Feedback: Priests

This thread is dedicated to leaving feedback on Priests in Midnight. Look in this thread and in the Midnight Alpha Development Notes for adjustments and bugfixes made throughout the testing period.

Please note that off-topic or inappropriate posts will be strictly removed.

Apex Talents

Many Apex Talents are available for playtesting and may be selected using specialization tree points in the final specialization tree node. The current User interface (UI) is temporary for playtesting purposes and will be replaced with a final UI later in development. As with any test cycle, we will be adding more Apex Talents to the test over time and not all will be available with the start of the alpha test.

To help us refine Apex Talents, please consider the following questions as you playtest:

  • How gameplay-impacting, exciting, and fantasy forward is your Apex Talent to you?
  • Are your Apex Talents and new Hero Talents meeting the approachability goals laid out in our Combat for Everyone in Midnight article?
  • Are there cases you would consider not selecting your Apex talent?
  • Does the Apex talent disproportionally favor a particular talent build or Hero Talent tree?

For feedback regarding the changes on making the combat system more approachable for players of all skill levels, leave your feedback in the Combat Approachability feedback thread.

Thank You

We greatly appreciate all your feedback and are very excited for you to test out all the changes in Midnight!

3 Likes

Discipline

The primary aim of Discipline’s changes in Midnight is to consolidate and remove cooldowns and damage/healing modifiers to make base spell casts feel strong. With removing Schism, Shadow Covenant, and several supporting talents, we can focus on Mind Blast, Penance, and Shadow Word: Pain dealing solid consistent damage, so you can access chunky burst healing on a more consistent cadence. Evangelism has also been redesigned as a way to quickly apply Atonements to allies in raids, providing a much snappier way to ramp up your area of effect healing. The result should be a smoother gameplay experience that requires a little less planning and aura tracking, but still retains depth.


Holy

In Midnight, we are removing a few medium cooldown spells and tracking aura from Holy and increasing the power of existing spells to improve consistent healing. We’re aiming for individual spell casts to feel powerful even outside of cooldowns.

We are also removing some longstanding casted spells, Renew and Heal. Renew is now only triggered through talents like Benediction and Lasting Words. It hasn’t been an ability that is a priority cast outside of talents like Empowered Renew, so we felt it was a good time to depart with the casted version. We are adding talents for mana management in cases where mana management is important like in raids and PvP. Outside of a couple talents, it was often more of a rotational decision to use Heal over Flash Heal so we feel this is a good consolidation for the specialization.

We’re redesigning the Oracle tree with the intent to provide a more approachable experience by removing Premonition and replacing it with a second charge of Prayer of Mending and other bonuses to the spell. We want Holy to continue to feel like one of the most approachable healers, so these changes are aimed at accomplishing that.

We’re excited to share a new talent that replaces Holy Word: Sanctify to cause Holy Word: Serenity to also heal nearby allies within 40 yards when cast and causes all Holy Word interactions with Sanctify to apply to Serenity instead. We feel this will be helpful for situations where allies are often spread out or wanting one less ability to manage.


Shadow

The changes to Shadow in Midnight are focused on simplifying some of the cooldown launch sequence as well as the frequent number of high priority procs in the rotation for Shadow. We are also updating the fantasy and visuals of their core spells to create a consistent theme of using the power of the Old Gods to haunt your enemies.

2 Likes

Shadow Priest Feedback & Bugs – Midnight Alpha

Hi all, thanks for the latest build! I’ve been testing Shadow Priest in Midnight Alpha and wanted to share some early feedback and bugs I’ve come across. Hopefully this helps with polish and direction going forward.


Bugs / Issues

  • Tentacle Slam: Currently generates threat as soon as it’s cast, before the hit of damage or DoTs are applied.
  • Void Bolt (Apex talent): The new Apex talent version of Void Bolt does not refresh DoTs. This feels inconsistent since it keeps the same name (unclear if this is intended or a bug).
  • Unit Frames – Debuffs: The option to “only show your debuffs” on enemies does not seem to work correctly.
  • Mental Fortitude: Still references Shadow Word: Madness healing and feels undertuned compared to similar survivability talents.
  • Voidweaver: Does not function without Void Torrent. If this is intended, I’m guessing we will see some large changes in the future with Void Torrent removed.
  • Idol of C’Thun Tentacles: Only attack enemies the Priest is personally in combat with, rather than all enemies that are in combat with the group. This is an existing bug on live but would be nice to see this addressed.

Gameplay / Feedback

  • DoT Refreshing in AoE: With Void Bolt no longer refreshing DoTs, there’s little way to extend or manage them in AoE situations. Maybe Shadowy Apparitions or another mechanic could help fill that gap.
  • Nameplate Clarity: Having the option to tint nameplate colors based on DoT state would greatly improve clarity in multi-target encounters.
  • Cooldown Manager Tracking: It would be helpful to allow DoTs to be tracked in the cooldown manager for better visibility.
  • Unit Frame Filtering: More granular control over which ability debuffs show up (a passlist/whitelist option) would reduce clutter in high-target encounters.
  • Shadow Word: Madness Icon: Currently uses the Devouring Plague icon, which feels unintuitive and confusing. A unique icon would improve clarity.
  • Voidform: Still feels very underwhelming as a cooldown, even with the two new supporting talents. It doesn’t provide the kind of impactful moment-to-moment power that you’d expect from a major CD.
  • Spec Tree Pathing: The upper section of the spec tree is extremely crowded, making pathing restrictive compared to other areas.
  • Tentacle Slam Radius: Now that Tentacle Slam can no longer be pre-placed, the radius feels too small. Increasing the radius would help with reliability.

Overall, Shadow is feeling fun in places, but these bugs and design pain points stand out pretty clearly in early testing. Thanks for taking a look!

63 Likes

I don’t have super useful feedback on Priests, but can I just say that as someone who doesn’t main a Priest but is tooling around on a Shadowpriest that Tentacle Slam is one of the most satisfying abilities that I can easily remember that I’ve played in a game? It’s just so tactile, the animation is great and the moment of SLAMMMM is very gratifying :octopus:

3 Likes

Holy Priest Feedback

Class tree:

It’s much better now than it was. But it still has some path problems.

  1. Dispel Magic/Improved Purify. It was in old tree too. Both of these talents are situational. It would be nice if we could take them independently of each other.
  2. Shackle Undead/Mind Control. Same problem as above.
  3. Body and Soul/Move with Grace. Same problem.
  4. Maybe Inspiration in the weird place too.
  5. Lightburst looks like worst version of Rhapsody.
  6. And ofc PI, hope you will make this toxic spell self cooldown only.

Holy tree:

Tree almost the same as it was before. I think some talents a bit weak like Light of the Naaru(as 2pointer)/Say your Prayers/ Ultimate Serenity/Renewed Faith(mainly due to the lack of sources of Renew outside of Lasting Words)/Gales of Song(after losing Answered Prayers).

Overall Feedback:

  1. PI still here as other player buff. Without WA it now even more toxic.
  2. Prayer of healing feels too slow and very costy, after losing Prayer circle. Would be nice to see less manacost/cast time or add cost reduction to Lightweaver.
  3. Lack of sources of Renew outside of Lasting Words. Would be nice to see talents like PoH/Flash heal leave Renew or add this to PoM talent that leaves Renew.
  4. Ultimate Serenity looks like good idea for spread fights, but very undertune. Sanctify heals around 25% of Serenity healing per target. With Ultimate Serenity you lose 1 target, 1 renew target ,if u play Lasting Words, and almost half of Sanctify’s healing. You only get less manacost.
  5. Prayer of Healing/Lightweaver gameplay absolutely useless during Apotheosis + Apex talent. Cosmic ripple heals same as PoH and Flash Heal costs less and faster. Would be nice to add PoH in Apex talent too during Apotheosis.
  6. Holy nova still very bad as healing source. Lightburst looks like worst version of Rhapsody. It bad without it and bad with it, bc you can’t spam it as filler spell during movement.
  7. Divine Image’s spell Dazzling Lights feels very undertune.
  8. Ascendant Prayers talent looks very good. But I would prefer, if PoH will replace Flash Heal.

As result spec looks very mana costy and slow. Spec has lack of spells which can be used during movement which do healing or as alternative to mana costy spells. If raid healing will be look the same as now, Holy will have huge mana problems.

List of Bugs/ Issues:

  1. Angelic Touch doesn’t work. Exept Holy words.
  2. Holy priest mastery doesn’t increase healing of Renew.
  3. Prompt Prognosis heals less than tooltip says.
  4. Lasting words doesn’t work with Ultimate Serenity.
  5. Energy cycle with Ascendant Prayers. PoH reduces 6 sec instead of 4.
  6. Lasting words talent works incorrectly with Preemptive Care talent in Oracle. For Serenity 12x1.4 = 16.8. For Sanctify 6x1.4 = 8.4. But in fact it apply Renew for 15 sec and 7.5 sec.
  7. Serendipity doesn’t update tooltip, if u play Ultimate Serenity. Still has Sanctify in the tooltip.
  8. Light of the Naaru doesn’t update any tooltip. (HWSerenity/HWSanctify/HWChastise/Serendipity/Voice of Harmony/Energy Cycle.)
  9. Voice of Harmony doesnt update any tooltip. (HWSerenity/HWSanctify/HWChastise/Serendipity)
  10. Body and Soul doesn’t update tooltip in Holy. (PoM replaces PWS). Movespeed buff works in Oracle(bc PoM apply PWS) and doesn’t work in Archon.
3 Likes

Discipline Priest Feedback - Midnight Alpha

First of all, thank you so much for the opportunity to test these changes as early as we are. I’ve been testing Discipline Priest on the Midnight Alpha and discussing with the Priest community about the coming changes and wanted to share some of our initial thoughts and concerns. To preface my design concerns, I would like to state that I fully agree with the direction the dev team has decided to go with regards to Healing as a whole, so these concerns strictly address making Discipline as enjoyable as possible within the new ecosystem.

Major Issues

Evangelism

While the new design still fills the same general role (a method of achieving high atonement count), there are some design concerns in regards to this new approach:

  • Chain casting Power Word: Radiance introduces some targeting concerns. When casting Power Word: Radiance, players who do not know the semi-complicated rules for Atonement spread from this spell will often be stuck waiting to see where the Atonements land before continuing to apply Atonements. As a result, many players tend to cast something (Shadowfiend for example) in between the two Radiance casts during a ramp to give themselves time to process the information. The new version of Evangelism promotes spamming back to back to back Radiance casts, exacerbating this problem. Players who chain cast them are likely to lose a non-insignificant amount of Atonements as a result of poor manual Radiance targeting, forcing them to cast an additional Radiance to cover the gaps.
  • While I understand not wanting the various “Launch Code” sequences Disc has employed over its lifetime, everyone that I have spoken to in the community (myself included) feel this version of Evangelism is an oversimplification and brings a core identity of the spec down to something that simply isn’t enjoyable. I agree that 15+ second ramp up windows drastically raise the barrier of entry to the specialization, but is it possible to find some sort of middle ground? Still cut down on the number of buttons needed and the amount of time it takes while leaving some semblance of our original ramps.
  • Discipline Priest already struggles heavily in Raid due to our lack of mobility options, among them the “turreting” required during Power Word: Radiance casts. Changing Evangelism to involve spamming Power Word: Radiance exacerbates this. Consider the many recent raid encounters requiring heavy mobility during or slightly before major damage events.
  • The expected healer ecosystem changes aim to flatten both damage and healing curves resulting in longer, more drawn out windows of prolonged damage rather than single or short moments of high burst. However, this change to Evangelism simply shortens our effective healing window compared to the version of Evangelism that included an extension to active Atonements.

Overall, I’m not 100% sure the best way to fix this spell as is. While I can come up with some ideas on how to fix some of the above concerns within the bounds of the current Evangelism design, everyone that I have spoken to within the priest community so far, myself included, are simply not a fan of this iteration. It feels clunky to use, it oversimplifies the most enjoyable part of the spec into just spamming a single button, it makes our mobility issues worse, and the payoff window is too short and feels unrewarding to be our primary cooldown.

Ultimate Penitence

The issues with Ultimate Penitence fall under two primary concerns:

  • Four minute cooldowns are difficult to use efficiently in modern fights. Players often get only a single use in shorter fights outside of rare circumstances. On many longer fights the long CD drastically limits those uses potential placements, often leading to 1 good use and 1 “just to get it on cooldown” use. Making this cooldown 3 minutes drastically increases its potential flexibility.
  • Ultimate Penitence is heavily reliant on Overloaded With Light (OwL) to be a standalone cooldown… With OwL leaving the talent pool in Midnight, I fear players will be forced to combine Ultimate Penitence with Evangelism to achieve full Atonement coverage for a long enough window to effectively utilize it. Simply baking in Overloaded with Light’s 10 Atonements will allow a “Radiance x 2 → Ultimate Penitence” sequence, allowing it to be an independent cooldown.

Inner Light and Shadow

While this talent is numerically very strong, I do not think there is a version of this spell that is enjoyable or engaging to play around. Currently on Alpha, swapping between “stances” is on the GCD. As a result, if mana is an important resource to manage, you’re forced to spend a significant number of otherwise empty GCDs managing this effect. In a scenario where mana is not a concern, this becomes a purely passive talent. If the spell is removed from the GCD, players will macro the spell to a handful of other spells, effectively making the talent passive… While there may be ways to streamline this functionality, most people I’ve spoken to would rather see this talent replaced with something that has more of a positive impact on our rotation, especially considering its placement on the tree as a capstone talent.

Greater Smite

While this talent is well designed and provides some fun thematic gameplay, I feel the 2 second window is simply too short to still meaningfully engage in encounter design. For example, dispelling an ally or using a feather to move out of a swirly, or any other various micro-interrupt becomes immensely punishing due to how quickly the buff falls off. What we want to avoid in increasing the window, however, is making sure it does not become a “maintenance” buff. If the window is too large, then you suddenly find yourself weaving smites simply to keep up your stacks for when you need them rather than the intended design. An increase from 2 to 4 seconds gives players a small amount of time to interact with the encounter without allowing players to simply maintain the buff for extended periods of time.

Atonement Scaling combined with Piety

This one is a very specific potential interaction that I want to highlight early. The addition of “Full health allies are discounted when calculating Atonement’s healing” makes perfect sense in a vacuum as it forestalls the punishment for lingering Atonements. With piety talented, those “lingering” Atonements are not purely overhealing as their healing is redistributed into injured allies. For example, a player has 20 Atonements active, five of which are on full health allies - Atonement suddenly becomes stronger on not only the remaining 15 players but also on the 5 at full health. This leads to recursive increase of Piety healing as it assists in topping up additional players This feedback loop could quickly become oppressive to other healers in any healing-rich environment, especially later on in tiers when content has been nerfed, characters are very high item level, and raid buffs have reached very high values.

Overall I’m really not sure how to avoid this issue outside of environments where healers are generally weak relative to health bars, but I thought it was important enough to include in this feedback early.

The Passenger Princess Problem

This one isn’t new nor was it something caused by the most recent changes on Alpha, but it’s an issue that is not addressed by the changes. Generally this issue is two fold; Mobility and Defensives, but I don’t want to focus too heavily on our Defensive package until I have a better understanding of what the incoming damage profile is going to look like on difficult encounters first. Mobility, however, is still going to be a significant issue.

Discipline priests as a general rule are heavily punished by significant movement. See my comment above on how this could be exacerbated by the proposed design of Evangelism. Giving priest access to some sort of snap/teleport mobility option would drastically reduce our reliance on external abilities like rescue and spatial paradox to meet encounter requirements. It is not enjoyable to be carried around and babied by other players to meet movement requirements of these encounters due to the drastic lack of mobility options we have compared to everyone else. It’s really disheartening to be forced to consult a fight’s design before stepping into Raid to determine “Can priest even do this? Do we have enough Evokers to carry them through these mechanics?”

In a post made prior to Dragonflight release there was a comment about how it didn’t make sense to give priest access to reverse grip as a choice node with regular life grip because we want to retain highlight reel moments with life-saving grips… and I agree. But why does it have to be on a choice node? If anything, if we want regular life grip to always be present so we can, as a class, pull off those amazing moments, why not just make the spell baseline, put it on its own further down the tree, or add a void-themed version of Door of Shadows. Overall, I don’t think a 1:30 cooldown or 2:00 cooldown displacement movement CD would suddenly turn us into a hyper mobile class, but it would go a long way in making the class less frustrating to play on many of these encounters.

Minor Concerns

Overall anything I mention here is far from what I would consider important, but I figured it wouldn’t hurt to bring attention to them early on in the Alpha cycle.

Plea

I understand Plea was added to replace Renew’s functionality, but is there any reason this functionality must no longer be baseline, requiring a talent point to activate? We’re often going to find reasons to eschew this talent in favor of more significant throughput nodes, which will nonetheless lead to a loss of quality of life.

Bright Pupil

If Evangelism stays as a “Spam Power Word: Radiance” cooldown, Bright Pupil will likely need some help to be not a dead node. Enduring Luminescence is preferred in most content as is and the new version of Evangelism will push that needle even further. A small amount of power pushed into Bright Pupil would help shrink that gap.

Shadow Mend and Harsh Discipline

This one is very minor, but the placement of Shadow Mend as the gate for Harsh Discipline is a bit awkward from a theme perspective. Not 100% sure where you’d move it to and it may just not matter, but it’s been something a non-insignificant number of community members have mentioned.

Void Shield

I’m starting off this section stating that I have not been able to fully test this, so it’s possible this has already been fixed. If that is the case, thank you and please ignore this comment, but with the new apex talents I feel this is important to bring up early.

Crystalline Reflection existed for a very long time on our class tree prior to Midnight and for a very significant portion of its existence, it did not fully work as expected to varying degrees based on the patch. Frequently, damage was not properly reflected when the damage source was environmental instead of sourced from an actual enemy, but there have also been other issues as well.

Overall, people are excited about this talent - they love the flavor of reflected damage applying to Atonement healing. That said, if we’re going to be tuned around the power level of this node, it needs to work 100% of the time. It is a huge accessibility issue if the use of this node on a fight by fight basis is determined by if the reflect works properly or not with that encounter’s damage events.

Conclusion

I think that overall these changes are mostly positive and I’m excited with the general direction of healing changes. I hope the provided feedback will aid the development process in the coming months of Alpha and thank you for taking the time to read over my and a portion of the priest community’s thoughts!

43 Likes

Hello! I wanted to provide some initial feedback on Holy and Discipline Priest. This is my perspective as someone who has raided at a Cutting Edge level since Legion and mained these two specs for 99% of that time.


DISCIPLINE

  • Void Shield - I like the new apex talents. Very thematically cool, and has the potential to be quite strong if all 3 shields can apply Atonement and benefit from talents like Weal and Woe and Shield Discipline. Right now it’s missing a visual other than the initial cast, but I assume that’s still being worked on and will get added later.
  • Ultimate Penitence - I don’t like that Ultimate Penitence and Power Word: Barrier are on a choice node together. Ultimate Penitence is one of my favorite spells ever added to the game, so I am concerned that making it compete with one of the strongest DR cooldowns in the game has the potential to relegate it to “only usable on spread fights where it’s hard to use Barrier”. This is especially true if U.P. is left as a 4 minute cooldown with no additional talents buffing it like it has in TWW.
  • Plea - It makes sense that Plea would come back since Renew is being removed, but it’s weird that you have to spend a talent point on it when you didn’t have to do that with Renew. It makes me wonder if people would end up skipping Plea and only applying single atonements with Flash Heal and PW:S, which doesn’t feel right.
  • Evangelism - With the redesign of this spell, it seems like you’re trying to reduce the complexity of Disc’s ramp sequences in raid, which is good and I have no issue with that. However, I’m having a hard time understanding what you’re actually intending for us to do during the new Evangelism window. Are we meant to just spam Power Word: Radiance for the whole 10 seconds, or just enough to cover the raid and then swap to healing through Atonement? I would assume the latter, but with us no longer having the old Evangelism to extend the duration of our Atonements, it seems like the first Atonements we applied could end up falling off very quickly and feeling hard to fully capitalize on.
  • Inner Light and Shadow - I do not like this at all. The fact that it’s on the GCD and it has a very short cooldown means that it has the potential to be very disruptive to be the rest of your rotation. Conceptually it could be neat to have the ability to shift between a light and shadow “stance”, but the spell doesn’t actually fulfill that fantasy right now; it just feels like it would be a headache to manage. It doesn’t fit with the general design philosophy of wanting to simplify things either.
  • Premonition (Oracle; also applies to Holy) - I think it was the right call to remove this. I always found it to be a janky and overly complicated ability. If it ever did make a reappearance, I think it might be better if it was the Insight version of the spell only (reduce the cd of your next X spell casts). That was by far the most fun and interactive part of it.
  • Voidweaver Spell Queueing Bug - I have already reported this in-game, but it’s one of my biggest pet peeves, so I’m taking this chance to report it here as well. Sometime during TWW, there was a spell queueing interaction that broke. When you queue a Smite directly after a Mind Blast, it should transform that Smite into a Void Blast (and that is how it used to work; there was no issue in TWW Season 1). Right now, both on live and on alpha, that first Smite will not be upgraded to a Void Blast unless you leave a small gap between your casts and don’t spell queue it. It feels really bad and needs to be fixed please.

Overall thoughts: I am fully onboard with reworking Discipline to work better in the new healing environment, and making it more approachable for beginners. At the same time, I am hoping it can still hold onto its identity as a burst healer. Seeing the whole raid’s health bars go up with every button that I press within a short window is an incredible rush, and what has kept me coming back to this spec over and over since its rework in Legion.


HOLY

  • Benediction - I am a fan of this apex talent as well. Both Benediction and Void Shield feel like powerful and natural-feeling enhancements to what Holy and Discipline already want to be doing. I especially like that all your Flash Heals turn into Benedictions during Apotheosis and help to make that cooldown window feel more distinct from the rest of the rotation.
  • Removed Spells - Heal, Renew, Power Word: Shield, Shadow Word: Pain, Shadowfiend, Symbol of Hope, Lightwell, and Divine Word are all gone. I will miss some of these from a sentimental standpoint, but I have long felt like Holy has one of the most bloated kits in the game, and I think refocusing the kit around its core rotation will be for the best.
  • Holy Word: Sanctify - I am concerned about the state of this spell, because some of the other design decisions seem to be encroaching on it a bit. If you take the apex talents, then all of your Flash Heals are going to turn into Benedictions during Apotheosis, which implies to me that you’re intended to only be casting Benediction and not Prayer of Healing. Also, with the removal of Renew/Empowered Renew, we will not be getting periodic “free” Sanctify CDR from that either. Unless I’m missing something, that means you will be getting very little (if any) cooldown reduction on Sanctify during Apotheosis, and it will be a mostly spot healing-focused cooldown. There is also a new talent, Ultimate Serenity, which gives you the option to remove Sanctify altogether and make Serenity stronger instead. I like the potential for that talent to be used in situations where it’s hard to consistently hit 5 people with Sanctify (looking at you, Mythic+), but I don’t really want it to be something that we take in all situations and never cast Sanctify again. That feels like a step too far to me.

Overall thoughts: Holy is ultimately not changing that much, which I think is a good thing, as the core gameplay and identity is still very intuitive and appealing. I’m excited for how much cleaner my action bars are going to look after factoring in all the bloat that was removed.

7 Likes

Shadow Priest – Follow-Up Feedback (Midnight Alpha)

Following up on my previous post, I wanted to share some additional impressions after more time testing the new Shadow Priest updates. There are some clear wins here, but also a few areas that still feel rough or incomplete.


Good Things

  • Silence and Dispersion Baseline: Huge quality-of-life improvement. These have felt like core tools for a long time, so it’s great to see them no longer locked behind talent choices.
  • Shadow Crash → Tentacle Slam: This rework is a nice surprise. The new version looks fantastic visually and feels far more reliable. I wish it applied/refreshed more than 6 targets though.

General Notes

  • Dark Ascension Removed / Voidform Still Weak: Removing Dark Ascension helps simplify the kit, but Voidform remains underwhelming as a major cooldown. Even with its new supporting talents, it doesn’t bring the kind of impact or transformation expected from a spec-defining ability.
  • Pacing & Flow: The spec definitely feels slower overall. This is good in some ways since the Archon era was overwhelming, but maybe the pendulum swung too far. Roughly 30% of the rotation is now spent channeling Mind Flay, which can feel repetitive.
  • Self-Healing Reduction: Self-sustain has dropped off quite a bit, though core defensives remain mostly intact. I am a bit worried about the viability of Mental Fortitude now that we only have Vampiric Touch healing. The DoT itself is VERY weak right now so the shield from this talent is also weak.
  • Visuals: Outside of Tentacle Slam, spell visuals are starting to feel stale, especially with Void Torrent removed. Shadow could use a few fresh effects or updates to keep the spec visually engaging.

Ongoing Problems

  • Mobility: Still a major pain point. Nothing has been added or improved in this area, and it now feels worse than during The War Within.
  • DoT Management in High AoE: Maintaining DoTs on more than 6 targets is much clunkier than before. Without Void Bolt refreshing or another mechanic to extend them, AoE uptime feels punishing.
  • Void Torrent Removal: Hard to evaluate where this is going since Voidweaver currently doesn’t function without it. Clearly not finished, but it leaves a noticeable gap in both gameplay and visuals.
  • Shadowfiend: Surprising that Shadowfiend survived the pruning pass. It remains an underwhelming 3-minute cooldown with very little payoff, especially compared to other specs’ burst pets or cooldowns.
  • UI Functionality for DoTs: Tracking DoT states still feels clunky. More intuitive tools or native nameplate support for DoT visualization would be a huge help.

Apex Talents

  • Void Apparitions: The concept is great, and the new visuals are fun, but it doesn’t help with one of Shadow’s biggest pain points, mass AoE. It could be interesting if these Apparitions contributed to AoE utility (for example, exploding in AoE and/or extending DoTs).
  • Thematic Loop: The new loop of Tentacle Slam → Idols → Shadowy Apparitions feels incredible and flavorful. It’s one of the most thematically satisfying directions Shadow has taken in a long time.

Talent Tree Pathing Feedback

At the top of the spec tree, current pathing feels awkward and overly restrictive. Specifically:

  • To reach Shadowy Apparitions, you must first take either Mental Fortitude or Intangibility, both of which are defensive/utility talents, not throughput. This creates a strange gating situation for a core damage mechanic.
  • Additionally, Psychic Link is a required step to access Thought Harvester, meaning both Psychic Link and Mental Fortitude end up being mandatory picks for nearly every build.

Because of this, we’re left with only a single flexible point between:

  • Tormenting Whispers (+15% spender damage, effectively mandatory),
  • Descending Darkness (currently undertuned and likely skipped), and
  • Surge of Insanity (a key pick for Archon builds).

This doesn’t leave much room for creative or situational builds. The upper section of the tree could benefit from a small pathing adjustment or additional connector lines so that Shadowy Apparitions and Thought Harvester are not locked behind defensive or always-taken nodes.


Overall, this build shows promising direction and a clear effort to modernize Shadow Priest without losing its identity. The new baseline defensives and thematic visuals are great, but the spec still needs tuning and mechanical support in areas like AoE management, mobility, and Voidform’s overall impact.

39 Likes

I think one obvious solution would be to add back Void Torrent as a Voidweaver-only ability, similar to how Halo is now an Archon-only ability. Void Torrent is an extremely cool spell and removing it outright would only be negative for the spec, in terms of both gameplay and visuals.

6 Likes

Shadow Priest – Idol Feedback

It’s clear that our Apex talents and Tentacle Slam are designed to interact with the Idol spells more directly, which makes them a larger part of our gameplay loop. Because of that, they should feel satisfying to proc and rewarding to build around. Currently, each Idol lands in a different spot on that spectrum, with some standing out as thematic hits and others feeling flat or incomplete.


Idol of Y’Shaarj

“Your damaging spells have a chance to grant Call of the Void, increasing your haste by 15% for 12 sec. When Call of the Void ends you are afflicted with Overburdened Mind, reducing your haste by 10% for 8 sec.”

  • Feels very underwhelming in both theme and gameplay. The haste proc is barely noticeable, and there’s no meaningful synergy elsewhere in the tree to reinforce this Idol.
  • It is currently the only Idol with a downside, which makes it feel punishing rather than exciting when it procs.
  • When Tentacle Slam procs this and refreshes the active buff, it can also incorrectly reapply the negative haste debuff, which seems unintended.
  • Overall, this Idol could use a stronger identity, perhaps something that builds ramping haste or temporarily empowers other spells rather than simply adding and subtracting flat percentages.

Idol of N’Zoth

“You create Horrific Visions when casting harmful spells on enemies.
At 50 stacks of Horrific Visions, your target sees a nightmare, dealing Shadow damage and granting you Insanity over 3 sec.
At 100 stacks, your target witnesses a vision of N’Zoth, dealing heavy Shadow damage and granting more Insanity over 3 sec.”

  • The rework from TWW is a huge improvement, thematically strong, mechanically clear, and fits perfectly with the direction of Tentacle Slam and the new Apex talents.
  • However, the Insanity generation is currently hidden, making it impossible to track in combat logs or meters. This also makes it difficult to verify if the Insanity values are consistent, as it occasionally appears to grant less than intended.
  • Adding visible buff tracking or combat log events for both Insanity gains would make this Idol far easier to test and give feedback.

Idol of Yogg-Saron

“After conjuring Shadowy Apparitions, gain a stack of Idol of Yogg-Saron. At 25 stacks, you summon a Thing from Beyond that casts Void Spike at nearby enemies for 20 sec.”

  • Thematically one of the best Idols, but mechanically it feels flat. The Thing from Beyond currently has very low impact and contributes minimal damage, especially now that we spawn fewer Apparitions than before.
  • Would love to see a mechanical refresh here, perhaps scaling damage or effects with Apparition count, or having the pet interact with our other Old God visuals.
  • Range is not affected by Phantom Reach, which feels inconsistent

Idol of C’Thun

“Mind Flay has a chance to spawn a Void Tendril that channels Mind Flay or Void Lasher that channels Mind Sear at your target. Casting Void Torrent or Void Volley always spawns one.”

  • Visually and thematically fantastic, especially when multiple tentacles spawn at once. This Idol nails the fantasy perfectly.
  • However, these tentacles are too aggressive with target selection — they’ll instantly attack any enemy that enters combat near you, even if you haven’t engaged it. This can cause accidental pulls or unpredictable targeting.
  • Increasing their attack range slightly would help, as they frequently go idle or out of range in mobile encounters.
  • Previously, Void Torrent and Void Volley guaranteed spawns helped balance RNG, but with Void Torrent currently removed, the Idol feels slightly less consistent overall.

Summary

The Idol system remains one of Shadow’s most flavorful mechanics, and it’s great to see it emphasized again through Tentacle Slam and the Apex talents. Right now though, the balance between flavor and function is uneven:

  • C’Thun and N’Zoth are strong thematically and nearly there gameplay-wise.
  • Yogg-Saron has the right idea but needs tuning and range parity.
  • Y’Shaarj feels left behind, mechanically bland, visually absent, and saddled with a downside that doesn’t fit the other Idols’ design language.

These could be standout capstones for the spec with a bit of tuning and some consistency fixes.

39 Likes

Shadow Feedback + Apex Talents

  • As someone who got fired from shadow priest way back in Legion (because I was terrible at it) and who didn’t like the mind spike build, this version of shadow feels amazing.

  • The Apex Talents from a fun perspective and gameplay style would urge me to keep using them because the tentacle slam is such a cool and fun button to press honestly, I can’t see myself having a build without it unless it’s vastly undertuned.

  • The application of dots is easier with it and with the removal of mindspike and juggling that buff around, the spec is a lot more straight forward to play.

  • From a novice perspective and someone just trying to get back into priest, this is actually making me reconsider my main, especially with the changes to Disc.

Disc Priest Feedback

  • I played a resto shaman and comparing what I have to resto shamans live and what disc priests have compared to live, there’s no comparison. Disc priest still feels good and the game play loop is nice and defined.

  • I think the Apex talents will be good for raiding and keeping the tank alive and having stronger shields but I’m more tempted to do builds that buff penance and smite even more and make ultimate penitence stronger.

  • The smite talent (Alpha isn’t up so I can’t remember the name) feels amazing and really works well with the void talents which I’d like because currently oracle is overtaking the raiding scene in live. I do think the buff needs to last longer than two seconds because you can’t mind blast, penance or even really start movement to maintain it. Four seconds would be nice so that if you really punched the gas and worked at it, you could weave in a mindblast or a quick radiance and keep the buff stacked if you moved quick enough.

  • All the healing buttons are nice and with the addition of Plea as an option, a quick tiny instant heal to give atonement, I’m not missing renew like I thought I would. It just means I need to do damage more often, which lets face it, is what Disc priests enjoy and want to do more of.

  • In conclusion, I’m not an expert on either of these specs but I can say I have enjoyed them so much in their current iteration that I’m looking at dropping shaman which I’ve been playing for the majority of the time since legion over it.

2 Likes

Shadow Priest – Alpha Feedback

With the latest round of Shadow Priest changes, there are some welcome tuning passes and a few solid new additions, but also some concerning design trends, particularly in the Archon Hero Talent tree. Below are my updated impressions after testing and reviewing the current Alpha build.


Archon

The Archon changes are mostly fine in a balance sense, but they’ve come at the cost of gameplay depth and fantasy.

  • Mind Flay: Insanity damage being reduced and its Empowered Surges bonus lowered makes sense from a tuning standpoint, but it leaves Archon feeling empty. There’s very little left that defines the Hero Talent loop or differentiates it from baseline Shadow.
  • The Hero Talent fantasy still doesn’t land. Voidform, even in Archon, feels stripped down and lacks the payoff you’d expect from a major transformation. Compared to Voidweaver, it’s visually dull and thematically weak.
  • Spiritwell (+25% Apparition damage) is a small step in the right direction, but it’s purely passive and doesn’t reinforce the “Archon” identity. It’s a number increase, not a gameplay hook.
  • The Perfected Form nerf (20% → 5%) further reduces any sense of burst or transformation. If Voidform is going to remain a cooldown, it needs to feel like one, through visuals, secondary effects, or stat interactions.

In short, Archon feels like a tuned-down Shadow Priest rather than an evolved one. It’s mechanically fine but thematically flat.


Voidweaver

Voidweaver continues to feel cohesive and flavorful, and the latest changes reinforce that direction nicely.

  • Void Torrent returning as a core component is a great move. It’s an iconic spell and fits the fantasy perfectly.
  • The new talents — Overwhelming Shadows, Quickened Pulse, and Touch of the Void, create meaningful synergy and help tie the kit together.
  • Quickened Pulse in particular helps the spec feel faster without being overwhelming, though baseline DoT damage is quite weak so this might be a very low value point.
  • Visually, this Hero Talent tree feels like the one that truly embraces the “Void” theme, and the integration of Entropic Rift with Void Torrent adds satisfying flow.

Overall, Voidweaver feels decent, visually rewarding, and mechanically connected. There are a few nodes in the tree that feel a bit out of place (Depth of Shadows and Devour Matter) but otherwise I see where the intent is for this hero talent.


Core Shadow Priest Changes

The new and adjusted talents have a mix of hits and misses. There’s promise here, but also some clear missteps.

Shadow Power & Mind Melt

  • These talents are currently not testable/in the game, so there’s no practical feedback yet. However, both appear to be simple filler buffs that likely won’t affect build diversity.
  • Investing talent points into filler damage feels awkward, especially since Archon just had most of its Mind Flay modifiers nerfed. It’s a strange direction to double down on, given the spec’s current pacing and priorities.

Mind Blast

  • The 40% buff is a welcome change. Mind Blast has been noticeably weak for a long time.
  • Even with this increase, though, it still feels like a filler spell without strong purpose in the kit. It doesn’t generate meaningful Insanity, it doesn’t hit particularly hard, and it lacks clear synergy outside of specific talents. It might be worth revisiting its role as a “moment of focus” spell in the rotation.

Misery

  • This change is confusing and feels like a regression. Replacing Shadow Word: Pain instead of merging its application effect offers no clear benefit.
  • It removes one of the spec’s most iconic baseline spells, providing no upside while adding several downsides: reduced flexibility, less control in spread management, and one fewer button for movement.
  • Even if it wasn’t pressed often, Shadow Word: Pain had value as a low-commitment movement filler. If simplification is the goal, it would be better to rework or enhance Misery’s functionality rather than delete an iconic ability outright.
  • In short, this feels like simplification for its own sake, not for gameplay clarity.

Shadowy Insight

  • Excellent to see the charges effect return in a meaningful way. The new version feels smooth, intuitive, and satisfying when it procs.
  • The proc rate feels healthy, though it would be nice if this exact rate was present in spell data so we know when it is adjusted.
  • Overall, this is a strong positive change that reintroduces a small element of anticipation and reactivity to the rotation.

Closing Thoughts

This week’s build moves Shadow Priest in some good directions, particularly with Voidweaver, but also exposes some design concerns with Archon and baseline simplifications.

  • Archon needs a gameplay hook and thematic reinforcement; right now, it’s a mechanical downgrade rather than an alternate fantasy.
  • Voidweaver is shaping up beautifully and captures the visual and gameplay energy Shadow needs.
  • Core changes like Misery and the Mind Flay filler focus feel directionless and risk oversimplifying a spec that thrives on nuance and pacing.

The tuning passes are fine, but Shadow Priest needs identity just as much as balance. Right now, Voidweaver has it, Archon does not.

13 Likes

Shadow Priest Feedback

Hi,

Before I begin with the brunt of my feedback, I just want to thank you for Tentacle Slam. It’s exactly the kind of spell Shadow needed, especially as a replacement for Shadow Crash. It is thematic, fun to press, visually satisfying, and mechanically interesting. I genuinely enjoy its design.

Shadowfiend & Mindbender- Revitalizing a Core Cooldown:
I’ve always like the concept of Shadowfiend and Mindbender, but their current implementation, which simply generates 36 sanity over 18 seconds for the former, and just 15 sanity over 7.5 seconds for the latter, feels uninspired and fails to deliver the impact you’d expect from a core cooldown.

Cooldowns should be epic moments. They should feel powerful, change your playstyle momentarily, and make you look forward to pressing them. Here are my suggestions to make Shadowfiend and Mindbender more engaging and synergistic with Shadow’s current kit:

  1. Shadowfiend
  • 2-minute CD, down from 3
  • No longer generates insanity.
  • Summon a Shadowfiend. When your Shadowfiend is active, it pulses shadow damage every 1 sec for 18 seconds, dealing Shadow damage to all enemies in melee range.
  1. Mindbender
  • 1-minute CD
  • No longer generates insanity.
  • Summon a Mindbender. When your Mindbender is active, it pulses shadow damage to all nearby enemies in melee range for 7.5 seconds.
  • Twisted Echoes: While Mindbender is active, your next Mind Blast applies Twisted Echoes to two nearby enemies. After 2 seconds, they explode, dealing Shadow damage equal to 30% of your Mind Blast’s damage.

Idol of Y’shaarj: Needs a Gameplay Identity
As Publik mentioned, Idol of Y’shaarj often goes unnoticed. It does not feel empowering or impactful, and it doesn’t really change how you play.

As a capstone, it should be exciting and evocative. My rework keeps the theme but gives it both visual and mechanical weight.

  1. Idol of Y’shaarj
  • Passive: Your damaging spells have a chance to summon an Empowered Shadowfiend/Mindbender.
  • While your empowered fiend is active, their pulsing damage applies Manifested Rage to enemies, stacking up to 6 times.
  • When your fiend expires, all stacks detonate, dealing Shadow damage split among nearby enemies and granting you 2% increased damage per stack for 10 seconds.
  • Afterward, you are Overwhelmed, reducing your damage dealt by 10% for 5 seconds.

Visual Feedback: Let Idols Feel Present
Each Idol should have a clear visual cue for when its effects trigger, and the cue should appear right above the player’s head. They are:

  1. Y’shaarj: a small Sha manifests, pulsing with rage.

  2. N’zoth: A glowing yellow eye blinks open.

  3. Yoggy: A gaping maw appears, echoing laughter.

  4. C’thun: A writhing Tentacle lashes upward toward the sky.

These would help players instantly recognize when an Idol effect is active, much like Outlaw’s Roll the Bones, thereby giving meaningful visual feedback and flavor.

Apex Talents. Let Tentacle Slam Be the Driver:
I appreciate the effort to unify the Apex talents around Shadowy Apparitions (SA), but I don’t find them particularly exciting. I never found SA to be interesting at all, really. The current Apex talents don’t significantly alter gameplay or offer any dramatic shifts, and I think that is a missed opportunity. Looking at the Warlock apex talents, for example, I’m filled with envy because of how cool and impactful they are. I think ours can be just as cool, if not cooler.

So, instead of Shadow Apparitions, I suggest building the Apex talents around Tentacle Slam, which is one of the most exciting new tools Shadow has received in years. It opens up design space for interactions that weren’t possible under Shadow Crash. I sat long and hard and came up with these latter two talents, building off of the final Apex talent designed for Shadow by y’all:

Apex Talent Row Name: Whispers of the Void

  1. Idols Unleashed
  • Tentacle slam has a 100% chance to activate an effect from one of your idols.
  1. Servant of the Old Gods
  • Tentacle slam has a 15% chance to tear a rift in reality, summoning a Faceless One at your target’s location for 15 seconds.
  • The Faceless One slams enemies with its tendrils, and enemies near it suffer from Unraveling Sanity, increasing your shadow damage to them by 5%.
  1. True Madness
  • Sacrifice your Faceless One, causing it to erupt in a Void Implosion, dealing heavy Shadow Damage to all enemies within 12 yards and applying True Madness.
  • True Madness increases the damage of your period effects by 25% and causes 10% of that damage to be dealt to enemies within 6 yards.

True Madness was inspired by the Felspike artifact talent from Legion Remix, an incredibly fun and powerful button to press.

Taken together, I think my feedback establishes a clear theme, as y’all suggest: you are wielding the power of the Old Gods. It introduces rotational decisions and visual flavor. These suggestions do not disproportionately favor any one build, but instead give Shadow a stronger AoE identity, which remains a pain point, as Publik mentioned. Furthermore, they make core cooldowns more fun and flavorful, give the idols stronger gameplay impact and visual feedback, turn Tentacle Slam into a meaningful build engine, as well as give the Apex talents a sense of payoff and progression.

Thanks again for Tentacle Slam, and I hope to see it used as a springboard for deeper, more meaningful talent interactions in future Alpha builds.

5 Likes

Shadow Priest – Alpha Feedback

This week brings a very small set of Shadow Priest changes, but I still want to take a moment to provide thoughts on the direction. While the updates are light, they touch on a few systems that could use further definition and iteration.


Hero Talents – Voidweaver

Change:

  • Void Empowerment now causes you to gain Shadowy Insight (was Mind Devourer).

This change feels more fitting thematically, tying Void Empowerment to Shadowy Insight better aligns with the idea of bursting with additional Void Blasts. It makes intuitive sense that these effects would feed into one another.

However, this again highlights why this choice node remains somewhat awkward. We are still effectively choosing between:

  • Darkening Horizon: longer Entropic Rift windows, or
  • Void Empowerment: an upfront proc for each Rift window.

The distinction isn’t strongly tied to gameplay style and ends up feeling like a numbers-based choice rather than a meaningful build or flow difference. There’s no strong thematic or playstyle identity that separates the two options.

It’s also worth noting that this interaction could lead to munching more Shadowy Insight procs, since Shadow Word: Pain can tick right as a Rift opens. This can feel clunky in practice and slightly punishes players for getting unlucky, which should ideally feel rewarding instead.

Overall, the flavor is a step in the right direction, but the node could use clearer gameplay definition. Making these choices feel meaningfully different, rather than just tuned differently, would go a long way toward improving Voidweaver’s polish.


Season 1 Tier Set

Tier Bonuses:

  • 2-Set: Shadow Word: Madness damage increased by 10% and Insanity cost reduced by 5.
  • 4-Set: Shadowy Apparitions and Void Apparitions damage increased by 40%.

As expected for an opening season, the tier set is fairly passive and doesn’t dramatically alter gameplay. While this isn’t inherently a bad thing, I do wish the bonuses had some kind of reactive or rotational hook, something that makes you feel the set in action rather than just see it in your damage breakdown.

Right now, your gameplay loop feels nearly identical before and after equipping the set. The bonuses serve mostly as a throughput boost to existing Apex Talents, which likely aligns with the design goal of ensuring those new Apex Talent synergies feel required early on. That said, I would love to see a more interactive tier design in later seasons.

A few other points worth mentioning:

  • The heavy Apparition-focused bonuses risk narrowing build diversity early in the expansion. Builds that lean less on Shadowy Apparitions could feel boxed out or underpowered.
  • There’s a long-term risk that Apparition damage ends up balanced around this set, which could lead to deflated numbers once we move to Season 2. This has happened before with spells like Mindbender and Shadow Word: Death, both nerfed to compensate for tier effects and never fully restored afterward (still to this day, please help these spells).
  • While the numbers are fine for a launch set, the theme could have been a great chance to further develop Shadow’s visual identity or rotational flavor.

Closing Thoughts

This week’s changes are small but appreciated. The Void Empowerment rework fits better flavor-wise and continues to solidify Voidweaver as the stronger of the two Hero Talent identities. The Season 1 tier set is serviceable for a launch bonus but lacks the excitement or distinct gameplay feel that could make it memorable.

I’m looking forward to future builds that address earlier feedback, particularly around:

  • The lack of distinct rotational loops in Archon,
  • Clarity and purpose in choice nodes, and
  • More interactive rewards in talent and set design.

Overall, progress is being made, but Shadow still needs stronger mechanical identity to make both Hero paths feel equally rewarding.

5 Likes