Grz

Reader
Last edited
The thing I don't like the most is how the "mana solution" is jammed into a talent tree that very few competitive 95s, if any, uses, and the same applies to the spell Vampiric Pact. Vampiric Pact was okay when you were too lazy to optimize your gear on mid-levels (lv70ish+). In the small window that I used it, its cooldown was way too long to deserve a permanent place in my weapon. The only way I can see this spell useful is if it had just a small window of downtime, but then you'd say it would make Well Read less useful. Truth is, Well Read is enough mana solution for most Shadows. Some just have a bad habit of spamming spells especially Contagion.

One thing of positive note is that all curses detonate upon Orb explosion now. So that would make sense if Orb shouldn't detonate with over 90% chance now. This increase to 60% (from the nerfed 40%) will really help us Shadows feel less salty from a patch that gave nothing. (P/S: I can't find the connection between increasing chance to 60% resulting to players casting Orb less often and all this stemming from mana issues? Don't we try to get in curses as fast as we can then detonate as soon as possible?).
 

Lalocat

Adventurer
Characters
Lalocat Vla Laniss
Platform
  1. Android
  2. PC
Let’s not forget that the 40 talent point ultimate is useless now since orbs removes all stack. Stacks that DO NOT provide any damage until they hit 30. So you choose either orb burst damage or wait for a 30 stack. If they wanted to reduce SP dps by a certain % they should have just reduced damage done by abilities by that % instead of screwing with the mechanics. Many of us worked hard to get perfect gear to do the dps we were doing and it all got destroyed by patch.

This change makes no sense at all. Why make the 40 point ultimate completely worthless? It's not like this is a fancy build hybrid issue like some other nerfs. The five point talent of the class nullifies the 40 point talent of the same subclass. Just why?? I mean, it's not like it was amazing to start with but now it might as well not even exist.
 
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Platform
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This change makes no sense at all. Why make the 40 point ultimate completely worthless? It's not like this is a fancy build hybrid issue like some other nerfs. The five point talent of the class nullifies the 40 point talent of the same subclass. Just why?? I mean, it's not like it was amazing to start with but now it might as well not even exist.
Yeah removing obs removing stacks was pretty bad idea. I run elders 2x a day with 2 different groups on 2 different classed toons and our run times are 1 min longer on average now.
 

SprigOfHalcyon

Master Farmer
Royal Guardian
Platform
  1. Android
  2. PC
I'd like for the orbs to not get rid of soul corrupter. The previous state where orbs Added to soul corrupter was def OP. But, removing all stacks just seems too complicated! I'm at 20 stacks let's say. Do I cast shadow orbs? It is 21k damage base, the explode chance is 40% now, if it doesn't explode, the damage from the orbs is good to have. If it does, then I lost getting 23k (approx?) base damage in 3-4 seconds in the future (assuming 3-4 stacks of soul corrupter per second). The benefit of the DoTs exploding is nice, but really no benefit until I get the DoTs re-cast. If I'm not sure they will explode, I won't be already clicking to recast them and with lag, I might have a bit of a gap in recasting them. The 30% increased crit chance I guess is the main benefit, but that's a pretty big benefit.

If I wait until soul corrupter goes off, then I've lost 2-4 seconds of "cooldown time" on shadow orbs! At a 4-5 second cooldown, that's losing at least half a cast, maybe a whole cast. If I don't wait, and the explode, it's just complicated to know what's best!

Probably exploding the DoTs is still best... but hard to say.

Mana seems fine to me. If you run a pot all the time (once per 30 seconds) and don't re-cast DoTs that are already running, it seems to be decent. That's less mana pots than before the patch!

Definitely a big reduction in damage comparatively, though, but we were a bit OP before.
 

Grz

Reader
Easy... if the orb detonated, then make soul corruptor also explode for that feel-good big damage, no matter how many charges were in.
 

Agber

Citizen
Characters
Catweazel, treesplit, Sister Edith, Little Syb, Parabola
Platform
  1. PC
It is hard to determine what the feats are doing. Bolt, Darkfrost and Orbs basically have the same function, damage.
Cannot work out what is detonating curses, previously it was a sure fire thing.
I like the Rebuke effect.
Have found that using feats in a particular sequence helps. Against formidable foes, this is more important. Boost Masteries, Condemn, Bolt, Contagion, Vampyra and Orbs. But is Orbs actually doing anything ? not sure.
Also my Shadow Priest is L81 only a single rebirth, and short a few feats yet.
 

Cosmickitty

Bog Frog
Platform
  1. iOS
It is hard to determine what the feats are doing. Bolt, Darkfrost and Orbs basically have the same function, damage.
Cannot work out what is detonating curses, previously it was a sure fire thing.
I like the Rebuke effect.
Have found that using feats in a particular sequence helps. Against formidable foes, this is more important. Boost Masteries, Condemn, Bolt, Contagion, Vampyra and Orbs. But is Orbs actually doing anything ? not sure.
Also my Shadow Priest is L81 only a single rebirth, and short a few feats yet.
Orbs detonation rate used to change with your shadow power, now it’s just a flat %. nothing you do will change that % except praying to the rng gods
 
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SprigOfHalcyon

Master Farmer
Royal Guardian
Platform
  1. Android
  2. PC
Easy... if the orb detonated, then make soul corruptor also explode for that feel-good big damage, no matter how many charges were in.

Well, that would be crazy OP! haha. I think just not having the orbs cause the stacks to go away would be fine. Doesn't seem overpowered or anything.
 
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V

Mad Otter Games
Developer
Last edited
I think just not having the orbs cause the stacks to go away would be fine. Doesn't seem overpowered or anything.

This change can be made along with the increase in detonation chance from 40% to 60%.

The original intent behind the Soul Corruptor removal was to provide players with a more DoT focused playstyle with Soul Corruptor and Darkfrost as well as encouraging players to make a decision as to whether or not it would be worth it to Detonate an enemy based on the number of Soul Corruptor charges they held. However, it seems to be causing frustration among players so the Soul Corruptor removal can be.. removed.

That being said, Shadow Priests were clearly designed in such a fashion where mana was intended to be their main limiting factor - and this is how shadow worked for a long period of time. With the introduction of the instant mana restoration from crafted potions, players were able to get around this limitation easily and shadow priest damage suddenly had no bounds when that mechanic was coupled with their quick cooldowns.

When removing the instant mana restoration from potions, the decision was made that high mana costs would no longer be the core limiting factor for Shadow's damage, and thus they received several buffs to their mana related spells and talents. Shadow priests, as others have already stated, were overtuned and understandably players grew used to it over the years. However, some limitations had to put in place, otherwise shadow would continue to remain overtuned.

Some upcoming changes for Shadow include:
  • Vampiric Pact's cooldown will be reduced by 60s
  • Unstable Power's detonation chance will be increased by 20% (40% to 60%)
  • Detonations will no longer remove Soul Corruptor charges
  • Detonations will no longer have a 30% critical chance bonus
  • Potentially some way / mechanic for Shadow to increase their odds of Detonating. This can be added if Shadow is struggling after the above changes. It will not scale with Shadow Power though, as that can effectively become a constant 100%.
 

SprigOfHalcyon

Master Farmer
Royal Guardian
Platform
  1. Android
  2. PC
With the introduction of the instant mana restoration from crafted potions, players were able to get around this limitation easily and shadow priest damage suddenly had no bounds when that mechanic was coupled with their quick cooldowns.
  • Detonations will no longer have a 30% critical chance bonus

Yeah, definitely OP before with the infinite mana. But also boring in the sense mana skills and stats didn't matter, so it is good for mana to matter.
With 60% chance to detonate and no longer any critical boost, will be interesting. I guess the big damage boost is corrupting plague going off. Gloom is already pretty quick to finish its dots.

I like the idea you have of having two "types" of shadow priest, one DoT focused, one Explosion focused, but I just don't think we can go that way yet. Would need to revamp some more things perhaps?

The fact that soul corrupter comes with +40% shadow power means every high level shadow priest is gonna have it anyways, would have to make the differentiator some other talent (or an ability you toggle earned at the same spot as soul corrupter?).
 

Big Lee

Citizen
Platform
  1. iOS
  2. Android
60% chance of detonation, zero chance of critical hit, and I want you to make the best of your fifth point, which is
  • Potentially some way / mechanic for Shadow to increase their odds of Detonating. This can be added if Shadow is struggling after the above changes. It will not scale with Shadow Power though, as that can effectively become a constant 100%.
 

GoGoGadget

Servant of Mallok
Characters
GoGoGadgetGo
Platform
  1. Android
  2. PC
Shadow priest are still topping damage charts even with 40% detonation. I guess people want to top them by miles. Imo the detonations should go away totally and shadow should be about DoT damage and not burst damage. Enhance the dark accelerant to scale with shadow power so there would be like 80-90% chance at best and add the extra critical chance to that and remove orb detonations or make them very low chance just as curiosity like 5-10% chance and shadow would make more sense.
 
Platform
  1. iOS
This change can be made along with the increase in detonation chance from 40% to 60%.

The original intent behind the Soul Corruptor removal was to provide players with a more DoT focused playstyle with Soul Corruptor and Darkfrost as well as encouraging players to make a decision as to whether or not it would be worth it to Detonate an enemy based on the number of Soul Corruptor charges they held. However, it seems to be causing frustration among players so the Soul Corruptor removal can be.. removed.

That being said, Shadow Priests were clearly designed in such a fashion where mana was intended to be their main limiting factor - and this is how shadow worked for a long period of time. With the introduction of the instant mana restoration from crafted potions, players were able to get around this limitation easily and shadow priest damage suddenly had no bounds when that mechanic was coupled with their quick cooldowns.

When removing the instant mana restoration from potions, the decision was made that high mana costs would no longer be the core limiting factor for Shadow's damage, and thus they received several buffs to their mana related spells and talents. Shadow priests, as others have already stated, were overtuned and understandably players grew used to it over the years. However, some limitations had to put in place, otherwise shadow would continue to remain overtuned.

Some upcoming changes for Shadow include:
  • Vampiric Pact's cooldown will be reduced by 60s
  • Unstable Power's detonation chance will be increased by 20% (40% to 60%)
  • Detonations will no longer remove Soul Corruptor charges
  • Detonations will no longer have a 30% critical chance bonus
  • Potentially some way / mechanic for Shadow to increase their odds of Detonating. This can be added if Shadow is struggling after the above changes. It will not scale with Shadow Power though, as that can effectively become a constant 100%.
Having a shadow I agree with theses changes. This will balance out the salty-ness of the nerf we just got. I would ask to add the DPS boost % (show) with vamp active so players can judge what they want. In that the talents moved from Burden of power to vampire pack feat can weighted out. The reduction to 1 min and a some seconds (build depending) will also make that talent way more appealing.
 

SprigOfHalcyon

Master Farmer
Royal Guardian
Platform
  1. Android
  2. PC
Shadow priest are still topping damage charts even with 40% detonation. I guess people want to top them by miles. Imo the detonations should go away totally and shadow should be about DoT damage and not burst damage. Enhance the dark accelerant to scale with shadow power so there would be like 80-90% chance at best and add the extra critical chance to that and remove orb detonations or make them very low chance just as curiosity like 5-10% chance and shadow would make more sense.

It's all warrior (or hunter with bug) at the top of our charts. Maybe our shadows aren't gud enough.
 

Big Lee

Citizen
Platform
  1. iOS
  2. Android
I m 95s shandow priest,After testing, my current dps has decreased by 30%. We hope that the critical hit rate will not change when the detonator is increased to 60%, otherwise the dps may not be half of the original.
 
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SprigOfHalcyon

Master Farmer
Royal Guardian
Platform
  1. Android
  2. PC
I m 95s shandow priest,After testing, my current dps has decreased by 30%. We hope that the critical hit rate will not change when the detonator is increased to 60%, otherwise the dps may not be half of the original.

Yeah, I'd say my DPS is decreased roughly similar, some of which was warranted, of course!
 
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