There is something I have to get off my chest. But before I do I have to clarify that I do not hate on the game, I just want to point out major flaws I see in the current design of the Brewmaster.
The current Brewmaster iteration makes me wanna cry. My distaste for this spec is reaching unhealthy levels. This is the first time at a Boss that I just wanted the raid night to be over … and that’s coming from a guy who had way to many wipes on KJ and Argus mythic progression. Anyway in the following Post I want to explain why I am convinced that the design for the Brewmaster simply doesn’t work. Heads up, I am not a native speaker so pardon some mistakes I might make. I also won’t talk too much about azerite traits since we already know Blizzard is going to change the system with 8.2, so there is no need to beat a dead horse.
But let’s start with something positive. I like that Blizzard managed to find some use for every Tank specc by now. Brewmaster is the safe pick when you want to start a progression fight and like to see if you can swap him out for more dmg. You bring a Paladin for the unique Utility, DK for grips, Warrior for the MDI, DH for the memes and a Druid for the bench.
The gameplay is smooth, I rarely come to a point where I can’t press a button.
Now that we have the good stuff out of the way, let’s start with the issues.
- Abilities:
Let’s start with the abilities. Right now there are exactly 2 spells that you feel like having an impact on your gameplay and those 2 are Keg Smash and Iron Skin Brew (ISB). The other ones do not count;
- Breath of Fire is heavily undertuned (in regards to your other abilities), a button you can press ones every 15 sec, which does between ~4.5% (single target) and 7.5% (on aoe) of your overall-dps (+ a neglect able damage reduction) simply does not cut it. It’s just a button you press just for the sake of it.
- Blackout Strike is overloaded with dmg (~20-25% of your single target dmg), to the point where your gameplay starts to resolve around it’s cooldown. Hold up a minute that sounds quite nice right? Well yes and no. You see outside of the dmg it doesn’t offer much, sure you get a stack of elusive brawler but in aoe fights those stacks are unreliable at best and on single target fight you actually want to get hit so you have the right amount of stagger (later more about this). The high dmg component also makes the other spells less impactful, but then again if you would just lower the dmg number of Blackout Strike, it would become completely obsolete.
- Tigerpalm is just there so you don’t cap energy. That’s it, regarding the brew generation I will come back to this later.
-Rushing Jade Wind (RJW) is technically a Talent but let’s be honest it has become a baseline Spell for all Brewmaster. RJW does dmg and nothing else, it increases the amount of button mashing. Im not saying button mashing is a bad design, I actually like high pace gameplay, but I want at least some thought put behind the buttons I am going to press. RJW is lacking in this regard it just helps to get to your next Blackout Strike. You could argue it helps in dungeons with threat and dmg, but your threat generation is frontloaded into Keg Smash, while rjw only helps out as a secondary tool. The threat it generates is too low to keep the aggro from decent dps players.
Overall the abilities are missing interactions with each other and the high dmg component from Blackout strike makes the other spells less potent, this is amplified by the high amount of auto attack dmg (~17% on single target) generated.
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Energy:
Energy does not matter in the slightest. You generate enough energy by default, so you don’t have to think about it. Furthermore you don’t even have a reason to spend energy in the first place since Blackout Strike is way more potent than all the energy based spells (with the exception of a 3 orb Expel Harm). But if you don’t have to think about your resources, what’s the point of having them? Why is there no energy builder? That is the reason why other energy classes actually have to think at least a bit about their management, they have a secondary component tagged on to manipulate the energy bar. If blizzard would remove energy by tomorrow, it wouldn’t make a difference gameplay wise. And If you can make this assessment as Developer you might want to ask yourself if the system in place is doing the right thing. -
Stagger:
Now let’s take a look at the most iconic mechanic Brewmasters have. Stagger in itself is a nice idea, yet it has one mayor flaw… it’s a balancing must be a nightmare. It’s either useless or broken. The sad thing about it is, since the pruning happened, it’s the only dial Blizzard can work with for defensive purposes. Health, Armor and Mastery are a nice to have but it’s the stagger where the magic happens. This leads me into the next section… -
Brews:
Since the baseline stagger is too low to let you survive harder hitting bosses, you have to press ISB and hey you can actually see and feel the difference the ability does. The issue is that now you have to make the brew generation very generous for mainly 2 reasons:
- (1) The 1st reason is that even weaker/unexperienced player have to be able to get at least a 95% uptime otherwise they could not play the spec in a team environment, since they would die from the low baseline stagger. But you can’t increase the baseline stagger since what would be the point of having ISB in that case?
- (2) The 2nd reason for a generous Brew generation lies within Purifying Brew. Since it is a Spell in the Spellbook there has to be some use for it. Since it’s sharing its cooldown with ISB you need to generate more than 100% ISB uptime to just make the player even consider casting it. But if the brewgeneration becomes this high, it takes away the thinking process of managing a resource. At this point it has become an equivalent to energy. It’s just there for the sake of it, not because you have to make decisions around it. Furthermore it devalues Tigerpalm and Keg Smash even further since their Generation Component becomes close to being obsolete.
Now it would be unfair to look at those pieces only in a vacuum and yes the result you get is a very fluid gameplay. But you trade the flow for engagement; you will very rarely have to change your rotation or even pay attention to the screen. But maybe the Talents might safe it, since that’s what talents are supposed to be now, smoothing out the gameplay and bring in some change of pace, right?
- Talents:
- The 1st row only has 1 and a half dead talents, which isn’t too bad, but my question is, why is there still Chi Wave? The random bouncing doesn’t help the sustaining yourself reliably, so why isn’t Zen Sphere back in the game? This leaves you with Eye of the Tiger as default pick.
- The 2nd row is actually great, I have no complains with this one. Every Talent has it’s niece and it can make huge differences in certain fights (Tiger’s Lust on Jaina; Celerity on Blockade when you are on soaking duty)
- The 3rd row Spitfire is memebuild for pvp and that’s it. The dmg per gcd is less than a Blackout Strike Black, so you won’t press it even if it proccs. Ox Brew is in a vacuum a great talent it even surpasses the default pick in the row. Yet the default pick is already generating enough brews in conjunction with Keg Smash. Furthermore if you take a raid setting into account when you can’t always hit the boss Black Ox Brew loses potential and since the energy isn’t a problem there is no real reason to pick it (Yes you can pick it and some people prefer it over Light Brewing, but it still is based on the current energy and brew generation not a gamechanging talent).
- The 4th and 5th row are fine. They add a 2nd layer of cc and defensive abilities to your kit. Nothing that adresses the stale rotation or the overarching issue with energy and brew generation.
- The 6th row has 2 dead talents, Special Delivery and Dave. Both are suffering from the same issue. RJW is just a must pick. First off, it fills the empty spaces in the rotation you have to wait for Blackout Strike to come off the 3 sec cd, second of all the energy not being an issue takes rjw into consideration. You can’t sustain multiple Tigerpalms in a row to fill in the gaps between the Blackout Strikes with the current energy generation. So if you take RJW out, you trade away the smoothness of your gameplay for a 3 minute cd and that is no fun.
- The 7th row is heavily flawed, but the easiest to fix (nerf High Tolerance or buff Blackout Combo). Guard does nothing that I couldn’t do with Blackout Combo instead. Blackout Combo is something nice, why it is still not baseline boggles my mind, yet here it has to compete with High Tolerance, a talent which outperforms Blackout Combo in both regards dmg and defense. High tolerance enhances all the other problems. The haste factor makes it so that your auto attacks and dealing more dmg, which in return makes your other abilities, feel unrewarding to press. It also discourages you to use Purifying Brew which in return amplifies the abundance of brews which begs the question of why you should have them in the first place, since there is no thought you have to put behind them.
The last part goes out to azirite. You already know how they are, the just buff up your stats in the best case make you annoyed by for dropping into moderate stagger (looking at you Staggering Strikes) in the worst case can.
Alright I’m done. As you can see abilities that are supposedly trying to weave into each other are more or less blocking the gameplay from feeling rewarding. The gameplay just happens without you the player thinking about it. One solution I would like to propose is to bring back chi for the Brewmaster so you can add some complexity back into his kit and make him feel rewarding to play again.
Thanks for reading this post (now go and reward yourself, you deserve it). I hope I could convert some of the frustration, from some of the Brewmasters out there, into words. At least I am feeling better now after writing this post. Looking forward to feedback and some good discussions.