Wind Devils

Once again, the point I made earlier is being completely glossed over and taken as a “cold reaction”.

I perfectly understand that some here do not like Wind Devils and wish to push their preferences upon the skill. My point was, and still is, that everybody is making the same argument: that casting the skill is mandatory to “engage at full strength”, which is for various reasons “not fun” to you.

My point stands that any skill that’s part of your rotation to do damage is “mandatory” and I brought up very similar abilities that are spammed or cast on short cooldown to do full damage because, um, they are your sources of damage. If you are not casting your core abilities, you’re not doing damage, that’s common sense. Wind Devils are a core of the Shaman skillset and thus part of the rotation.

Wind Devils are very versatile in that they can be repositioned unlike many abilities that remain where you cast them until the cooldown is up and you can put them somewhere else (ex. Sigil and Devastation). I get that some don’t like that degree of micromanagement, but that is one of their features and advantages. On top of that, Wind Devils already last nearly 3x their cooldown (that ratio goes up with any cooldown reduction which realistically most builds using Wind Devils will have).

Some of you do not like this form of play, and that is perfectly fine, but that is not justification for a redesign or cramming in 10 transmuters on every skill until everybody has the playstyle they like on every ability.

I’ve already pointed out, and ironically several of you in here have pointed out, abilities that work the way you want, so playstyles you enjoy clearly exist within the game.