Agreed 100%
Again really wish it wasnt true, but here we are.
But i do agree with you 100%
Agreed 100%
Again really wish it wasnt true, but here we are.
But i do agree with you 100%
I like and love your idea much better and i myself have thought about excatly what your talking about.
Eh⌠I donât like how these are basically entirely just passive changes. I donât see any real change to our current rotations.
Even if you did something like modify fists of fury:
âFurious Blowâ â âAt X energy and X Chi level, the monk can hold down FoF to gain a âcharge barâ (similar to evokers) and cast ALL FoF damage in a single blow. A full power punch will apply a debuff to the target, making it more likely to trigger a free FBâ
Something that will situationally change how we fight.
Or something like:
âPalm Blockadeâ: The monk leaps between party members blocking them from incoming damage. For every X amount of damage blocked, the monkâs damage is increased by Z amount for 20 seconds. During PB, the monk takes 50% reduced damage up to ?? amount of damage. If the monk DIES during PB, they return in spirit form for 1 minute, decaying energy until they fade away and must resurrect OR they may sacrifice their spirit form to deal ?? damage to an enemy and dying.
I dunno, Iâm no gamemaker lol. Just would be nice to see some more stuff. I already really like the monk, and I love its gameplay so even though these are passives, Iâll still probably have fun.
As of right now, on the wowhead talent tree, the Flurry charge damage threshold is 10%. Not sure if this is a typo, or a huge buff to the talent tree.
On one hand I do feel like the player base prefers control over abilities but for myself I really like the âkeep doing your thing and sometimes more stuff happensâ
I expected something resembles Taran-Zhu or something like Monk Ninja or something. Some animation changes . It kinda failed in fantasy presentation in my opinion.
Hereâs my two cents.
Shado-pan suffers the same defects in gameplay that Slayer for warrior does, itâs almost entirely background passiveness you donât really interact with and a bunch of more RNG buffs youâre going to have to track with weakauras to be optimal. Iâd LOVE to see the first thing for Shado-pans tree actually be an active use ability on a 45 - 90 second cd w/e, or add more interesting procs that actually change my rotation a little or empower an ability to doing something that synergizes with other passives on the hero talent tree or WW/BM tree.
All background passive buffs doesnât really inspire or make me want to play the hero talent spec.
Take wisdom of the wall.
Throw it in the garbage.
Try again.
I donât want Roll the Bones on Monk.
Its worse because we have no control over it at all
If I had to guess they were going for Shaohaoâs lesson for BrM and WW, but they forgot to notice that Shaohao isnât fun for MW either. Itâs a tax node in the pathway for Rising Mists and Legacy.
The skill itself looks more like Blessing of Winter (Paladin covenant ability). Just do 1,000% of your HP in damage and spend 400 energy every 20 seconds, and you can maintain one of the rotating buffsâjust hopefully it lines up with encounter phases you get the good one you need, and arenât on the opposite side of fun.
The skill would be substantially better designed if it was exclusively one or two of the buff combined (even each slightly weaker), and the purpose was to roll up two to three stacks in a longer fight. But even that is pretty awful in terms of gameplay (see BFA double voidform ramps for Shadow Priest).
Bringing this back up, can we PLEASE have it proc off something else? it has potential to be cool but right now itâs cut off at the legs.
Shadow-pans biggest flaw atm is that I have no idea if anything is happening. I get no sounds or visuals of any kind⌠for all I know its amazing but I canât see anything happening.
The Shado-Pan Hero Talent should be, your Tiger Palm either consumes or has a chance to consume all stacks of Flurry Strikes, also lower the damage needed for one stack. Makes it feel more like a combo attack and you will be throwing a few strikes here and there instead of building up and unleashing all of them at once. Also combine the Wisdom of the wall talent to be two, the crit and crit damage, and the mastery with Flurry Strikes doing shadow damage. The way the rest of the talents look looks like this is how the talent should be working and smooths out the upkeep on the rest. Veteranâs Eye, Against All Odds, and Wisdom of the Wall will all have more uptime and be easier to keep up the better your gear is.
Edit - If you donât combine Wisdom of the Wall buffs but leave it as a ramp up would also be cool. This would be great for boss fights when you get to the 4 buffs and Flurry Strikes going off with longer combos.
I am shocked they pushed Shado-Pan to Beta without any changes in how Flurry Charges are generated, and from the Beta forum post, it seems like itâs bugged anyways.
Now that we know all the Hero Class trees, it seems like every Hero Class has a âvalveâ for when its special abilitys trigger, usually tired to the CD of a normal rotational ability. Whatâs the point of Shado-Panâs overly complicated activation?
Just make it generate a Flurry Charge for every Fists of Fury cast for WW, every ~30 seconds of added Shuffle for Brew, balance abilities around that more consistent activation. Done.
Been playing Monk for quite a while and was excited to play after seeing so much positive feedback. Hopped on the beta and was very happy with the class changes, but underwhelmed by the Shadowpan hero talents.
Flurry charges having a 30sec duration just feels bad. If you get a tank that pauses, adds that do ground slams, intermissions or other loss of control mechanics then you very quickly lose your stacks which flat feels bad.
Wisdom of the Wall also feels bad for the exact reason Roll the Bones felt so bad for so long (and still does a bit) for Outlaw Rogue. It being a single one of the buffs feels underwhelming and the disparity in benefit is frustrating. âOh what did I get, 2% crit chance, 30% crit damage, 25% bonus mastery or a minor damage addition to flurry strikesâ. See what I mean?
Would also work off Blackout Kick, could work better for brewmasters with Press the advantage. The ability Flurry strikes really feels like it should attack more often than build up and hold 10 stacks for 30-40 seconds. In aoe, when blackout kick hits more targets, flurry strikes could hit the same targets.
I find the Shado-Pan Hero tree decidedly more boring than the alternatives, but I think thatâs the intention to allow for those who want a less intense playstyle.
However, what I think is really important to change is how Flurry Strikes (FS) is activated (and therefore WotW). Having FS activate purely based on metrics we canât control is clunky and harmful, and the only measure of control we have is to not do any damage.
All that would be needed to make this way more functional is for Flurry Strikes to only be unleashed when using a certain ability (providing there is enough flurry charges).
The obvious candidate is FoF, but there is also an argument for replicating the philosophy of dragonflights first tier set and make both RSK and SCK unleash FS.
This would allow those you want to autopliot a similar experience to the current tree, but those who want to make sure to use FS and WotW at the right time, the control to do so.
I had an idea: We get rid of the âeach 400 energy you spend unleash all of flurry chargesâ, then we substitute Wisdom of the Wall for Focused punch: When you reach X flurry charges, you are able to concentrate for 2 seconds while moving slowly to unleash all flurry charges in a powerful punch, doing X damage. 20 meters of range for the skill. We could even retain the stat buff from Wisdom of the Wall but applying all of them at the same time but with reduced efficiency so it does not become op. This would achieve three things:
1- Shado-Pan would actually feel like a hero talent an not a bunch of passive buffs
2- No more RNG Wisdom of the Wall (who wants RNG on your class? lol)
3- 20 meters for the skill so we can move past the fact there will be no more skyreach in pvp.
Shadow pan feels terrible to play with. Instead of working to make it feel more impactful you should nerf conduit to a level of boring equal to shadow pan. Itâs what makes the most logical sense.
That is not logical nor intelligent in the slightest