The fact that they still don’t have decent mobility is shocking. Please give this class a real mobility option so that I will want to play it again.
You can make it goblin for rocket boots or draktyr for double jump spam. Or worgen Darkflight.
Shadow has more than enough mobility / damage on the move options at this point to handle the movement requirements of high end content.
Or just play any class that isn’t priest since this is a game about mobility.
Mobility on priest isnt my issue with it. Mine is its still the only healer without an interrupt or needs to spec into their interrupt as dps spec and blizzard thinks thats fine.
They need to buff the actual speed gained from feathers and that would be good.
Would you believe me if I told you feathers used to be an 80% speed increase and people thought they were bad?
Mobility for priest is rank #2. Monk is the only greater leap and druid is equal to you (believe it or not. Disc and holy have spaces to equalize their placement but holy can be tricky!). Manage your speed feather.
The argument really isn’t about mobility as in how fast you can move.
It’s more about Displacement capability as in how quickly can you avoid or relocate yourself in any given environment/situation.
Priests lack a displacement type of ability.
This is even more interesting when you consider how Evokers ability to lower the cooldown on every classes movement ability yet for Priests it affects Leap of Faith which specifically puts Priests as the outlier in that they don’t benefit from a lower cooldown mobility spell for themselves that other classes gain access to.
You are hitting at a design problem I think and I couldn’t agree more. I wish they would move to a different encounter design approach. When I load up a video on a boss fight and it is 5+ minutes long I just wonder “Are we making it artificially challenging because we can’t figure out how to make it fun?”
I feel like Priests suffer more as the design of encounters evolve because we’ve traded fun and immersion for complexity and severity. This is due to them thinking this equates to engaging and fun gameplay.
Encounter design often has copious amounts of movement which hurts more cast time based classes’ experience (to saying be rid of it in total but it just feels so incessant at this point that it is just a given.) And the severity of mechanical punishment for a misstep feels so disempowering (tanks can’t defensive through a mistake and healers can’t bust a cooldown to mitigate either, so why do we have these spells?)
Whether it be raid or dungeon, I feel like we’ve gotten to a place where everything ticks high amounts of damage, if you stand in this you die, and if you don’t taunt at the exact right time you’re popped like a balloon. It is all so severe that it reminds me of work where everything is so urgent that nothing is. It feels like I’m listening to a kid design a game and said “… and then!”
This isn’t to say I don’t appreciate the game and the effort put forth. But I’d love to see more immersive and creative ways to play the game. Interactables to give buffs based on a class/profession, different choices in how to approach a dungeon/raid (think Priory disempowering bosses based on approach but given this isn’t new it should continue to be expanded on by now,) and more.
Use a dragon encounter as an example. What should a fight with a dragon feel like generally? The staples are a breath, flight, tail whip, and then what makes this dragon them unique? What about this specific location makes the encounter unique? How can we make the fight unique via player choice? Is it what lieutenants they kill first (and don’t) or is it where they choose to pick the fight with it? What other things could impact the fight design?
These are the kind of things that I’d love to see explore more than just “stack and spread, dispel right away but away from raid/on the boss or we all die, this one has ramping ticking damage, or energy boss bar fight.”
But maybe it is limitations due to the game having been created so long ago? I just hope WoW innovates sooner than later.