I’m worried about the direction of Windwalker after going over all the changes, sleeping on it a bit, and testing on alpha. There’s some good changes in here, including some clean up, some of the hero spec reworks, and a couple of the new talents, but there’s 2 steps back for every step forward here. Overall, Weapons of Order and our cooldowns in general feel lacking, Tigereye Brew is an unexciting apex talent, our spec tree is pretty messy right now, and there’s some things staying that don’t feel like they should still be here while some other well enjoyed talents have met an untimely end. I wrote an extremely long stream of consciousness of my thoughts that I’ll put below, but here’s the key points:
Here's the full stream of consciousness with a lot more detail on each point:
Cleaning up damage amps is fine, as I remembered during TWW alpha being kind of confused when so many minor ones were added, though you missed Fatal Touch in the class tree. However, this feels like it goes too far when it extends to our main damage cooldown having 0 damage amp. That is going to feel very flat and unexciting, and more crit in that window does not make up for it (a direction with which I have other concerns too). Especially for more casual players trying to get into the spec, it’ll be difficult to take full advantage of the Ordered Elements effect that has become our entire main cooldown somehow, and no damage boost at all in that window will be rough.
While we’re on Weapons of Order, I am extremely unsold on the fantasy of this spell, as I have been since Shadowlands. What even is “Weapons of Order” supposed to represent to a mystical martial artist? The new visuals are actually very nice for this spell, but I am really stuck on the name and icon feeling super unflavorful for a major cooldown. I’d love to see this renamed to something more thematic or core to the spec, even if it literally just got Serenity’s name and icon (the effect isn’t even that far off from old Serenity now!).
There is one extra component to WoO that’s not just “literally Ordered Elements”, and that’s Tigereye Brew, the new “apex” talent. Honestly, I’m super disappointed with this talent overall. For one thing, it’s basically just the second half that turns our major cooldown into potentially something worthwhile with its bonus crit chance. I do already worry about running into crit caps, especially on Rising Sun Kick, which even with template gear at 80 on alpha I can nearly guarantee crits on. For another though, I just think TEB is super boring as an effect. It’s “your cooldown does a little more” and a couple other little passive damage bonuses, that’s it. I don’t even think passive damage or stat boosts are bad, but when I went to test Destruction and saw their apex talent in comparison, I was blown away by how much cooler it felt and looked despite being a relatively minor effect. It made me lament that we aren’t getting anything nearly on that level of excitement! This is a brand new series of talents that’s the focus of the expansion and leveling experience, it should be something inspirational and exciting! It’s just really not anything I’m looking forward to getting other than out of necessity since I am sure it will be mandatory damage wise, and that bums me out. Sure, it has the name brand pandering for the people who liked when TEB was our active major cooldown back in the day, but it lacks the flexible spending component that was the reason for most of that like anyway (and I’m not one of those people at all and am glad we didn’t get that version anyway). Also, since the thread starter asks, I think it will feel much stronger synergistically with Conduit than Shado-Pan. It’s got a hasted recharge time, which every HotJS window will contribute to, and Weapons of Order as a whole sort of runs counter to Shado-Pan’s energy spending (assuming that the talent in the notes, Weapons of the Wall, actually makes it in, since it doesn’t line up with the rework).
The Shado-Pan “rework”: it’s a solid start, but it has some issues! Swapping to discharging on Fists of Fury is a great way to simplify our more passive tree to not completely alter your playstyle like it does on live right now. The rework to Shadow Flurry being a general passive is also great and avoids some unpleasant rolls from the live version of Wisdom of the Wall. Against All Odds being a flat amount is also a welcome simplification. Stand Ready is a solid effect that works well in the current tier and makes it feels a little burstier when you hit your cooldown. However, Weapons of the Wall is confusing - is this placeholder, maybe? Returning to the energy spending style, but only during WoO, is a strange contrast to the rest of this rework. Flurry charge generation buffs are also all still totally useless, since flurry Strikes remains capped at 10 stacks, which is extremely easy to hit. I was really hoping this rework would uncap that, so it’d really become more about generating lots of stacks between FoF casts (though it’d still need a reason for you to care how many stacks you hit). Maybe that could be a new capstone for this tree, because I really hope the Shado-Pan Veteran does not make it to live! One of the biggest points of positive reception to all of our changes is getting rid of reliance of pet AI with Storm, Earth, and Fire. PLEASE do not make us rely on it once again by introducing another NPC pet to passive damage our enemies! It does somewhat fit the fantasy of Shado-Pan as an order of warriors, but personally at least, I really hate the assistance and would rather receive a buff to myself of some kind, maybe based on how many stacks I just discharged!
On to Conduit. First up, Conduit replacing Xuen when cast - I get the intent here to free up keybinds, especially for newer players who may be intimated by the number we have. However, I think this works both against more casual play and minmax content. I will preface this by saying all of the following is minor/nitpicking and it’s not a huge deal either way, but I do prefer to keep them split. In open world content, it’s very rare that I want to actually pop all of my cooldowns together, as the content just doesn’t require that. I like having the flexibility of hitting Xuen for one pack, and maybe Conduit for another. Or really, just Conduit alone, because Xuen’s pet AI can be a hassle in open world. Also, right now, Conduit still has a 90 second cooldown, so if you pop it too late, it can actually not be ready by the time you next use Xuen. It should probably reset on Xuen/not have a cooldown if it’s going to stay like this. Anyway, that’s not very important, and the other Conduit notes are much more worrying, named Yu’lon’s Avatar, the Slicing Winds procs HotJS effect from our current tier. This is the kind of mandatory capstone talent choice that is OK to enforce for a single tier, but seems WAY too far to lock in Conduit to taking Slicing Winds, a very controversial talent that many people do not enjoy using, for eternity. You only have to look at the live game to see that for TWW, this exact problem was encountered with a similarly controversial active talent (August Dynasty with Jadefire Stomp), but was much more reasonably put on a choice node with a talent-agnostic option in case you didn’t want to opt into that gameplay. Making a similar choice node here would really help this out, aside from just deleting the node or deleting Slicing Winds entirely, which would be my preference. Also, August Dynasty being removed is understandable since it works with Jadefire Fists on live (despite the UI claiming otherwise) and would maybe trigger too often with reworked Jadefire Fists, but it actually sounds like a really neat playstyle to opt into (following Fists of Fury casts that trigger Jadefire Fists with boosted Rising Sun Kicks). Besides these, Flowing Wisdom is a nice passive node to carry forward, and I’m a little worried about potentially making Strength of the Black Ox an actual proc we care about spending before overlapping. I’m willing to see how this plays out, but previously this was a totally whitenoise proc that we didn’t care about at all and just cluttered the default UI when it showed up with its giant aura arc. If the goal is to make us more proc heavy, I at least like this one actually doing solid damage, so maybe it’ll be fun.
Other procs are in a really weird spot right now. Combo Breaker has become a talent instead of baseline, which contributes to a wider problem of feeling like we’re being taxed on talent points for basic effects. It also has a lot of synergies tied into it with other talents, some forcing procs, some proccing off of it, etc. These are also somewhat bizarrely spread across the far reaches of the tree, making it easy to skip major sources of the proc or rewards from it. However, the one existing thing that made this proc feel worth it, Courageous Impulse, is removed. This makes it really hard to care about the proc itself, since at least how it stands at the moment, we are somewhat overflowing with Chi, and saving 1 Chi from a BoK is really not anything to write home about. On the same note, Dance of Chi-Ji not doing extra damage, sure I maybe get it for tuning reasons, though 0% seems a little far of a drop from 200%. But again, saving 2 chi on a very limp spender is not an exciting reward. If these are the hero talent agnostic procs our spec is meant to build around now, for some reason, then they’re definitely not delivering on feeling like powerful effects that we should care about and get excited to see. Again, shying away from bonus damage effects as a rule seems to heavily limit the design space into a corner where we really can’t get anything worthwhile from these.
There’s a lot of scattered talents that feel like experiments right now that I would be shocked to see hit live servers. Take Rushing Wind Kick for example. First, fish for or guarantee a BoK! proc. Then, hope for a 40% chance to proc after spending it (on Blackout Kick, a primarily single target filler). Your reward is an extremely limp effect where Rising Sun Kick splits its damage, with a tiny bonus per target. This is not an exciting or powerful reward, and has convulted conditions to even get there. This is a miss comparable to Stormspirit Strikes to me, another strange experimental rework of the existing PVP talent that seems to focus on specifically 2 target situations. Here’s another place where finally being free of Storm, Earth, and Fire curls the monkey’s paw and we receive another pet. Sure, it only copies a few key abilities, but this is just asking for a bad time in the future. It also has some jankiness like only having 1 out at a time, but new Rising Sun Kicks not refreshing the duration, so you’d have to really pay attention to an invisible timer to maximize its uptime. This is another I hope to not see outside of alpha honestly.
It’s not all negative though! Skyfire Heel, while a little weak right now, is a neat idea. Crashing Fists, Cyclone’s Drift, and Harmonic Combo are all solid additions that could lead to interesting loadouts. Obsidian Spiral in particular is a pretty huge one, letting us potentially nearly ignore Tiger Plan during WoO, almost reminiscent of old Serenity. Though this does contribute to our Chi overflow, and is antisynergistic to Shado-Pan’s Weapons of the Wall, if it stays.
Other talent tree notes: I know this is unlikely to revert, but I’m really bummed about the Strike of the Windlord/Whirling Dragon Punch choice node. We’re really not overloaded on rotational abilities, and this feels like a step too far in terms of limiting them. We don’t even always take both (see the current tier on live), but the flexibility to take either or both has been a highlight of the existing tree that I’d be sad to lose. Meridian Strikes is a pretty vestigial talent that I’m surprised to see still hanging around, though I think the flat CDR is a good move (same with Spiritual Focus). I’m less enthusiastic about the flat increase from Drinking Horn Cover, as that was a short enough period where it felt like playing well and spending Chi was rewarded, vs the extremely long period of Spiritual Focus that was basically a rough average regardless of how well you played. In the entire tree, there’s a worrying trend of what feel like “tax” nodes, whether it’s previously baseline passives, or 2 point nodes that don’t feel like they really need to cost more than 1. In the class tree, I’m bummed about the removal of Diffuse Magic as an active defensive, though I understand this is part of a wider defensive pruning across classes. I do worry that Fort Brew and Karma will not be able to carry us on their own. Diffuse and Karma could probably do it though. Finally, I have to mention Invoker’s Delight’s removal - this is a wild change that I’m totally blindsided by. ID was the thing that made Xuen feel like an impactful cooldown. To lose it is very strange and only contributes to the feeling that we’re in for a super flat damage profile without impactful cooldowns going forward. While Empowered Tiger Lightning is our sole remaining damage amp during cooldowns, I’d gladly trade it to receive Invoker’s Delight as a baseline effect instead, as ETL is another minor thing we don’t play around much. Moving back to WoO having a flat 20-25% damage amp, removing ETL, and baking in ID would be an extremely welcome change.
Capstones: We have 3 real active optional final paths in TWW: Last Emperor’s Capacitor/Power of the Thunder King, Slicing Winds, and Jaefire Stomp. I would have never in a million years guessed that moving forward, we would lose the Crackling Jade Lightning build and keep the other two (albeit only the Jadefire Fists version). The CJL build is a widely celebrated one with a fun gameplay loop of build and release, a much needed source of burst AoE damage, a really cool visual, and just this expansion got the support of PotTK to help with the cast time issue. The loss of these two talents is probably the single thing I’ve seen bemoaned the most in the community over the last few days. Slicing Winds, on the other hand, has been very controversial from day 1, pushing an empower spell from Plunderstorm onto us with varying degrees of success. While I think the new follow up node is solid, I just really do not want to play with this spell anymore. If it didn’t replace Flying Serpent Kick, the most fun mobility skill in the game, I’d have less of an issue. If it actually moved you forward more consistently across sloped surfaces, I’d have less of an issue. But we don’t live in that world, and not only is it still around, but is it now mandatory for an entire hero spec. This is a baffling move and one that I really hope changes throughout alpha. If these two talents were simply replaced with Emp’s Cap and PotTK, the community would rejoice. Finally, Jadefire Fists - the last clinging of a cool visual that refuses to die. I’ll admit though, at first I thought, why are we still bothering, we know this will be removed in 13.0 at this rate, let’s just get it over with and cut it. Then I played with it in a Conduit build on alpha, and I’ve changed my tune. While I still think it’s basically just a cool looking form of passive damage on FoF, I enjoy it a bit now (and I played Night Fae for all of Shadowlands). The biggest downside is the pathing required to pick it up, as other than this one build, I’ve completely avoided the Combo Breaker-gated right side of the tree.
This is the least excited I’ve been for an alpha tree since the Dragonflight revamp of talents. DF was awesome to see so many things return and the build potential, and for TWW there were a couple things I was sad about losing but also some new toys to get excited about. This time though, it just makes me want to play the live game while I can, because there’s not a lot I’m looking forward to and a lot more that I’m bummed I won’t be able to play with anymore.
For more feedback from members of the Windwalker community on each individual change, check out the sheet we made as well: https://docs.google.com/spreadsheets/d/e/2PACX-1vQOH40DDM5SPs48l1SnR8iqTuXduo-J5aTTuHVRPUoZcGAfKqQlPrFh8jgW13ADu_3VsHKd4bcoo62X/pubhtml