Re-design mistweaver range to 25 yards like evoker, Let mistweaver keep it's damage

Probably the fix that needs to happen.

Or just do what everyone was saying.

Buff RWK back by 25%, increase healing by 30%, increase ancient teachings healing by 10%, unerf their mastery, make a choice node on vivacious vivification for castweaver.

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Who said that? MW was stupidly designed because healing by doing damage simply doesn’t fit in terms of balance. Especially since their damage was very bursty instead of just some sustained dot damage for example.

That is like you would buff shadow heals and shields by a lot so he becomes half a healer, but those abilities would also deal massive damage to the enemy team, so he still stays a full DPS.

For the shadows that would be fun, but everybody else would hate it because it brings a lot of imbalance!

Voidweaver :cold_face:

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Is stupid too, but at least its only played in 2s but barely in 3s, simply because the healing isn’t enough.

I dunno, I’m starting to see it creep up a lot more in shuffle, and the HPS looks solid too as long as you aren’t getting completely shut down.

They will do everything except admit they were wrong. Instead of taking community feedback they’ll add a 10% buff to vivify no one asked for.

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While that would be a bandaid fix, it wouldn’t really do a lot for giving the spec a solid identity.

Because MW lacks strong CC avoidance in the form of immunities or breaks (eminence is not a CC break, it’s a chain stopper) you’re sorta encouraged to play at or close to max range.

But it’s utility and damage are mid-melee range, so to even utilize your kit you have to put yourself at risk.

It’s inconsistent and barely feels coherent. Either make it one or the other, not this hybrid garbage that doesn’t have tools that let it not feel insanely clunky or be stupidly reliant on teammates to thrive.

Don’t forget a 10% buff to enveloping mist and a 2 second nerf to Zen Spheres

If you want to redesign it like evoker then why not play evoker? That makes no sense to me.

One of the reasons they nerfed it is because it’s one of the most complained about mechanics and rightly so.

They nerfed the dmg which also nerfed the healing. The healing wasn’t that great to begin with. The monk dev forgot to compensate for the healing loss which I believe was because they didn’t know the ability healed (lol).

Why should a damaging ability also heal? That’s like if fire breath healed. It shouldn’t be in the same global. Unless I’m wrong and it doesn’t heal in the same global it damages.

It shouldn’t… I have no idea why they keep forcing it to be that way then acting surprised when they can’t balance it.

Just give us a vv choice node.

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fire breath does heal if you spec into the heal. also disc priest does damage to heal. I didn’t say we should have to do dmg to heal but that’s what blizzard wants us to do so they shouldn’t make the playstyle unplayable when they force it upon us