I’m on the side that actually likes the option of support class features, in theory. I loved symbol of hope back when it gave a useful amount of defensive cds back. That said, I strongly dislike power infusion because of the myriad problems with it, and expanding it into the central feature of a support class does not have me thrilled. So, lets talk about the problems with power infusion, why many priests hate it, and why templateing our support abilities off of it would be a terrible move. Because Power infusion is a lot of work to use at it’s highest potential.
Problem one: the target problem.
If you want to use power infusion optimally, you can’t just throw it on someone and call it a day. The best target to PI depends on class. Never PI the DH. Except it also depends on specialization. Never PI the assassination rogue but do PI the outlaw rogue. Oh wait, it also depends on content - PI the warlock on trash, but swap it over the the mage for the boss fight. PI the DK on pull for the eight minute army cast, but otherwise throw it on the BM hunter. And the priority changes with every patch - and sometimes with a hotfix. This is a long running problem that’s never been addressed. For years, there have been various spreadsheets to let you know who gets the most out of out PI, and you’re expected to consult them regularly. Needing to rely on out of game simulation calculations to keep up with a core class utility smacks of poor design, and I do not enjoy having to do out-of-game homework because the answer cannot be derived intuitively ingame.
But wait, it gets worse!
Problem two: the timing problem
You’ve got your spreadsheet bookmarked. You’ve checked who in your current mythic+ run is getting the goods. Now you have to make sure it’s actually getting sent out to them during their burst CD window. Which means finding and installing the right addon or weakaura and periodically making sure it’s up to date. (Oh look, more out-of-game homework.)
Which leads to…
Problem three: your cooldown isn’t your cooldown
Because maybe as a healer you really want to save the extra 20% haste when for when the bleed damage or the burst AoE damage goes out, and you’ll be needing the bit of extra oophm so you can top everyone back up quickly. But the DPS popped their cooldowns to get the totem down in time so you can’t save it without missing out.
Leading to the final reason priests hate it…
Problem four: getting nerfed when other classes are too powerful.
It’s hard to describe the sheer, clenched fist, rage-inducing disbelief when you learn that your core talent is being weakened because another class is too strong. Why that wasn’t reworked when it was deemed problematic was mind boggling, and the outcry of priests at the time merited some communications instead of the radio silence we got. They could have decoupled or reworked Twin Suns so that the effectiveness on priest and on the target was not identical. It sounds like this is partially being considered, but it needs to be a change baked into the core function of PI, and it needs to be done thoughtfully instead of a half-baked 'oh yeah, maybe priests don’t want to be able to do 10% more physical damage).
tldr:
There are a bunch of reasons why PI sucks. None of those reasons sound like they’re going away with prescience, and you’re stacking an extra (terrible) complex cycling mini-game on top of it. I’m all for some sort of extra buffing mechanic. I’d enjoy it. It just shouldn’t be a mechanic that takes all of the existing headaches and adds new extra ones on top.
(I’ll make another post on more generic feedback about individual talents later.)