Please do something about Demolish - Clunky/Feels bad if you play it

Hi Blizzard,

Kindly do something about Demolish, it is not only clunky/feels bad but the biggest issue is the final hit will not land if the tank for some reason moves our target away from the last hit spot. (i.e. The bulk of our Demolish damage deals 0 to the target and any other mobs within that space!!!)

It is already bad enough for a melee zug zug to channel while being stationary (*it’s as good as standing on the spot if you played it) , I sincerely hope you listen to feedback on this especially if the Colossus Hero spec plays around this spell.

Perhaps make it like Fist of Fury? Pardon me as i am not good at character design but I hope to sound off the bad gameplay experienced.

It feels like the nightmare legendary we had in Dragonflight, but at least not using that weapon spell was negligible back then coupled with it not having the entire spec revolve around it.

Missing the spell due to one’s control is fine, but when it is due to another factor like the tank suddenly yeeting away and missing the hardest hitting spell of your spec. This does not feel alright and makes me wonder if this form of gameplay actually has any positive comments. Please share if any, would be good to see why.

Thank you and please look into gameplay experience more often.

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Coming from a different side of someone who really enjoys Demolish, it provides a solid high burst attack on a short cooldown ~30s (even lower in 2 target situations and crit rng on your side) it really doesn’t need much to make it a lot better than it is right now.

The trouble points for it really are.

Ants in the pants tanks - If it’s your friend tell them to stop being so ADHD, if it’s a pug you can still tell them to not move so abruptly often. In your control though you can always layer Shockwave first to ensure nothing will move out of the way.

PEBKAC issue - You’re casting it when targets are moving into position for mechanics by the tank, when you should’ve waited a second or two then used it, punishing bad player choices and allowing for skill expression is fine imo.

Monsters with teeny tiny hitboxes who move 1km to predict tank movement (See Xalatah’s kill the add m+ affix), you really should never target mobs like this ever with Demolish or attacks like it as they will tend to get cancelled due to how badly the tank position prediction is still even with the introduction of the original - Tyrant Velhari in WoD’s HFC raid.

PvP - People can S key out of it with ease.

-The Fix-

As Demolish is very similar to Midare Setsugekka from FF14’s Samurai job they need to add the following condition to Demolish, keep the ‘cast’ the same to activate in melee range, however once the channel begins give demolish a 10-15y range to avoid all 3 of the above situations from stooging the warrior over so all three hits of it will land 99/100 times in PvE situations and PvP still allows for players to use movement cooldowns to ‘dodge’ it as opposed to just S-keying out of it.

One last thing that’s also hampering Colossus in general - Crit RNG for demolish is kinda crap, it really needs to be an auto crit ability like Chaos Bolt and also convert your crit rating into crit dmg % for it so that Crit isn’t a dead stat for it and providing conflicting stat priorities for the Hero Talent Tree that loves crit.

Also put the Execute adding Colossal Might stacks back, it’s kinda screwed with the spec putting it even further behind Slayer in terms of ST throughput when they got it so close with the mid season tuning we got during S1.

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Thanks for the feedback and points Greil, I will definitely try those out (=

The 2 points you highlighted about Crit RNG and Execute removal from Colossal Might, hopefully Blizz looks into it.

Have a wonderful evening sir

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