Mind Spike Rune Issue

So traditionally Mind Spike has been an instant damage no travel time spell in previous iterations of the game, so having this be a travel time spell is a bit awkward, especially when considering how the spell functions and what it does.

Currently the spell is meant to stack 3 times on an enemy and be followed up by a mind blast for a crit bonus. With the travel time you have a few situations with the extended range that it offers in shadow.

So currently you have 4.5 seconds roughly (give or take lag and human error) to get off three mind spikes. And the current cooldown on Mind Blast is either 8 seconds, or down to 5.5 seconds with talents. This means there is always a slight delay of up to 1 second between 3 mind spikes and a mind blast. So there’s this awkward aspect to the rotation with this in mind that leads to little gaps.

But the bigger issue is that because of these little gaps, there’s no real benefit in squeezing out extra mind spikes aside from damage, and with the travel time you can actually clip your mind spike debuff since Mind Blast itself does the damage with no travel time. So you can time a mind blast after your third mind spike and depending on the range the mind blast will hit BEFORE the debuff from mind spike is applied.

This is likely why the original Mind Spike was both zero travel time and a 2 second cast time instead of 1.5, since it offered the cleanest slot into the rotation.

Overall this is fairly minor in the grand scheme of things, but I felt was important to point out how clunky it feels right now if the intention is to test these types of implementations and plan for the future.

1 Like

I kinda dont mind it has a travel time. That and its animation are amazing. Mainly so i can spam a HADOUKEN macro as i spam them

The only issue is that because it has travel and mind blast doesn’t, you can desync them and not have a stack of mind spike count.

Sure but its also not the end of the world. Especially since in vanilla plenty of things have travel time that can mess them up. Not a problem i would really worry 2 much about even if it is a minor annoyance. Although it can also be beneficial in small niche instances as well like in small pvp scenarios for frontloaded damage

Right I said so in my post, but it is still feedback. And it’s one I would like to personally see addressed. It will also never be beneficial in a PVP situation as the requirements to get this to work would be to have the enemy be at max range for 5 total casts and never move.

Here here! 100% agree with this post

Never is a strong word but i have great situations with its travel time for pvp. Guess experiences will differ. Good luck either way on them changing it for you, here’s a bump and here’s to me hoping it is not changed for my purposes.

I’ve not asked them to change anything specific. All I have done is point out an issue that exists. It’s up to the devs to determine the best solution if any.