First off, I’d like to have a word on the design intent behind this hero talent tree. The buff idea behind premonitions makes sense as a thematic thing, but below I’m going to break down why it doesn’t work in the way it’s presented here. I don’t think the idea behind buffing people is inherently bad as something to focus on in this tree and I’d like to focus on how you could achieve this with a more interesting tree that isn’t miserable to play with. I will break down the tree talent by talent, starting with Premonitions itself. After that I will give my general thoughts on the tree and potentially better design directions for it.
Premonitions
You’ve gotten the feedback on this loud and clear- the cycling gameplay here is a very unfun minigame. We want to be able to press the button, effect goes off. Done. No reason not to just have this give the target all 3 effects. 25% healing, 10% damage, done. Tune the numbers if needed. If it’s too strong on disc, make the damage modifier not effect atonement healing. The balance concerns here are frankly irrelevant compared to how awful it would feel to press this ability in its current iteration. Furthermore, it sucks to have a hero talent tree so focused on buffing other people. When picking up a talent, you want to get stronger. Any time this is stronger/more viable than the alternative tree, you are miserable to have to play the talents that don’t make you as strong as the alternative.
Preventative Measures
This talent seems fine. PW:Shield number might wanna be buffed a little, if tuned right this could be one of the talents that actually makes oracle an interesting choice for disc for if you want to spec into a more shield-focused playstyle.
Assured Safety
Same as preventative measures, this talent can be a tuning knob to make shield and PoM-focused playstyles an option with this tree (by increasing the number of PoM stacks from shield or changing the shield % when pressing PoM)
Grand Reveal
A lot of people have been focusing on the tuning here. I don’t think tuning is the biggest issue with this one. The problem is you want to line up premonitions with people’s cooldowns, and this talent makes premonitions less reliable. I don’t think it would be fun to get stacks of premonition at a time when you can’t really make good use of it. Instead of giving an extra charge of Premonitions, it might be more fun to make the next Premonitions give the priest an additional bonus. x seconds of an innervate effect, for example. This would help fix the problem of this tree being too focused on helping other people- reward the priest. Furthermore, if you intend for disc to start pressing PoM, it should not apply atonement (we don’t want more complex ramp sequences) and it should count towards CDR with Void Summoner.
Preemptive Care
There’s not much to talk about here, I think this just a nice little bonus effect. Likely feels pretty good/noticeable for disc.
Prompt Deliverance
As much as I think this is fine for a filler node, I think it would be more appreciated to change this to a node that reduces the cast time of Mass Dispel. Ever since the removal of Improved Mass Dispel, MD has felt a lot worse to cast and I think I speak for a lot of priests when I say. The tuning problem with MD in DF S2 was never the cast time, it was the CD. If this node is going to be a negligible utility effect, it would be nice to have it make a button more fun to press. Pressing a dispel button off cooldown is not fun at 8 seconds, it’ll be less fun at 6.
Divine Feathers
This is honestly a horrifying node to see. The reasons for this were already outlined in the interview, but I think it’s worth noting here that the reason we don’t like the idea of giving other people our feathers is because our own mobility suffers so much that we prefer to use a macro to use it on ourselves. You could make it give the priest 100% of the effect on-cast instead, regardless of where it was placed. This would in most cases encourage the priest to give it to someone else without any risk of losing their own feather or delaying it, while also, in niche circumstances, allowing us to place it ahead of ourselves so we pick up a feather as the initial one (from this talent) fades. Gameplay-wise, I still prefer the macro as an option where I don’t have to think about positioning the feather and would rather if the idea of giving feathers to other people was abandoned- you could instead make this give feather an increased ~5-10% movement speed.
Perfect Vision
This is a dead node. I don’t see a solution. Maybe reducing the CD of PW:Shield and PoM by ~1 sec? Holy priests might not like PoM being stronger by too large an amount.
Versatile Divinations
Make this always give both effects, increased on the priest with sun priestess (to, once again, make the overall tree feel good to pick for the priest) and perhaps, if it’s a balancing concern, not giving mana to arcane mages. If it’s not guaranteed then premonitions is weaker than PI and you’re talenting into having a weaker ability.
Waste No Time
This effect is nice, mostly just on Radiance, but it should give 2 stacks (with sun priestess) that last until consumed. In a raid fight this would cover a decent percentage of our ramps (depending on the fight). You should also not be afraid to tune this to where a disc priest can have instant radiances for a whole fight if they’re using premonition at least close to off-CD. That kind of tuning would also make it feel nice to holy. You can always tune the mana to not make this too strong.
Miraculous Recovery
If Waste No Time ends up in a good spot, I don’t see a need for this choice node.
Foreseen Circumstances
Nice filler node.
Divine Providence
Further increased duration on the priest.
Fatebender
If I have to do this level of micro-management with my “PI”, I am quitting priest. The idea of swapping around who you’re putting it on is miserable and is the same reason augmentation evokers complain about their raid gameplay. Just change this to be premonition’s effect increased on the casting priest.
Clairvoyance
The list of issues with this talent is endless, but let me list a few:
- A proc like this feels terrible, and with how random it is, is not very good.
- Having to position around the potential of getting proc buffs is extremely unfun gameplay for everyone involved (including the priest). See aug evokers.
- Low-impact for its position in the tree.
- Doubles down on everything wrong with this tree.
*Low-impact for effort.
This is the worst node in the tree and should not exist in any iteration.
Ideas for a complete redesign of the tree
Really, I have 3 ideas for how this tree could go. The worst of them is keeping this tree in any way- even with all the changes I’ve suggested. The reason I wrote something on each node and suggested changes for them is to give the devs an idea of why this tree is badly designed, why we don’t like it and suggest general design directions for the future.
The second idea is another buff-based tree, this time with the already suggested fae guardians idea. You can still call the ability “Premonitions”, you send out 3 premonitions, 1 follows your PW:Shield for a DR, 1 follows your PoM for a mana gain, 1 follows your flash heal for CDR. These work with sun priestess, it does not replace PI, and they’re all individually low-impact (adding up to high-impact for the priest). Choice nodes would let you either customize the buffs to some extent or give you small bonuses while active (for example, a node where your shield target builds an absorb on either you or yourself when taking damage, or a mana tick giving you a chance to get a proc to make some abilities instant-cast, CDR giving extra CDR towards either feather or life grip).
The final idea is one you likely already have in development: One that’s simply focused on abilities like PW:Shield, renew, PoM, etc.
As a final word I wanna say this is all my own personal opinions, have not shared these with anyone, willing to admit if I’ve missed the mark on some of this (unsure how people in general feel about the fae guardians idea, for example).