Rebalancing Devastation

It’s quickly becoming clear that Devastation could use some help in both PvE and in PvP, and I believe it has a lot to do with the RNG nature of every damage-oriented talent.

Altering how these work would return a lot of agency in how the spec is played and give Devastation Evokers more viability at endgame. These changes revolve around removing RNG as a factor, favoring more consistent power and stacking bonuses to the affected spells instead.

Starting with Disintegrate, the “Scintillation” talent should cast its level 1 Eternity Surge at 20% power a total of 3 times throughout the full cast. One at the start, one in the middle, and one at the end. As it is right now, it’s a complete toss-up whether your Disintegrate will deal a decent burst or just tickle your target. While you could theoretically deal more damage with the talent as it is now, this change would make the damage output more consistent.

Next up is Firestorm’s “Snapfire” talent. Rather than the % proc chance and the cooldown reset, it should gain a stacking buff for Firestorm that reduces the cast time by 25% and increases the damage by 20% per Living Flame cast, stacking up to 4 times. This gives Firestorm a larger power spike when cast at full stacks, but removes the cooldown reset to balance.

To compliment this, Living Flame’s “Burnout” talent should no longer be a % proc chance either, and instead should gain a stacking buff on each tick of Fire Breath that reduces the cast time of Living Flame by 25%. This would guarantee a consistent flow of instant casts, and in AoE situations it would allow larger bursts of damage with Firestorm. This would also give Devastation a bit more survivability, being able to cast Living Flame for self-heals more consistently.

And finally Pyre’s “Volatility” talent should guarantee for Pyre to flare up and explode on a second target at 30% power. This would allow more consistent damage for your spent Essence, rather than leaving it up to chance.

There could certainly be other quality of life changes such as allowing Evokers the permanent ability to cast while moving, given their terrible range and the emphasis on mobility, but that’s still up for debate. I do feel, though, that Essence Burst is all the RNG the spec, and even the class as a whole, really needs. All of these RNG talents really make Devastation feel hit or miss in the worst way, with long periods of either nothing proccing or short bursts of everything proccing and waiting on the GCD to time down.

Let me know what you think. Is this too much? Too little? What would you change?

7 Likes

PvP wise its the bottom of the barrel

5 Likes

It’s not much better in PvE, where it’s pretty mediocre and only carried by its utility.

The class doesn’t flow at all and it seems that all its defining features are just drawbacks.

5 Likes

I’ve made mention of this before but the devastation tree has too many talents that are both passive and build warping that its nuances are holding it back more than it benefits from them.

Hoarded Power
Scintilation
Burnout
Catalyze
Onyx Legacy
Tyranny
Feed the Flames and Casuality

All of the talents above are literal must-haves for Devoker to function at best.

Living Flame is also icing on the cake as it serves as the worst filler to cast. Yes, you CAN enhance it and make it better with some of the talents, but you’re also wasting four to six points just to get Scarlet Adaptation and the 40% damage trait that gives it such an awful cast time unless you heavily gear into haste. Not to mention you’re wasting a point to grab Dense Energy as a bridge than something you want.

I’ll be linking a portion of my further thoughts as to what changes I would want to Devoker from an older post I’ve made.

5 Likes

No it’s not

No it’s not. That was supposed to reply to the person above you but it applies to your post as well

Is anyone surprised that a class that has a very heavy hardcast and channeled spell rotation is bad in pvp?

1 Like

Someone at blizzard is probably.

3 Likes

The problem is obvious and Venruki did a good video on it back in Shadowlands.

Devastation is highly dependent on multiple abilities to power up your baseline abilities. Because those abilities also interact with one another, you are not gonna do good damage if you are not stacking them. Why? Because the baseline damage to all abilities has to be nerfed so that when you stack the power ups you don’t nuke for 1 million.

TLDL: Every power up is a nerf to baseline damage and Devastation has ALOT.

2 Likes

:100:

The base design and skill floor should be playable within a reasonable margin of maximum DPS.

Augments are to be available to increase the damage and skill ceiling, though it needs to be in a tighter range to the original values as we have now.

The tuning behind baseline Pyre is ridiculous, and needs to be increased to be more effective than Disintergrate at 3 targets.

1 Like

The problem as well is the mastery design. It will make Devastation scale horribly outside Dragonrage because the benefit thresholds will quickly go down much quicker as people gear up and blast through M+ packs and bosses much quicker.

The devastation mastery is really badly designed, it should affect both low health and high health thresholds.

4 Likes

The reverse execute is indeed horrible, and has a huge weight in how the spec feels.

8 Likes

You’re really punished by having other burst classes with you in M+

3 Likes

This is exactly how I feel, I’m doing my rotating optimally (not perfectly) but outside of dragon rage I feel like my DPS is just always in freefall and im just doing what I can to keep it hanging on till my CD comes back

2 Likes

Agree, even though the mastery is technically giving us bonus damage at the beginning of a fight, you can’t help but feel like you are just getting weaker.

2 Likes

That is effectively what is happening. As all DPS masteries should interact with their outputs, having the damage up front (and ramping down) just feels bad.

Considering a raid encounter where everyone has popped their cooldowns (which are multiplied with Lust) makes the window for our mastery less valuable (as it’s effectively shorter).

Second opinions from developers need to be regarded as I’ve lost confidence for the dev behind this design (esp after the preheat interview).

2 Likes

If Beavis designed a Mastery trait, it would be Giantkiller.

3 Likes

You’re onto something :wink:

https://wow.zamimg.com/uploads/blog/images/30910-preheat-evoker-class-design-interview-with-senior-game-designer-graham-berger.jpg

I do not like it. I feel like it misses the marks.

1.) The casting range is the main problem the spells are from a DRAGON the range should be 40 yds like every caster.

2.) Things like Hover, Tip the scales, and Dragonrage interrupt mid-casted abilities cancels and interrupt them. As well as Renewing Blaze and Obsidian scales cannot be cast while casting or within a channel or empowerment ability.

3.) The problem with disintegrating is not that it is RNG-based it is that it has no flow.

For example,

  • You cannot move during the channel without hover dependency which makes us burn mobility.
  • You cannot cast Shattering Star, Burnout procs, or Firestorm within the channel.

4.) Firestorm is purely bad because of the radius and the fact it hits like a wet noodle it’s based on a living flame and we never cast a living flame and yeah. Also, it is not instant cast so it sucks.

The only fix I have is to make Living flame cleave 1-2 targets and cast at a 1.5-sec baseline and give a guaranteed proc chance for essence burst.

For Example, Living Flame has a 20% chance to trigger Essence Burst and every 3 Living Flames delivers an Essence Burst automatically.

5.) The talent Everburning flame should delete and replace the talent’s imminent destruction.

6.) Dragonrage needs a rework. It is effective in AOE and allows you to like refresh it but it is not a doable single target as the channel for Disintegrate takes a long to complete compared to pyre so the reduction of the empowerment abilities gets delayed and such causes our dragon rage to fall off faster.

7.) Focusing Iris shouldn’t even be a talent it should be the baseline. They should also toss Arcane Vigor.

8.) Powershell should be reworked to regenerate the cooldown of our empowerment abilities, not essences we hardly run out of essences.

9.) Iridescence should last 12 seconds from 10 and increase spell haste and empowerment cast haste by 20%

10.) Pyre needs a .5 GCD to reduce to increase flow.

That is how you fix Devastation Evoker.

The problems with PvP sustain and CC

is that the Sleep Walk is a 15-sec cd. Our heal Verdant Embrace and Emerald Blossom cost too much mana and have really long CDs, Living flame still takes way too long to cast. Overawe and Oppressing roar should be passive into Firebreath and deep breath, not a separate ability. Feels like we need some minor leech like 5-10% I dunno we just don’t feel tanky compared to a mage or lock or boomy all of them have some form of passive heal, instant heal, and evoker dps is lacking.

10 Likes

All the post :point_up:
:100: Nailed it.
Though I’m confident those points will be mostly brushed off, we’ll need a competent developer to step in and revise and rectify the issues with Evoker.

For Berger (current dev) to accept the design is fine, shows incompetence and an arrogance where feedback given is blatantly ignored.

7 Likes