Please fix these Shado-Pan issues

With Shado-Pan shaping up to be the recommended choice in the majority of high-level content, I just want to highlight some of the tree’s issues that remain in the game that should have fairly straightforward fixes, for a big increase in QoL.

Targeting bug

Ever since patch 11.0.5, Flurry Strikes frequently discharges on a random enemy unit within melee range, rather than the unit targeted by the player. This can be immensely frustrating, since there’s a high likelihood that you move away from the unit mid-discharge (since you can’t realistically see which unit it is, nevermind react to it), or the unit dies before the 10 strikes have landed. This would prevent an application of Wisdom of the Wall, desync any future applications, prevent application of stacks of Against All Odds, and of course lose direct damage. That latter part is especially noticeable when the shadow effect of Wisdom of the Wall is active.

For a short time we thought this bug was actually fixed, but proper testing revealed that to be false. In the following log, I’ve added a pin to only display Tiger Palm and Flurry Strike events. You will quickly notice that, even in trash pulls, less than 50% of Flurry Strikes were hitting the same target as the preceding Tiger Palm.

https://www.warcraftlogs.com/reports/CZt1x3JmHzbRLG7Y?fight=7&type=damage-done&source=2&view=events&pins=2%24Separate%24%23244F4B%24damage%7Ccasts%24-1%24125893156.0.0.Monk%24125893156.0.0.Monk%24false%240.0.0.Any%24true%24450617%7C450620%7C100780

Please fix this behavior, it is counter-intuitive and immensely annoying.

Outranging

Edit: this was fixed, hurray!

As described in the 11.2 patch notes, there is now a check that determines the distance to the player’s target and whether that target is in range of Flurry Strikes. If not, the accumulated energy and flurry charges are not lost and will stay at 240 and 10 respectively. A decent band-aid, since before this patch you would just lose all the energy and charges for no gain. However, somewhat similar to the initial issues with Slicing Winds, this range check is far too restrictive and doesn’t take larger enemy models into account at all. This is causing issues like not being able to hit larger targets without dipping into their model, which may be impossible depending on the encounter. On the Voidstone Monstrosity in The Rookery for example, discharging Flurry Strikes is simply impossible. This will likely cause issues on Dimensius as well, seeing as how he apparently kills anyone who steps into his model.

Given the high relevance in this raid tier, I again strongly request that this is fixed promptly.

EDIT: The raid is out now, and we’re seeing a lot of reports of this bug in action, specifically on Plexus Sentinel, Loom’ithar, Fractillus, and Dimensius. This is making Shado-Pan either highly ineffectual or entirely unusable on half of the raid. This needs immediate attention.

As a side note, this same band-aid seems to have been applied to the issue of failing to discharge Flurry Strikes when combat is initiated with an ability that should discharge. Before this patch, that action would deplete the accumulated energy and remove Flurry Charges without any benefit. While the band-aid is appreciated, the underlying issue is clearly not addressed. Please don’t consider the issue fixed.

Defensive talents

The two options in the defensive node of the Shado-Pan tree, Whirling Steel and Predictive Training, are absurdly weak. Both talents seem explicitly designed for Brewmaster, and require you to be actively attacked with melee attacks to have any value. A pitiful increase in parry chance and a multiplicative increase to avoidance on a 3 minute cooldown timer, with the additional trigger of having to drop below 50% health? A defensive trait that can only be triggered by dodging or parrying, and then requires further damage to be taken to have any effect? These talents are likely entirely unimpressive for Brewmasters, and for Windwalkers they’re a complete joke.

The other node with Protect and Serve and Lead from the Front is marginally better, with Protect and Serve at least having a slightly noticeable impact on self-healing. However, the phrasing clearly suggests that the player is healed for 30% of a Vivify’s value whenever cast, implying this to be the case when Vivify is cast on friendly targets, but this is not true. Effectively, this is just a 30% increase to Vivify when cast on oneself. Lead from the Front seems to be tuned around the idea that Chi Burst, Chi Wave and Expel Harm deal a significant amount of damage, but these spells contribute between 0.5% and 1% of total damage. Being healed for 20% of that is not noticeable.

I try to be neutral in my feedback as much as possible, but I’d be undermining the emphasis that I’m trying to effect if I didn’t say this: This is an embarrassment of game-design. 3 out of the 4 defensive talents in this tree are worth practically nothing, and the remaining one is barely noticeable. We are now in the third season of the expansion, and these talents have gone completely ignored despite multiple mentions in feedback posts. Frankly it is already absurd that these talents were released to the public in their current state in the first place.

All of these talents need to be revisited and likely redesigned from scratch.

Wisdom of the Wall

Having Wisdom of the Wall trigger from a designated amount of Flurry Strikes was a misguided idea, and one suspects that it’s a vestigial element of an iteration of Shado-Pan that had no overly restrictive cap on the amount of Flurry Charges we can hold. Given that one of the effects explicitly triggers from Flurry Strikes, it is anti-synergistic to apply this buff after all Flurry Strikes have been discharged. While we’ve found a way to work around this issue as best we can with intentional desyncs of the Flurry Strikes and the Wisdom application, this is highly unintuitive and not a satisfying solution to player and developer alike. A much better solution would be to process the amount of Flurry Charges on the start of the Flurry, and immediately trigger the Wisdom of the Wall effect. Even tying this to 10 Flurry Charges specifically seems superfluous, simply tying it to any Flurry Strikes discharge should be sufficient.
This would immediately resolve any annoyance with discharge bugs, setup requirements, and the unintuitive interaction between the shadow effect and Flurry Strikes.

27 Likes

this guy thinks blizzard understands whats going on with brewmaster at all!!

HAHAHAHAHAHAHAHAHAHHA

nah instead next week youre gunna get a nerf… look it up… have fun playing the most neglected spec in all of wows history

4 Likes

I could be in the minority here, but I really don’t like the way Shado-Pan plays. It feels so slow and more boring than Conduit. Waiting for Jade Lightning stacks to have an AoE burst to be relevant just isn’t fun. Conduit feels a lot more active with also taking SotWL in the rotation and even though I’m not a fan of it, Slicing Winds.

3 Likes

Is that referring to the defensive part? I’m just pointing out that the talents are designed for actively taking melee hits, which rarely happens as ww.

all im saying is blizzard has no idea what any of the monk specs actually do… or how they function… or what makes them work

which is why they NEVER touch them… they are completely lost… and they refuse to hire anyone who actually knows what to do with the class

2 Likes

Well, not that I entirely agree with that, but at least the feedback in this post should be straightforward enough that that doesn’t really matter :slight_smile:

Sadly this is the truth…

Some of these are features for PvP and have saved me alot. The goes off on random targets had killed rogues that have CCed me and died at 1%. The not hitting targets in range means it saves my burst from pooping when someone escapes but i can close the distance again.

Just sayin

I’m fine with random target if the main target isn’t valid at that time. I’m fine with the band-aid fix of not losing energy and charges if a discharge fails, although I’d still prefer an actual fix to the failures to begin with.

I don’t know nor care too much about pvp, but in pve, we regularly lose throughput because the randomly chosen target was barely in range and moved out during the channel. Or the randomly chosen target was at the edge of the pack, and the shadow effect fails to cleave onto all mobs. Or the randomly chosen target dies mid-channel.

All of that is to say: I’m not fine with the target always being random, and your pvp example is way too niche.

1 Like

Monk

Brewmaster
    Shado-Pan: Crash of Fallen Storms 2-piece bonus Flurry Strikes deal 10% increased damage (was 20%).
    Shado-Pan: Crash of Fallen Storms 4-piece bonus Flurry Charge generation increased by 30% (was 50%).
    Shado-Pan: Damage dealt by Flurry Strikes from Wisdom of the Wall reduced by 20%.

I mean you weren’t wrong.

1 Like

upping this, shadopan doesnt discharge on 4/8 bosses in this raid tier, feels really bad

The beta virgin Shadopan parsemonkey vs. the cool chad MoH enjoyer.

Bump bump bump? This is a bump

UPDATE: a hotfix to the live servers now allows Flurry Strikes to discharge from up to 40 yards away, effectively fixing the outranging bug.

It still seems to pick a random target to discharge on (I’ll need to test that a bit more to be sure), and of course the other two issues were not addressed.

Still, thanks blizzard, gj :+1:

Same here. It could also just be that I’m really used to the conduit playstyle at this point, or because I don’t have the new tier set yet, but I also consistently do 30% more DPS with conduit when practicing on the AOE target dummies. Conduit gets spammy but Shado Pan feels so clunky to me.

1 Like