Shadow Priest is so awful to play

Entirely false.

It isn’t really false. Forums are full of doomers honestly. Always people calling a certain spec trash because they don’t like one thing about it.

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I just think the fact the spec is going live with a spell that doesn’t have an animation, and with a channelled spender that has a 2 gcd channel time graphic it never actually completes might be some indication they didn’t get things to where they wanted them before running out of time.

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the fact that we got a whole new talent tree structure without proper reworks of classes pretty much says enough.

For those who are satisfied with just nostalgia, im happy for you.

But this is not progressive at all. I don’t see anything worth reliving outdated past design/content.
DF is just another expansion where class design was left in the backburner

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Honestly, I enjoy not having to to sit there and have a giant neon beam between me and my target as a filler spell. Why I don’t play Affliction lock, or just dont use soul drain.

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Feels awful now with Shadow Crash being basically required. Why they keep forcing these awful ground targeted aoe’s on us I’ll never know. If I wanted to play an FPS I would be playing that and not WoW.

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If your complaint is over animations, then sounds like you do not have a complaint about the gameplay and Shadow Priest is fine. But realistically majority of the wow players will find one thing just to complain about to say Blizzard is terrible

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This is just 1 example of many that highlights just how problematic is it to be forced to use a resource system like insanity.

If spells generate insanity, they feel like they need to be pressed over ones that don’t in order to turn out more spenders.

If spells consume insanity, it forces every available GCD that doesn’t consume insanity to at least generate insanity.

Makes casting spells that don’t spend or generate insanity feel awkward at best or downright idiotic at worst.

Shadow played much better without the conflict of keeping up a resource like insanity. At least with shadow orbs they were only tied to abilities that had a cooldown so you could freely cast other spells while those were on cooldown without it feeling like your wasting resource uptime.

Insanity is such a failure imo.

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Shadow orbs were only good in their cata iteration imo, hated them in MoP, wasn’t too pressed, but also not fun in WoD for me personally.

To be fair. We’ve been complaining about it for a while.

Clearly it’s not making much of. A diff during this period now. At least what they can do is fix animation and visual for classes…

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Aoe is fine, just needlessly lacks tools afforded to other dot specs. ST is a mess.

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Cata shadow orbs were a problem mainly just because you had to fish for them for the entirety of Cata until Dragon Soul 4 set.

MoP and WoD shadow orbs were more effective in terms of obtaining them and allowed Devouring Plague to be a hard hitting ability since it was gated behind Shadow Orb resource system.

For all intensive purposes, the core play style of Shadow NOW comes from the MoP and WoD days with Insanity being used primarily for Devouring Plagues.

Only with taking the shadow orb and Mind Sear talents do you alter that base play.

So if you compare the base play of shadow NOW and how it worked in MoP and WoD, I would argue MoP and WoD resource system and how it worked with Devouring Plague is a much better system because of the point I made previously in that the “hectic” nature of feeling like you always have to use a GCD to either generate or spend resources didn’t exist in MoP and WoD and because of that, gave you more time to consider your options which then lead to setting up useful utility executions like getting in place to use a well time leap of faith or dispels or fears or shackle or mind control or levitate or mind soothe or vampiric embrace etc.

Problem now is that you feel guilty if you want to use the rest of our class/spec utility when you could instead generate or spend insanity and since we have the potential to always generate insanity with abilities that don’t have a cooldown, that feeing is ever present and thus never allowing a moment to set up good usage of utility without sacrificing DPS on an every increasing scale with the risk of preventing resource inflow every GCD.

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I love when people like you, come in after all the discussions have happened, and act so confidently wrong that the spec is amazing and everyone here, who have mountains more experience, are just silly little doom and gloomers to you.

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My biggest issue right now is trying to unlearn to use Mind Flay after spending years using it as a filler. I feel like the talent tree could definitely benefit from moving some talents around.

Mind Spike node should be a choice node to use that or Mind Flay Insanity and then make Surge of Darkness also work with MFI by providing a benefit like it does to Mind Spike.

Yogg Saron Capstone should be switched with N’Zoth.

To be honest it almost feels like Shadow and Void should be their own specs because the identity crisis it has is making the spec feel bloated and not cohesive mechanically.

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Shadows and void should have absolutely been their own spec if we go on it about how the old devs lazily developed it for priest .

Can it. Be redesigned to fit shadow better? Yes!
Will blizz ever do it?,
They haven’t given me any hope towards actual concrete class revammpss. Been complaining since wotlk. And here we are entering 2023 with the same pattern as any other expac before it.

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We have a lot of tools others have. Biggest problem with Spriest was getting dots on multi targets fast enough and was fixed. Have two choices for that.

AoE got a lot easier with build insanity and just hitting mind sear for a short channel. We are better off than most if we stop our AOE we didn’t lose all the resources others would have.

ST is far from a mess. It is a priority system just like everyone else. This isn’t WotLK where you can put buttons in order to press and repeat. You make choices and prioritize. That’s part of the skill of the game.

If you say so… Don’t know what experience means to you :joy:.

Also yes people who come to forums saying something is trash and useless because they hate 1-3 things or over animations… Yeah…

I mean that is like saying Thanksgiving dinner is ruined because they had sweet potatos as 1 of the 8 dishes and the other 7 we’re great. But it is ruined because of the one dish :joy:.

That is constantly what forums are like. Negative people who just want to find something to complain about.

Like someone complaining build/spend is a fail system… Yet every class uses it :joy:. So many classes have to build and pick what to spend it on. Those choices is what gives the game skill.

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I like sweet potatoes

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Our AoE insanity gen is garbage, it’s why Mind Devourer is such an important talent. Without that, we’d barely get to press Mind Sear while everything is still alive.

It’s not the fact that it’s a priority system, its the fact that the amount of spells in that priority system compared to others. The only other spec that I’m familiar with a similar amount of button bloat is Ret Paladin.

Again, you’re coming after months of discussions and beta feedback with very little positives for the spriest community.

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You definitely start to care when you don’t see a Spike proc because it happens 1ms before you mash the button and see nothing happen and barely hear the sound it makes wondering if you just casted in a sea of particle effects and are now sitting in a GCD.

The visual feedback loop of gameplay matters. Input => output. It should be clear what happens and when.

I actually have a WeakAura play a unique sound effect on successful cast of Mind Spike just so I know something happened when I hit the button since that situation happens often. It helps anticipation of the insta-blast so I don’t repeatedly mash the Spike button because I thought nothing happened.

Play a game like Elden Ring without anticipation animations or on the opposite end of the spectrum play Celeste without any of the audiovisual feedback. Her hair plays a role in the feedback loop. Game Design 101 - the loops have to be clear.

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