The WW set bonus just doesn’t seem like it is made by a person who plays WW. In Serenity, assuming it will work inside it, you don’t have much time to pre-plan to maximize the CDR with all 3 spells (Ignoring whirling dragon punch because it hits like a wet noodle). On top of the little amount of auto’s we do. While it is a nice change that Dance of Chi-Ji procs it, it still doesn’t help the fact that ST SCK’s don’t feel good and if its a non-Dance of Chi-Ji proc it does less damage than an unbuffed Blackout kick. Things start to feel a lot better with Storm, Earth and Fire, giving you chance to pre-plan, however SEF lacks behind in ST and wastes your first Skyreach window with chi generation.
This is on top of an already clunky spec at the moment. Faeline stomp being the biggest offender, in my opinion. What is effectively a maintenance buff, restricted by a strict positional requirement feels really awful if any fight requires any movement with chi-burst on CD and no reset already banked. You already removed Rune of Power because it was very restrictive with movement and I do not see a reason why this spell is still in the game. It’s worse than Rune because it has no grace area, the branches at the end of the Faeline do not help in most scenarios as the boss is about 3 yards in front of the start of the Faeline and the branches are 15-20 yards away IN FRONT of the boss where you will get parried and there is always the chance that a boss in the future might cleave. Faeline stomp also adds an extra global that does not really feed into anything like Rising Sun Kick and Fists of Fury do with Xuen’s Battle Gear. Strike of the Windlord gets away with this as it is a fun button to press, does decent damage, and acts as a form of funnel with Thunderfist.
Another contention point in the WW community is the amount of nodes tied into Touch of Death. Tying a bunch of damage to the end of a pack in mythic plus does not really solve the “How do we level out a monks damage pattern while still making it a 2 minute burst class” problem. You have just added a burst every 1:30 after a pack has basically already been killed. Sure 1 Touch is useful to kill a prio-mob before it does its next dangerous cast but the cleave does not add much to that satisfaction. This is compounded at higher key levels where it takes longer and longer to get to the point you can execute Touch of Death and cleave it, but also if you end up killing the prio-mob before your second touch, and the other mobs aren’t in range, it feels like a wasted talent point.
CDR talents in the tree are dead. they do not do enough CDR for it to be worth dropping a point else where. If Xuen’s bond made Xuen a 1:30 cd with correct play, it would be really nice. Similarly with Spiritual Focus if it made SEF a 1m CD, or Serenity if it worked with it.
Serenity is just a worse Weapons of Order. I cannot for the life of me workout why we got Faeline Stomp but not Weapons of Order. A very well liked covenant ability that does what serenity does but better and adds some form of mastery scaling as at the moment, there is no benefit going Master over Versatility until very high levels of Crit and Vers. It’s the same amount of damage increase per %, yet Vers buffs Trinket damage and comes with Damage Reduction. Weapons of Order and Bone-dust Brew were at least ran in Shadowlands, besides niche usage of Soul-Shape on Dausegne in Sepulcher.
Bone-dust Brew is another boring talent in my opinion. It does not really interact with anything other than SCK. The 2 Nodes after it, Attenuation and Dust in the Wind, are not worth taking. Attenuation at least has some reason to exist. Dust in the Wind is nothing more than a lazy “oh damn what do we put there” talent.
On the class tree side of things, is White Tiger Statue, also known as Catue. It has no interactivity, all it does is sit there and pulse damage, and it’s worse offence, it’s on the global cooldown. It feels awful ~2m into a pull, ready to press your cooldowns, and you have to wait an extra second. At least the other 2 statues have their uses, some form of interactivity with their respective specs.
The gutting of Windwalking aura was massive blunder, 2 points for a 4% move speed and then later giving a 10% move speed aura to Augmentation is a joke. Windwalker doesn’t take Windwalking because it provides next to no noticeable move speed and costs 2 points that are put into Close to Heart and Generous Pour, as well as other DPS increasing talents.
Finally haste scaling. Haste reduces cd’s by a small amount, increases energy regen, and how long/short the Fists of Fury channel is. The most popular change I have seen thrown around is to keep Fists of Fury channel time static and make haste increase the amount of ticks in the channel. This would, at the very least, help us scale with stats further into the expansion rather than the Mid .1 - .2 patch drop off you see very expansion. It is a wonder that this problem has not been addressed after all these years. % aura buffs do not help this in anyway.
I think many Windwalkers are hoping for a rework at some point this expansion, myself included. After reading the reasoning behind Retributions rework (it being the only dps spec for the class and you wanting it to feel Viable) I believe many expected Windwalker to be next as Windwalker historically is the second worse performing raid DPS behind Retribution (see Babylonius’ Tweets about this). It is time. Keep the core gameplay the same because it’s a really fun spec when its not full of added button bloat, Excess resources or having to press extra globals to keep maintenance buff, or use a low damage proc in ST.