Midnight Alpha änderungen Verstärker

  • Enhancement
    • Developers’ notes: Going into Midnight, we are aiming to reduce the amount of information to track for playing Enhancement Shaman optimally. To achieve this goal, we are looking into reducing the number of buttons, auras, and spell highlights to track, while heavily keeping in mind how it feels to play Enhancement Shaman. In addition to the core Enhancement changes, we are aiming to reduce the overhead of understanding two different Hero Talent rotations. The hero talents have affected the rotation a bit more than we’d like. We’re making adjustments that will allow these Hero Talents to fit into Enhancement’s core rotation more naturally while preserving what is unique about them.
    • Apex Talents: Storm Unleashed
      • Each Maelstrom Weapon spent has a 2% chance to cause your next Crash Lightning to ignore its cooldown. The weapon enhancement effect of Crash Lightning may now overlap.
      • Maelstrom Weapon spending abilities deal 8%/15% increased damage. Weapon Imbuements deal 10%/20% increased damage.
      • Crash Lightning electrocutes the area struck, dealing 50% of its damage 2 additional times over 2 seconds, and its weapon enhancement effect now increases auto-attack speed by 15%.
    • New Talent: Overcharge – Critical strike damage of Nature abilities increased by 40% of your critical strike chance.
    • New Talent: Stormbind – Critical strikes of Nature abilities reduce target’s movement speed by 60% for 5 seconds.
    • New Talent: Ride the Lightning – Stormstrike and Lava Lash unleash Chain Lightning at 100% effectiveness that deals 20% reduced damage with each jump.
    • New Talent: Elemental Tempo – Elemental damage increased by 10%. Each Maelstrom Weapon stack consumed reduces Stormstrike and Lava Lash cooldowns by 0.3 seconds.
    • New Talent: Lightning Strikes – Consuming 10 Maelstrom Weapon stacks increases next Stormstrike or Lava Lash damage by 25% and causes them to generate a Maelstrom Weapon stack.
    • New Talent: Thunder Capacitor – Lightning Bolt and Chain Lightning deal 20% increased damage and have a 20% chance to refund Maelstrom Weapon spent.
    • New Talent: Chaining Storms – Chain Lightning now jumps to 2 additional targets and deals 10% increased damage.
    • Forceful Winds has been updated – Windfury has a 10% additional chance to trigger, and its damage is increased by 50%.
    • Maelstrom Weapon has been updated – Melee damage has a chance to generate Maelstrom Weapon, stacking up to 5 times. Each stack reduces cast time of Lightning Bolt or Chain Lightning by 20% and increases their damage by 20%.
    • Raging Maelstrom has been updated – Maelstrom Weapon can now stack 5 additional times.
    • Overflowing Maelstrom has been updated – Lightning Bolt and Chain Lightning can consume up to 10 Maelstrom Weapon stacks.
    • Crash Lightning has been updated – Electrocutes enemies in front, enhances weapons for 12 seconds, causing Stormstrike and Lava Lash to discharge Nature damage split between up to 5 enemies.
    • Voltaic Blaze has been updated – Replaces Flame Shock, instantly shocks target and 5 nearby enemies, applies Flame Shock, generates 1 Maelstrom Weapon, and always critically strikes. 10 second cooldown.
    • Surging Elements has been updated – Sundering grants 15% Haste for 12 seconds and generates 5 Maelstrom Weapon stacks. Now a 1-point talent.
    • Primordial Storm has been updated – Sundering transforms into a single-use Primordial Storm for 15 seconds after cast.
    • Sundering has been updated - No longer incapacitates, cooldown reduced to 30 seconds baseline.
    • Feral Spirit has been updated – Sundering summons 1 Fire Feral Spirit, Doom Winds summons 1 Nature Feral Spirits. Feral Spirits grant 5% increased Fire/Nature and Physical damage for 8 seconds.
    • Ascendance ability has been updated – Replaces Doom Winds. Transforms into Air Ascendant for 15 seconds, unleashes Doom Winds, reduces Stormstrike cooldown and cost by 60%, transforms auto attacks and Stormstrike into Wind attacks that bypass armor and have a 30 yard range. Maelstrom spenders have 0.5% chance to unleash Doom Winds while Ascendance is inactive.
    • Deeply Rooted Elements has been updated – Replaces Doom Winds. Each Maelstrom Weapon stack consumed has 0.6% chance to activate Ascendance for 8 seconds.
    • Ashen Catalyst has been updated – When Lava Lash strikes a target affected by your Flame Shock, its cooldown is reduced by 2 seconds.
    • Fire Nova has been updated – Voltaic Blaze generates 2 additional Maelstrom Weapon and has a 30% chance to cause Fire Nova, erupting fiery damage from Flame Shock targets to up to 6 enemies within 8 yards.
    • Thorim’s Invocation secondary effect has been updated – During Ascendance or Doom Winds, Stormstrike, and Crash Lightning consume up to 10 Maelstrom Weapon to discharge Lightning Bolt or Chain Lightning at 100% effectiveness. If available, discharges Tempest instead.
    • Raging Maelstrom now has an additional effect – Consuming Maelstrom Weapon causes your next Healing Surge or Chain Heal to gain 100% of the benefits of Maelstrom Weapon based on the stacks consumed.
    • Hot Hand may no longer trigger from melee auto attacks during an active Hot Hand.
    • Hot Hand duration reduced to 8 seconds (was 10 seconds) and now reduces the cooldown of Lava Lash by 25%/50%.
    • Crash Lightning damage increased by 40% and cleave effect damage increased by 130%. Cooldown increased to 15 seconds (was 12 seconds).
    • Thorim’s Invocation now additionally increases Doom Winds duration by 2 seconds. No longer increases Lightning Bolt and Chain Lightning damage by 20%.
    • Static Accumulation no longer grants 20% chance on Lightning Bolt and Chain Lightning to refund Maelstrom Weapon.
    • Stormflurry now has a 20% chance and correctly multiplies damage of subsequent Stormstrikes and their added effects like Crash Lightning cleave.
    • Improved Maelstrom has been integrated into Maelstrom Weapon and removed from the talent tree.
    • Many talents have changed positions in the talent tree.
    • The following talents have been removed:
      • Alpha Wolf
      • Crashing Storms
      • Elemental Blast
      • Elemental Spirits
      • Flowing Spirits
      • Hailstorm
      • Ice Strike
      • Improved Maelstrom
      • Legacy of the Frostwitch
      • Molten Thunder
      • Primordial Wave
      • Tempest Strikes
      • Unrelenting Storms
      • Witch Doctor’s Ancestry

Was sagt ihr zu den Änderungen in der Alpha zu Midnight? Ich hoffe das bleibt nicht so. Fühlt sich an als ob der Verstärker sehr beschnitten wird

Absolute Frechheit:
Jeder andere Spec in diesem Spiel hat 1–2 AoE‑Spells.
Der Schamane hat +vier.

Assassination‑Rogue wurde von Stealth‑Dot zu „put dot up and press Crimson Tempest“ geändert.

Der Verstärker hat weiterhin: Crash Lightning, Chain Lightning, Flame Shock, Fire Nova, Sundering / Primordial Storm und Voltaic Blaze.
Der Elementar‑Shamane: Chain Lightning, Flame Shock, Earthquake, Lava Burst und Voltaic Blaze.

Der Elementar‑Shamane hat zudem den Vorteil, dass diese AoE‑Optionen die Single‑Target‑Rotation kaum beeinflussen.

Beim Verstärker hingegen ist das AoE‑Gameplay fragmentierter: Flame Shock verteilen mit Voltaic, dann Sundering für Primordial Storm, anschließend Crash Lightning damit Stormstrike und Lava Lash Cleave‑Damage leisten, dann Maelstrom‑Stacks für Chain Lightning einsetzen und Voltaic (FireNova) + Sundering + Primordial Storm + Doom Winds + Crash Lightning auf CD halten.

Diese Abfolge ist komplex und erfordert mehrere aufeinander abgestimmte Aktionen, statt auf ein oder zwei konsistente AoE‑Mechaniken zu setzen. Das erhöht die Komplexität des AoE‑Gameplays im Vergleich zu anderen Klassen.
Beispielvergleich: Ein Fury‑Warrior nutzt Whirlwind als zentrales AoE‑Werkzeug, wodurch die Entscheidungsfindung und Rotation übersichtlicher bleibt (z. B. BT: 2× Raging Blow → Rampage → Whirlwind für Reset).

Paar Zahlen:

Flameshock Uptime: 18 Sec.

Voltaic Balaze: 10 sec. CD + 8 Mealstrom Stacks → Um ein 18 sec. Flameschok zu überschreiben damit ich Fire-Nova Proc bekomme.

CL: 12 Sec. Uptime bei 15 sec. CD.

Sundering/Primordial Storm: 30 Sec. CD in Total wobei 15 sec. Aufteilung zwischen den beiden.

Dann soll ich dazwischen noch Lavalash und Stormstrike packen?

Wenn eine Klasse so viele AoE Spells Benötigt um AoE zu machen, dann ist das Design einfach Fragwürdig.


Wieso funktionieren Stormbringer und Totemic komplett unterschiedlich?

In Stormbringer kann Crash Lightning noch als Single‑Target genutzt werden. In Totemic ist Crash Lightning hingegen praktisch unbrauchbar. Das bedeutet, Crash Lightning ist für Single‑Target stark überbewertet, wird aber als Must‑Have‑Talent dargestellt.

Totemic nutzt stattdessen Sundering und Hot Hand‑Procs für Schaden. Stormstrike wird in Totemic meist als Füller in Downtime eingesetzt. Welcher Mehrwert hat also Crash-Lighning, wenn Voltaic Blaze 400Spell-Power mitsich bringt und dann noch mit „Overcharge“ skaliert? Dazu bringt es ein 10 Sec. CD + Maelstrom-Generator von +5. Was die Uptime von HotHand beeinlusst und in Stormbringer viel besser mit Maelstrom Scaliert als Crash Lightning.

Zu Totemic:
Totemic in Kombination mit Hot Hand benötigt eine Funktionsänderung.
Es kann nicht sein, dass dieses Hero‑Talent so stark von Hot‑Hand‑Procs abhängt. Es wäre sinnvoller, wenn Hot Hand stattdessen die Mastery oder die Interaktion mit Lava Lash ändert, sodass Lava Lash sich selbst zurücksetzt. Konkreter Vorschlag: Lava Lash mit 2 Charges und 8‑Sekunden‑CD, Stormstrike 18‑Sekunden‑CD.
Wir haben bereits zwei deutlich unterschiedliche Hero‑Talente, die die Fähigkeiten unterschiedlich nutzen. Hot Hand und Totemic sollten so angepasst werden, dass sie statischer und weniger proc‑abhängig funktionieren. Dadurch reduziert die Fehlertoleranz und es entsteht keine Unklarheit mehr, ob Lava Lash oder Stormstrike Priorität hat, insbesondere wenn Stormstrike 2 Charges besitzt und Stormsurge proct.

Gelegentlich stellt sich die Frage, welche Designentscheidungen hier getroffen wurden.