Imagine random trinket getting more attention from developers than whole hunter class...
It's wild that the Rogue dev is the only person on the class design team that's bothered to communicate so far this PTR cycle and now even the item design teams are communicating more. Just wild.
warlock dev on vacation, 331 posts and no responses from blizzard
First raid boss trinket will be BIS for melee specs in PVP without massive PVP specific nerfs(which I expect). Too much fun killing dps specs on PTR right now using it. Preferably, save me the time farming it by having the pvp nerf to pve trinkets in the live game prior to the release of the next pvp season.
This is such a nothing-burger of information. I don't even know the context of the first quote. And the rest is a "yeah maybe class specific trinket tunings" which is again an empty statement.Only the very last paragraph has any worthwhile info in it
It's nice that the devs are so engaged, but I echo the sentiment I wish they just put that energy back into the classes themselves instead. Not just the ones in focus but like, all of them, all the time.
"Trinkets with tradeoffs such as cast times, self-damage, or abnormal positioning requirements are intended to feel like a choice and an investment, and the payoff should be worth it both when considering both the numerical DPS contribution and the subjective ease of use."Yes, these may be choices, but they almost never feel like an investment. Having casts constantly cut off due to excessive "move or die" mechanics, pissing off the healers because they have to work harder because of a trinket, and risking death because of a trinket's positioning requirements are all not worth more DPS.
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How about the terrible PvP Trinket changes for healers?
I just hate trinkets with drawbacks period. It feels like crap having a stupid cast time. I don't CARE if it's a massive upgrade, It feels BAD. Any other downside tends to be bad too cause it all boils down to making life harder on the healer. I'd rather take a damage nerf and use a trinket that feels good, but they keep making these downside trinkets so strong that it's just not at all a possibility.