Was serpent sting’s duration set to 12s by default, regardless of haste? I can’t find that change in the patch notes, but I honestly really like it.
Yes.
It now works like every other DoT in the game, fixed duration, Haste increases tick rate and gives additional ticks within the same duration.
Vipers venom talent seems to proc a lot less now though which is disappointing.
Pretty sure it’s still that same 3 RPPM. Are you sure you aren’t just noticing the relative loss of haste due to the squish and loss of corruption?
Really? I didnt notice that. Ninja fix?
It was not a change that was announced, they snuck it in during the PTR like a month ago maybe
The change was announced. I’d have to find where it was.
It’s definitely been changed. The vipers venom proc nerf was def not announced though.
What nerf? The spell data still has it at the same 3 RPPM it’s been since BfA launched. Do you have anything more concrete than “it seems to proc a lot less now”?
Yes it’s called I actually play the class and spec a heck of a lot more than you.
And it’s blatantly noticeable.
But cool story bro. Please tell me about how many times blizz has said something and it not even been remotely the case or bugged entirely.
[citation needed]
Yes, of course, your feelings on it, and simply assertions about it, are definitely more reliable than the spell data.
Unless and until you can show actual evidence of a lower proc rate, your claims are just meaningless noise. There wasn’t a nerf to the proc rate. Go find something else to grab the torches and pitchforks about, it’s not like they’re hard to find atm.
Edit: and a reminder, most of us are operating at a rather lower haste value in the prepatch than we were used to before it. Haste directly increases proc rate. Are you sure you’re not just observing your lower haste?
Zzz troll.
To even further my point that you have no place in the discussion. Viper’s Venom is a proc chance based off of mongoose strikes.
It has no relation to haste or the length of serpent sting. Welcome to my ted talk.
It is RPPM. RPPM literally increases its proc rate by directly multiplying against haste. Learn the game mechanics if you’re going to try to be a know-it-all, yeesh.
Let me go create a rppm for you so that I can say it’s concrete evidence.
So while rppm exists, a number stated on a data page absolutely has no reflection on how it plays.
Again you can’t know this because you don’t even remotely play to the level that others here do.
I’m guessing you read up on all the hunter focus regen issue on a data page too. There’s no way that was bugged…even though literally all of us said hey it’s broken because we actually play the class a lot and felt it.
Bye now
You really don’t understand how RPPM works, do you. Like, it’s just black magic to you, isn’t it?
RPPM directly controls how a proc functions. Educate yourself:
I’m curious why you think you know how much I play or what level I play at. Are you assuming this demon hunter is my main? It’s not, not by a long shot, hasn’t been since like BoD. If you want the toon that was my “main”, at least for Ny’alotha (I largely skipped 8.2), that would be my rogue (who, btw, is notably ahead of you on progression and who I clearly raided on more, and more successfully, than you did on your hunter), with a light side of my hunter as I started settling on it as my SL main.
It was never “bugged”, in the sense that there wasn’t a code issue or such affecting it. You’re misunderstanding what happened here. In BfA, base regen for all 3 specs was 10/sec. SV had a hidden passive aura that reduced focus regen by 50%, and MM had one that reduced focus regen by 70%, for 5/s and 3/s respectively during BfA.
In SL, they decided that MM should have more passive regen. Since SV was already at 5/s, they decided to pin MM to the same, and since that was now 2 of the 3 specs at 5/s, they decided that that might as well be the base regen rate as well. So they reduced the base hunter regen from 10/s to 5/s, and removed MM’s -70% aura, because they wanted it to have the new 5/s base rate, same as SV. They added a passive to BM (Pack Tactics) that increases BM’s passive regen by 100%, returning it to 10/s as in BfA.
The problem is, they forgot that SV had that -50% regen aura in BfA, and thus forgot to remove it when making the change. They saw that SV had 5/s in BfA, and they weren’t intending to change that, so they didn’t think to look for things that needed to be changed to retain the existing behavior. They remembered to remove MM’s, because the entire point was to change MM’s regen. That is why SV was inappropriately set at 2.5/s until it was fixed, because they forgot to remove its aura. So it wasn’t so much “bugged” (as in an unanticipated code effect), it was simply a legacy aura they forgot to remove. Basically, human “bug”, not software “bug”.
It’s a mark of their inattentiveness to SV that they didn’t bother to test that, but it’s not a “bug” in the traditional sense of a software bug (though it was certainly unintended from a design perspective).
And, incidentally, that aura was in the spell data. That’s where the bug report came from.