and saying wow look how good the NBA players are. They can play anything at a high level and it doesn’t prove anything.
People are saying it’s OP because of its bursty nature, which is only natural.
It needs serious defensive help though. The spec just feels incomplete compared to Preservation – even just the difference of number of buttons they have is staggering.
And the bugs need to be fixed yesterday. So tired of Eternity Surge just not firing, or Deep Breath glitching out and getting stuck in the wind-up animation, self-CCing me for 5+ seconds and wasting the CD.
Okay, so maybe this is a bad take but:
Are you guys sure you want Evoker to be as mobile as Beast Mastery? BM still pays a damage tax for all that mobility, and is currently relying on a unique bow and tier sets to being competitive numbers. I havent really given Evoker a go yet, but it seems to me that if they give more motility the spec is going to end up taking some damage nerfs. After all, that’s why everyone says Beast Mastery should have low damage for. I guess Im saying to be careful of what you wish for, otherwise they’re going to do something you wont like.
BMw have a damage tax, Evokers have a range tax. And there’s a difference between more casting on the move and literally every cast on the move. So it’s not a 1:1 comparison.
Sure, there is a little careful what you wish for, but the perception in the community right now is that there is a range tax without a corresponding upside. In other words, it’s broken. The solutions presented are intended to fix that problem. This is not a situation where an already balanced spec is seeking a benefit with no corresponding trade-off.
thats because preservation was a fully thought out spec while devastation feels like it was slaped together last min so they could have a 2nd spec for it. devastation feels like a hodge podge of abilities with the thought of this seems like something a dragon would have/do but nothing to connect the whole spec together
I get the “ranged” tax, but quite honestly I’d take a ranged tax on BM over a damage tax any day. Blizzard also isn’t known for listening to player feedback and then implementing that feedback without also tossing in something else no one was asking for. I was merely pointing out that plenty of suggestions in this thread seemed to want castable spells while moving all of the time (except for Empowered spells) and being able to do that might not be justifiable with “just” a range of 25 yards.
We are asking for 2 spells to be cast on the move. The rest are instant cast already. Living Flame which has a 2.5 second cast timer and disintegrate which cost 3 essence.
No, the rest are not instant cast. The whole kit being cast on the move is completely imbalanced (moreso in pvp) and takes away some of the tradeoff of the spec.
Having REAL survivability is way way more important to the health of the class than a crutch for bad positioning, and far more likely to happen based on previous tuning.
Most of the spells are instant cast other than the empowered spells.
I don’t care about damage, personally. I only care about the feel of the gameplay. If its fun. If we’re a bit high or low on the tier list or whatever shouldn’t matter to anyone except those world-first, +99 mythic keys type folk (unfortunately some people think it matters more lol). I didn’t play feral for years because I wanted damage, I just liked the feel of the class. I don’t enjoy the feel of Devastation, at this point I’m just in sunk cost fallacy mode because I got Kharnalex lol.
Just making hover OGCD and not interrupting disintegrate would do leaps and bounds I thinkm
woah another feral. dude its dangerous to travel alone we gotta stick together since theres only like 7 of us. this does seem to be a feral trait though that we play something cause its fun and not cause of the high dps numbers.
Cats together strong.