I think major problem right now with dps design is stacked cooldowns and how they quickly snowball into absurd multipliers.
Test on my retri pala on training dummy.
No procs, no final reckoning debuff on target, no buffs Final Verdict hit non crit 4k
Celestial Guidance and passive pvp trinket proc, pvp trink for primary stat, seraphim, wings, divine toll (+mastery from soulbind), final reckoning Final Verdict hit non crit 16k
I think it’s absurd and really shallow design. Some class is bad? Give it one more major cd to bandaid that. I’d really trade those cds to have consistent damage, maybe eye for an eye baseline and some mobility like preLegion 1st talent row.
I don’t know why Blizz keeps on adding more variables and X% increase damage abilities when it’s just dull.
this cooldown management is what separates normal and good players. That’s part of the rotation and that’s part of the design. Nothing wrong with it.
HOWEVER, a competent balancing team would also take this issue into consideration for pvp, because it’s ridiculous if a single attack of yours could take 80% of someone’s hp away with one hit.
So as long as they separate pvp and pve balancing, I don’t see anything wrong with it.
Why the hell buttons saying “Increases your damage by 400%” is good design? With that logic, let’s go further. Seraphim now increases all secondaries by 500%, Astral Shift now reduces damage taken by 99%. Let’s throw everything into cooldowns and we’re all will be fire mages doing burst for 5 seconds then kiting, hiding and waiting for 2 minutes until cooldowns are back.
No, it’s not good design. If you want, give all dps classes ONE major cd increasing damage maybe by 30% and increase their baseline damage so game will be interesting for more than 10 seconds every 2-3 minutes.
Boomy is OP, I sometimes raid/do M+ with him, but I hate it cause of nice burst and then doing almost nothing for 3 minutes. There is no even choice, you just HAVE TO play bursty night fae boomy or you’re a burden to the group.
Even M+ are designed around bursts - people have cooldowns? Pull 3-4 packs. They don’t? Pull 1.
The thing i’m saying is easy enough to understand.
With cooldowns, there’s something to think about. It’s a bunch of resources that you have to manage before each pull. It what distinguishes a good player and a bad one.
Without them (as you said, your damage is higher but no cooldowns), you’ll be doing the same rotation against everything throughout a run. It’s boring. It’s simple and there’s nothing skillful about it.
If you want to complain about druid and how you don’t have much for 3 minutes, maybe the better question would be to ask why you only have one instead of multiple cooldowns, so you could play around multiple. Rather than wishing it all to go away to make your life easier.
That wouldn’t really fix it though since the correct play is nearly always to use all your cd’s at the same time because they amplify each others effects and also starts comming off cooldown faster.
Maybe the solution would be to have a short shared cooldown between dps cds? Although, maybe not since then you would just pop them as soon you can, one after the other, with very little thought put into it.
Edit: Or maybe the base rotation could be more involved instead. Then you wouldn’t need CD’s to make it interesting.
It’d be good idea, but cooldowns should be less straight-forward. Imagine retri pala having wings, seraphim and divine toll on shared cd, people would find out which is best and keep using only that. If their cds would be longer than shared one then it’s still will be strongest first then weaker ones. Cooldowns should have shared cds AND some ‘complex’ mechanic behind them, for example: seraphim should be strongest on quick burst, wings for longer fight and utility, divine toll for aoe burst etc. So player have to make a decision not just push macro
I think pretty much everyone knows Boomie and Fire Mage are very Bursty with a small rotation and it looks like they might be getting round to it with the recent nerf to MM and calling it a bug fix.
Starfire? Doesn’t cost mana, low CD and no AoE Cap and basically damages everything in the combat area?
Yes NF is a factor here and i do hope the other covenants are going to be tweaked or just straight up moulded into a similar state NF is to make everyone happy.
Sorry i worded myself wrong i understand what you mean just i think convoke has made them more burstey and its nice to see boomkin do well in PVE for a change .
Totally agree. Giving classes multiple stacking offence CDs is the reason the game is so bursty. Healing in this season has been the most stressful ever.