After lengthy conversations in the first thread, I’ve had a lot of changes in thinking as to what would be considered reasonable changes that could be made to our class before shadowlands.
Of course, having first blood and demonic being made baseline are, in my opinion, two of the most important revisions we could ask for.
What started a very long conversation was around my third and obvious point…
Our class doesn’t have a baseline engaging, dynamic element to our rotation. While Demonic being baseline does add a degree of synergy to our rotation (eye beam buffs blade dance and chaos strike), it doesn’t change anything about our rotation. We have a burst window, but it doesn’t change anything about the buttons we’re pressing. We still blade dance off cd and press chaos strike/demon’s bite otherwise.
A lot of people have their own ideas on solutions to this problem, but in my opinion, they’re far too “out there”, so to speak. We all have our wishlists, but as the point of the thread is to talk about changes we could actually see blizzard implementing, I want to change my way of thinking.
For starters, look at our base toolkit (this assumes we get first blood and demonic baseline)
We have:
- Demon’s Bite. It generates fury. That’s it.
- Chaos Strike. Basic spender. Has a 40% chance to refund fury. I very much miss the crit vs 40% modifier, but at least it has something.
- Blade Dance - Our basic short-term cd nuke. In meta, it gives a 100% dodge buff. Personally, I think this is broken design. I don’t believe a core offensive rotational ability should have such a powerful defensive modifier. I would much rather we were given a short-cd defensive ability we can actively cast that gives 100% dodge. Keep in mind this allows us to have that niche 100% dodge function in groups, while also not tying it to an offensive ability. It would also greatly increase our skill cap in arenas. Keep in mind that if you think momentum should not be tied to movement, your rationality is “offense should not be baked into utility”. I’m applying that same exact logic - “Defense should not be baked into offense”
- Eye Beam - our longer cd nuke. It grants demonic. There are talents that can enhance it.
- Immolation aura - moderate cd aoe ability that grants a small amount of fury. Talent can enhance it.
When I look at the above, I notice two things:
- Demon’s bite is a mechanically very boring ability.
- Blade dance has a defensive modifier. It is our primary offensive short-cd nuke.
With this in mind, these are the two abilities I believe need to be modified to shake up our offensive rotation in an engaging way.
Doesn’t get much more simple than to look at our base toolkit and identify problems.
Blade dance, I think, is fairly easy to fix. Make our auto attacks have a chance to reset its cooldown.
Solves our issue of not having a baseline proc.
Also solves what a lot of demon hunters are really sad about - only getting one blade dance in a demonic window. Blade dance, being our primary short-term cd nuke, deserves an offensive (not defensive) modifier. If there isn’t a 100% dodge baked in, there would be nothing wrong with its cd resetting from a proc.
As for demon’s bite, there’s really any number of modifiers that could be applied to it. Some examples would be:
- Applies a stacking buff to ourselves, enchanting a secondary stat
- Applies a stacking dot to the target
- Chance to proc a buff which causes us to passively generate fury
And so many more possibilities. Those are just a few examples. Then think about momentum. Imagine if momentum didn’t require fel rush, but instead required that we cast demon’s bite 2x in a row. Doesn’t it make sense that we’re conceptually already building momentum by casting demon’s bite and generating fury? Momentum as a talent simply incorporates this rationality.
Of course, this might make a person wonder “well, what if we talent into demon blades?”
Answer - the talent shouldn’t exist. Our base toolkit is already so boring. Why would we have a talent that takes away demon’s bite? Instead, make demon’s bite not terribly boring, then either remove DB entirely, or bake it into a baseline passive, just not nearly as strong.
Tl;dr
- First blood baseline
- Demonic Baseline
- Auto-attacks have a chance to proc cooldown reset of blade dance
- 100% dodge effect of blade dance is removed, replaced by an active defensive ability (similar to a rogue’s feint) with a short cooldown, which gives 100% chance to dodge.
- Demon’s bite is given a modifier effect. Demon blades is removed entirely, or baked into a baseline passive ability with a much weaker effect.
Not only are these simple changes, they adhere to class fantasy, they work with a core toolkit, and they fix the broken part of blade dance.