It really shouldn’t have such a short duration. Not only does shadow already feel global starved during CDs, but even outside of CDs, it feels bad to build up insanity for 3 devouring plague casts, get your buff, and then lose it while running to the next pack.
In my opinion it just shouldn’t have a duration. It should simply last until the corresponding spell is cast.
3 Likes
Honestly, not a bad idea. The time limit feels like a holdover from the original iteration as an instant cast Mind Spike proc.
Probably should still have a cap of 3 any given time though.
2 Likes
Oh a cap for sure, but just no timer on how long you have to use it.
I’ve lost quite a few running from pack to pack and it’s like “
well guess I’ll just build 150 insanity again…”
As I mentioned in my feedback post, This current version of what is called now “Surge of Insanity” is imo just simply overcooked and overly complicated because of a multitude of factors.
But in regard to the duration time limit on the buff, if it doesn’t actually get changed to a different iteration mechanically outright then I would suggest this…
Treat it like the insanity resource where it decays out of combat but not while in combat.
So how this would work for Surge of Insanity buff is that the time duration of it fading off doesn’t begin until you leave combat. But while you’re in combat, you keep the buff until you use it.
Adjust the duration and stack limit of the buff accordingly but the time limit should stay intact in order to prevent degenerate behavior of stacking up the buffs prior to a big pull for example.
This really wouldn’t be an issue. You’d be losing damage by pooling these stacks. Maybe during CDs you could get the stacks rather easily, but outside of CDs you’re gimping yourself to pool them, and all for 2 casts of a boosted filler spell.
I mean we’re talking 6 casts of devouring plague to get them, and you have to avoid using your filler spell after the first stack. So 150 insanity generated and spent without using a filler. You’re going to have moments of standing around when everything’s on CD, but you can’t use your filler because you’re pooling. It would almost never be worth it.
There is a reason that when you engage a boss (raid) that your resources automatically get reset or lowered.
I think it’s silly but it seems to be a thing the devs care about.
I find this often in both my Priest and Demon Hunter when I’m running old raids. I can end a fight with max Fury or max Insanity and then when I start the next fight, the resource gets instantly reduced where I have to build resources before I can just start spamming my spenders.
So I can very much see the intent to prevent a degenerate behavior of pooling resources before a pull and in this case getting stacks of a buffed up spell gained from using spenders falls into that same category.
In which case they can just reset them for raid combat.
Reset a buff?
Has that been done before?
They reset cooldowns after a raid boss dies or gets reset.
They reset debuffs when the raid boss dies or gets reset.
But have they reset a players gameplay buffs? I dunno, just seems like a clunky way to do things.
All the time. There’s an enormous number of class mechanic “buff” style resources that get reset on raid combat start from core spec talents / abilities to tier set bonuses.
Our tier set bonus as shadow in S3 reset on raid combat.
The Shadow Word: Pain damage stacking for Shadow Crash part?
I skipped using that set bonus as that was just a horrible set bonus imo.
I skipped it because I think it’s clunky. And much preferred using 2 set of S2 and S3.
Yeah I’m not dropping 35 ilvl on two slots.
On long encounters that probably makes sense.
But as I’ve said before, the way I play the game, I want a quick burst of damage as often as possible and the 2 set for both S2 and S3 fit that playstyle perfectly.
Just double its duration.