The idea that its being forced onto us in one of the Hero Talent trees is just NO. NOPE. STOP.
Its not fun. It takes away serpent kick which is fun. It forces us to stand basically still while we charge it up. Then when its supposed to activate it doesn’t sometimes… it just keeps on charging. Also sometimes(most of the time in my exp) when you actually want to charge it fully and dart a long distance you just sit where are.
Not to mention the large number of bosses you don’t want to be charging forward on at all… ever. Gally and Dimmy being two very important fights where zipping forward is bad.
Remove this ability and put Strike of the Wind Lord in its place. Leave dragon punch where its at. To be very clear… delete slicing winds and give us the option of taking Dragon Punch and Strike of the Wind lord at the same time.
19 Likes
I understand that I’m in the minority, but I do still want to push back on this a little.
I like Slicing Winds, and I’d be disappointed if it were removed.
I think it’s fair to summarize your grievances in about 3 parts; Conduit makes it mandatory, it replaces FSK, and it suffers from bugs. Maybe the point about never needing the empower as a 4th.
As it happens, I agree on most of these points. I just don’t see why the solution would be to delete the ability rather than, you know, addressing each point. In contract with SEF, the issues about SW should be much more fixable.
- Mandatory for Conduit: technically the easiest one to address. Make the Conduit talent a choice node (or automatically adapt) in case Slicing Winds is not talented. When not talented, it could provide a passive buff to the Heart effect triggered by Strike of the Windlord.
- It replaces FSK: This is the issue that I don’t actually agree is an issue. Admittedly it felt a bit weird to not have access to FSK after SW was implemented, but I got used to it after a few days. Now, I don’t even miss it anymore when I’m playing SW builds, be it raid or keys. Even then, it could easily just not replace it.
- Bugs: Yes, this annoying. Having it fully empower when you just tapped it, having it stuck in place, that’s very frustrating if it happens. However, I do think you’re greatly overstating how often this happens. There is simply no way that you’re getting stuck in place “most of the time”. The accidental full empower is also very rare, with it happening to me once or twice in a whole week (even on Dim prog or m+ where I’m playing SW all the time).
- You rarely need the lunge distance: That’s valid, and I agree. I’m not super interested in the empower mechanic itself and it feels pretty vestigial. They could rework it as a 0.5 sec cast or something and I wouldn’t care. On the other hand, if the bugs do get addressed, what does it matter? At that point it’s merely silly, and not a real issue.
If all the issues were to be addressed (and I hope I’ve shown that that’s fairly within reach), I think it would be a really good ability. It feels great to press and watch my character slice through a giant pile of enemies, even at minimum lunge distance. I think it’s really good to have a big aoe nuke button as part of the rotation, helps with the target scaling that everyone cares so much about.
So yeah, not really understanding the hate.
Didn’t mean to write a whole essay, woops.
P.S.
Slicing Winds can’t pass ledges, so it’s pretty safe to use it on Dimensius.
2 Likes
You just suggested changing into strike of the windlord with a different animation. I just… what?
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Agree
If they insist on keeping it they need to not make it replace FSK and they need to make it so it only goes on CD after it does its damage. It’s so annoying going to charge it, getting interrupted and it still going on CD.
It’s also bugged where if you get cc’d while using it, it becomes unusable until you relog the game (reloading/changing specs doesn’t fix it)
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Retail is dead to me until they fix serpent kick, deathknights feel better for movement than monks atm
Yeah forcing people to play things they don’t like does suck.
Still I enjoy slicing wind and it visually looks great. I hope they keep it personally.
Slicing winds can be really fun, really satisfying to use, but not in comparison to losing either whirling dragon punch or strike of the windlord first! Someone made a great point on another post, that if an ability HAS to be cut, choosing between strike of the windlord and slicing winds on that node instead makes more sense. Or vice versa WDP. I agree!
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Uh, how? I’m still suggesting they keep the tiny lunge distance as well as a small charge up time, either through empower or a cast time. Strike of the Windlord is instant and has a baseline Chi cost, a bunch of follow-up effects through talents, and no forced movement. It’s also mainly ST, whereas Slicing Winds is a proper AoE ability.
The two spells are vastly different and still would be after my suggested fixes.
I really don’t see how you could come to this conclusion.
Well that doesn’t make any sense. You could maybe argue that Death’s Advance and Tiger’s Lust are somewhat equivalent, but then monks still have 3 Roll charges + a Lighter than Air dash after each one.
I agree on this the slicing wind in my opinion is the worst thing i feel like they have implemented i prefer serenity over that any time of the day. It’s a spell that was introdouced in plunderstorm, but being forced to use it for on hero tree is just horrible.
No offense guys it’s just my take on it. If it wasn’t forced i’d be fine with it.
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As an avid hater of serenity I would rather be forced into serenity all the time than ever even have a chance at having to use slicing winds.
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For what it is worth, what I would like is the new Jade Flash that they are giving brewmasters to be a choice node with slicing winds. This would allow a choice for a 30s cooldown between two already existing buttons, and even the modifiers would work well with both, to either improve damage or to have another chi builder.
I’m not a fan of Slicing Winds, either, but I can understand why some folks like it. While I don’t think it should just be removed from the game, it absolutely shouldn’t be a requirement for one of the Hero Talent trees. Hero Talents should only be built around baseline abilities, or talents we’re guaranteed to have to take, like RSK or FoF. At the very least, it should somehow work with both Slicing Winds and FSK.
I think my biggest issue with Slicing Winds is never being sure of how far I’m going to go. I played with it for a while when it was first added, and I could never tell if where I was going to land. The charge up for it should have really shown a circle on the ground indicating where we were going to land instead of a just the little progress bar that shows up now.
I fully agree, slicing winds is such a drag of a button to push. Charge abilities in general are frustrating and unnecessary, and SW removing one of the most useful movement skills just adds insult to injury.
Also not interested in WoO or the Shado Pan summon. Just because Monks were introduced with MoP doesn’t mean everyone who plays one is into Pandaren. Dopiest race in the game, IMO, and I’m not looking forward to seeing one on my WW.
having a choice node between SotWL and SW feels like it would be the best option as they both fill the same role when casted and would impact a rotation the least. not to mention SotWL will be a dead skill if its put up against WDP as literally every monk player i know will 100% take WDP over any other button as its strong aoe dmg and looks awesome with its animation/looks very monk-like.
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Good point. WDP would have to be worse by a decent amount for me to want to take Sotwl over it just because I like the animation… and sotwl is boring