Good Karma: redesigned - 100% of the damage redirected by Touch of Karma also heals you. <---- I believe 50% of damage given to monks should be returned as healing, not 100% but I’m not complaining my main is a monk though the reason I say this is because I want to see a touch of death be brought back to 50%
Rushing Jade Wind: now has a 1 Chi cost, a 6 second duration, and 6 second cooldown. <— Fair.
Touch of Death: damage reduced to 35% of your maximum health (was 50%). <---- Little upset but got to roll with the 5% damage bonus and Karma healing bonus.
Touch of Karma: damage redirected is now 70% of absorbed damage (was 100% of absorbed damage). <---- No complaints due to the top bonuses
I think the good karma change is fine where it’s at. There are a lot of situations where you don’t take enough damage from sources outside of raid boss damage, at the moment. It’s not that strong comparatively to warrent anything you couldn’t change with other sources of our healing. There isn’t really a need to reduce the talent specifically unless you don’t plan on having people play the talent.
I’ve wanted to see the spec return to a more sustained cleave type of damage for awhile now so I’m happy to see a redistribution.
I’m really not looking forward to the change to Rushing Jade Wind. That’s been one of my favorite abilities and a big source of AoE damage.
It was very much a “set it and forget it” type of ability. Activate it at the start of the fight and only turn it back on if it happens to shut off because you’ve run out of energy. I didn’t have to think about it.
Now, I’ll have to think about it. Spend chi on it. And work it into a rotation that I’ve grown quite used to, every day, for the last three months.
And I’m not really sure why? What was wrong with it being the way it was?
I get and I understand the other ability changes. I’m no monk expert, but I’ve absolutely noticed that my damage is very bursty, starts strong and tapers off the longer a fight goes on (unless it goes on long enough to get off another round of cooldowns), and generally requires trying to cheese Karma to do more damage. The changes to Karma and ToD, with the buff to other abilities, seems like it would make my damage less bursty, and more sustained. And that I can now use Karma more as a defensive cooldown than an offensive ability. I’m very much on board with these changes.
But I don’t get the RJW change. I’m not sure what was wrong with that. It was working quite well for me. I’m assuming this is only a change because some monks were using it to AFK farm or something.
Well Timmy, a lot of these just feel like bandaid fixes. If Blizzard really wanted to fix WW mechanically, they’d probably make a few of these changes.
A. Drop the cost of Tiger Palm by 10 or 15 energy. This would solve/reduce the energy starvation WW has atm due to 2 expacs of blizzard slowly slowing WW’s rotation down by increasing the cost of Tiger Palm by 5 energy in WoD and in Legion.
B. They could also revert Energizing Elixir to how it was in Legion. Solves the problem in A.
C. Return FoF to full cleave so that our cleave isn’t as dependent on SEF. The new Spinning Crane Kick trait is a good idea, but ultimately bad because it’s tied into Azerite traits and therefore isn’t something just innate in the spec.
D. Reneg one of the most asinine nerfs to WW in recent memory which was during the Legion -> BfA prepatch where Blackout Kick was nerfed by 27% to make it keep up in terms of Chi efficiency with Rising Sun Kick because during prepatch 2 BoKs > 1 RSK in terms of Chi efficiency. Then buff RSK by like 50-100% to keep the trend of 2 BoK < 1 RSK. And no a 100% damage buff to RSK would not be insane because it roughly does 10-13k a pop now depending on whether it’s on a player or on a mob.
This change would also go a long way giving more damage to WW outside of their CDs because we usually only get one or 2 RSKs off in 1 SEF duration and pretty few BoKs in the opening burst of a ToD.
So to summarize, I can’t say I’m too pleased with these changes.
Don’t think a 5% damage buff is going to make up for the ToK/ToD damage nerf.
Assuming you have around 160k hp (around 380 ilvl), ToK went from doing 160k damage every 1.5 min to ~56k every 1.5 min.
ToD wasn’t as big as a nerf since the 10% added damage to it from your own damage wasn’t nerfed. It’s a 24k damage nerf every 2min (again, assuming you have 160k hp).
Between those two nerfs, you’re losing about 1155 DPS with the ToK nerf and about 200 DPS with ToD nerf, so about 1300 DPS single target that you’re losing.
Which means you’ll have to be doing about 26.5k DPS single target to break even with the 5% buff and ToK/ToD nerf.
Not happy with the changes at all. 5% damage increase is pathetic. I personally am switching mains to a Boomkin. These changes still provide no reason to play WW over a Rogue or DH.
The RJW change feels like a massive nerf that is not been very noticed, here are some red flags to me.
It now has a GCD every 6 seconds attached into our rotation
The cost over 6 seconds use to be 18 energy, now at two chi per tiger palm it is 25 energy that it costs us per use (and it takes 50 energy to use Tiger Palm)
If hit combo was something baked into WW point number one could almost be a plus on some level but poor class design makes former kings of AoE clunky and sad.
I would have loved to seen a much higher buff to our DMG and a nice overhaul to our self heals, what once was an iconic characteristic to a class is now a laughing bulletin point of former times.
I am sure we will end up better than the worst so on some cosmic level we are “ok” since we are not last place but that stance and answer is lazy and dismissive. I don’t want others nerfed but us to be brought up to feel like we are top tier.
I say some of these things as a PvE player and some of these things as a PvP player.
I truly love this class, I have not turned back since I dropped my Moonkin in MoP, I am feeling warn down atm and wish I had some life pushed back into this class I adore.
Your losing a lot more damage than that. If you wanted to make the most outrageous example ever;
If we take Donn’s log here (Donn uses 1 trait of Meridian Strikes) then you can see his Touch of Death did 574,300 and his Touch of Karma did 626,000 damage over the course of the fight, or a combined 1,200,300 damage over 250 seconds. That is 2297 DPS from ToD and 2500 DPS from ToK.
Donn is grade A beef and after his vers procs and array switching along with Touch of Karma not only just absorbing up to 50% of his health but reflecting 70% of the damage, not 100% of it, Donn would have done 220k damage in the same situation down from 626k. That is 880 DPS.
ToD is a little tricky because of Meridian Strikes and Donald Big Beef is going to be on the extreme end due to the strength of the trait on the fight. If the Cooldown reduction wasn’t responsible for the additional cast he would have landed somewhere around 1600 DPS normally but bad news for Donn, his traits removed, no CDR means he losses a cast and his ToD would have been somewhere around 1000 DPS.
Donald big beef is losing a chunk of change. He’s going from 17k DPS to maybe the lower end of 15k on ToK alone don’t even get me started on the loss from ToD .
So while his beef is going to shrivel to an extent the final result will be somewhere around 15-16k DPS once you factor in that he’s going to have a new trait, gale burst, etc. Donn boy still losing about 8 - 9% of his damage until the new traits come out and he gets some gear. Other monks going to be a little less. It’ll definitely be fight dependent. Then of course like I said at the start this is the extreme example.
Not a huge deal. Double nerfing abilities sucks but I’d prefer it this way still.
We’re going to lose that burst phase on Fetid. We’re going to lose that top damage slot on G’huun burn phase. Priority target damage going to take a hit. It’ll be a buff in PvP and it’ll be big bonus for M+ and AoE/Cleave in general.
I agree, I like that they are removing focus from ToK/ToD and putting it on our standard rotation abilities. I also like the change to ToK making it give you a bubble instead of a debuff on a target. I just don’t think the 5% damage buff compensated for it, especially since WWs were middle of the road DPS in the first place. This change is a buff to trash damage but a nerf to boss damage.
And then we will likely just lose trash damage and gain the boss damage back whenever they do decide to finally go ahead and nerf FoF damage wise (and likely add that to either the other abilties or just go the general damage aura buff because that would be easier) like they tried doing on the ptr but then reverted since they hadn’t fully planned out what they wanted to do to nerf the burst aoe of classes they think do to much of it.
Loving the new PvP talents, gives some fun choices. Good move on shifting damage away from ToD and ToK. The FoF PvP talent for world content is just an absolute joy (wish it worked this was always hint hint).
I don’t mind the rushing jade wind change but it needs to have a 6 second cd but a 12 second up time, atm 6 seconds up time is just not a long enough duration and it falls off at the most inopportune moments. I enjoy that it gives another combo button and works with the opener at a 1 chi cost fitting in instead of a black out kick.
Things I’d like to see in the future. Give some of spinning crane kicks omph back, it’s lost it’s balls at a 5 stack cap, raise the stack cap to 10.
Atm monk is super fun but it’s bordering on the line of high effort low reward, I want that legion feel back where you’d play out a fight perfectly and see it reflect in your performance. Atm it’s a marginal increase because our kit is fairly weak especially in comparison to one button wonders like demon hunter.
just simmed my monk.
with the good traits now gone… I am now down 1k dps.
GG blizzard you just broke a perfectly fine working class.
The Medrian trait ( whatever it was called ) now dance of chi is a joke.
Don’t really care about doing more or less damage. I just want a fun flow to combat. I want to be able to make decisions on the fly and not feel so constrained by resources. None of these fixes seem to target the number 1 complaint. Energy starvation. It doesn’t make sense as a calm serene fighting class such as a monk and it’s not fun to play. I am seriously considering questing MW because it’s so much simpler and you never feel starved, just tons of options!
I picked up glory of the Dawn, and open palm strikes along with my Uldir raid trait and Im starting to feel a tad chi flooded. Not a bad thing mind you for raids as you spend of one more ability that can give your energy a chance to Regen but I am starting to face a RSK and FOF cooldown a bit harder now when i have spare chi.
a little upset. we got nerfed. before this patch on my raid team i was always number 1 in overall damage at the end of the night and usually 1-3 on boss fights. last night i was 4th overall and 6-7 on boss fights. rjw sucks now and its clunky to fit into the rotation. probably going back to combo strikes or xuen now.
The changes are nothing but nerfs. why nerf Rushing Jade Wind? in raids and pvp you have to turn it on and turn off to not break CC. overall upset with the changes.
Amortizing damage through the cooldown is a standard measurement, and apparently thought most players would overlook?
But then, 180, adding RNG to RSK damage on traits, amortizing proc rate of additional damage instead of applying generally to strikes between. This design team bewilders me.
Basic outline is this: WW is really soft. ToK swings made plays, but damage is dispellable. In PvE was strong and encouraged wise choices. Now, it’s mediocre and choices matter a bit less. ToD felt like a true Dim Make at 100%, but over the course of BFA, turned into a placid gimmick (Greater Pyro spammable and on par).
They are afraid of Legion Monk again. But Legion Monk happened because Strike of the Windlord being way too strong the entire expac. Who knows where to go from here to make WW fun again.
I simmed a 385 chest with dance of chiji against one with glory of the dawn and the chiji one is almost 2% better damage wise which is weird since I would think the extra damage from the dawn one would be better st wise. Out of the 3 I think I like the Chiji/Xuen ones more as one has an eventual proc even with bad rng, and the other has 2 procs per minute min.
Not sure how I feel about the dawn one as it feels like it barely wants to ever proc a lot of the time. That and I can’t tell if it is gaining any damage boost from having it proc during sef.