Thanks for all the feedback. There are a lot of issues being discussed here, but a few stand out as core rotational problems we'd like to address. There's not a specific final plan yet, so be warned there may be works in progress in upcoming PTR builds.
. During 7.1.5 iteration, we agreed with a lot of feedback that
gave the most fun version of the basic rotation (as opposed to the spammable 대지이빨
, or the slower
we tried for a time on 7.1.5 PTR). Furthermore, a lot of the talent balancing and related issues on the spec are caused by flipping between the GCD-filled Rockbiter rotation and the charge-driven
We are planning to make
baseline (possibly with the name 대지이빨
). The choice would likely be to take a passive talent on L15 that leaves the gameplay identical to using
now, or use 바람노래
but still have a generator with a 6s recharge time.
has been a bit of a thorn in the side of 고양
pacing throughout this expansion. A proc that has you press a major spender twice is already at risk of having that feast-or-famine feel. The talent making you press 폭풍의 일격
three times in order to get it back on cooldown is an even bigger culprit. At every passing moment, you either don't get a proc, or you do get one and suddenly have to spend 3 GCDs and 80 Maelstrom to deal with it (not to mention that 폭풍의 일격
has a reasonable chance of proccing 폭풍인도자
yet again, especially as mastery increases).
We're deciding how much of this we can or should unwind in a patch, but redesigning 폭풍
may be a somewhat surgical way to get at this problem. Namely, the problem of the button priority and resource usage being overrun by frequent (but not predictable) endless chain 폭풍의 일격
s. We tend not to like totally reworking popular talents, but 폭풍
has no good way to gradually tune it down. And in any case, amplifying the difference caused by getting vs. not getting 폭풍인도자
procs is a result we want to avoid.
Usual reminder that these two changes will likely have a significant impact on DPS tuning, that we'll evaluate when we decide the details of the designs.