Lots of great feedback here on the latest build so far. Thanks.
- It's a fun playstyle option for people, but having both defensive (even without it being an increase to 沸腾血液
, it's still more 醉拳大师
stacks) and offensive value (more 火焰之息
s for damage), it's hard to fit it anywhere in the talent tree, and it complicates artifact trait values. We're going to just cut if for now (may return at some point in the future when it fits in better). Niuzao will return, and will simply deal more damage to make him competitive with the row.幻灭连击
- Yeah, the 2sec rotation is problematic. Some people like the frantic gameplay, but we think other talent combinations deliver on that better anyway. The main problems with it are that it invalidates a ton of other talent choices, actually *reduces* rotational choice because you just combo everything instead of having to choose what you combo, causes energy capping issues, is a massive buff to the talent potentially upsetting talent balance, and is too fast-paced without any other contribution. We're going to return it to 3sec, where you can pair it with other GCD-filling talents to create the frantic playstyle if you prefer, without causing the above issues.沸腾血液
- Baseline, Hot Blooded is very strong. 1% DR per bronze trait is already on the extremely strong side. The Legendary chest was created with 沸腾血液
in mind as its defensive benefit. But that gets a little out of hand when we added 4th points to Bronzes, and you min/max relics, increasing it to the massively-OP level of 7% DR for a legendary. Then the 7.2.5 changes also add more 醉拳大师
stacks to that. We're going to adjust these two traits in order to better balance trait and legendary values: 龙焰酒
will also increase the duration of Breath of Fire's DoT by 100%, giving it defensive value. 沸腾血液
will now be active the whole time, instead of ~half the time without the Chest, and so is changing to 1% DR per point to compensate.
EDIT: Overall Tuning - As always, overall tuning happens late in the process. Don't worry about overall power level of Brewmasters when giving feedback on these changes.
I have a feeling theres a disconnect between how much the monk community value those elusive brawler stack and how the Developpers value them.
First off, as said many times, dodge doesn't do anything VS magic damage or VS any kind of boss threatening ability as they are undodgeable even if physical (ex: spellblade annihilate).
From a mythic raider point of view, those dodge stacks hardly do anything, as bosses auto-attack (the only thing that's dodgeable) are the least threatening form of damage we have to face.
From a M+ dungeon point of view, those stack comes and go so fast nobody will notice the buff... having 100% dodge chance for 1 auto-attack out of the 5+ weak mob training you hardly change anything...
It's also one of the reason people hardly, if ever, use blackout combo to empower purify.