Giving us Fel Devastation is cool, but it is just a fire and forget which doesn’t not alter anything else.
Here are the changes that I would make:
Talents now baseline: Spirit Bomb, Fracture
Spirit Bomb: No longer costs Pain.
Fracture: Replaces Shear, Shear is completely gone.
Fel Devastation: The new Pain consumer, uses up to 70 pain to increase damage and healing. CD 30S
Sigils activate after 1.5 seconds
Blur: Ability Blur added to VDH’s kit. It reduces damage by 20% and increases dodge chance by 20% for 8 seconds, minute CD.
Soul Cleve: Changed to ST damage, costs 30 pain, breaks a minor soul from target. Adds a small shield, no healing.
Infernal Strike: Ranged increase from Abyssal Strike now Baseline.
Metamorphosis: Nerfed significantly, provides less armor and health but CD reduced to 2 minutes.
New Mastery: Gluttony: Mastery increases the chance that a soul will proc Gluttony, in addition armor and damage during meta are increases by a % improving with mastery.
Gameplay Loop: Fracture to build pain and souls - Expend souls with Spirit Bomb - Fel Devastation at 70 pain - Soul Cleave as pain filler as to not over cap. Add in Immo Aura, Abyssal Strikes, Fiery Brands and Sigils to make a dynamic rotation.
Many need to be reworked and those that become baseline replaced. Simply put, VDH has garbage talents.
Abyssal Strike: Reduced CD by 8 seconds, adds a fissure on the ground which explodes after 1 second dealing X damage. (Will no longer have the flame crash talent available, later talent rows would have interesting mechanics to sigils)
Agonizing Flames: Immolation Aura does X% more damage, increases movement speed by X% and leaves a fiery trail in your wake that burns for X% damage. Throwing your glaive will leave a trail from you to the target.
Razor Spikes: Demon Spikes are now barbed causing enemies who melee to gain a stacking bleeding debuff dealing X damage per stack. You do 1% extra damage to enemies per stack (Up to 3%), Magic Damage that does More than 10% of total life in one spell will break off a large Spike dealing all 3 stacks at once.
Unstable Soul: Soul Cleave no longer breaks a soul, shield is increased by X%, when broken the shield does AOE damage and drops a soul.
Fallout: Same as before
Burning Alive: Fiery Brand now adds a small dot to all enemies near primary target, this dot does X damage and reduces damage done by X% (probably around 10-15%)
Balance of Power: Consuming pain increases the damage of your next Soul spender by 1% per 10 pain (Up to 10%) Consuming souls increases the damage of your next pain spender by 2% per soul spent (Up to 10%).
Charred Flesh: Fel Devastation no longer consumes pain to increase damage, instead it generates X pain.
Felblade: Same as before (Pain will be a much better resource with this version of the demon hunter)
Soul Rending: Basically the same (Numbers may need to be adjusted), will be much better with Gluttony being our new mastery and increased damage during meta.
Feed the Demon: Same
Soul Barrier: Souls consumed by Spirit Bomb provide an additional shield per soul spent.
Quickening Sigil’s: Sigil CD’s reduced by 20%, all sigils have 2 charges.
Concentrated Sigil’s: Sigil’s have increased Area of effect. In addition:
Sigil of Flame does 3 seperate bursts every 1.5 seconds, doing increased damage per stage and putting a stacking dot.
Sigil of Misery: now stuns
Sigil of Silence: silences and then causes the next spell cast to lock the caster from that school for x seconds.
Sigil of Chains: Same as before with the added effect of: Enemies inflicted with the snare take X% more damage during the duration.
Glutton: When Metamorphosis is activated, grant a charge of Demon Spikes. Demon Hunter is healed by X% when Metamorphosis is activated.
Unstable Transformation: Reduces CD of Metamorphosis, reduces time spent in form. When Gluttony activates Metamorphosis, CD is reduced by X seconds.
Demonic: Fel Devastation activates Metamorphosis for X seconds.
Last Resort: Same as before.
Painbringer: Consuming Souls reduces damage taken by X% for X seconds.
Blurred Reality: Blur now creates an after image of the Demon Hunter with X% of their health. The afterimage takes X% of damage taken until it’s HP is depleted or Blur ends. During that time the image copies the Demon Hunters auto attacks for 50% of the damage.
Those are interesting talents that change gameplay, that is what Blizzard should be striving for.