Originally Posted by
Werst
Demo's problems have been listed but keep in mind demo is still fresh in the minds of devs who are fond of beating the snot out of it with the nerfbat. Thus anything you do has to not muck with pve. In that regard I think the changes demo needs for pvp are a mix of some mechanics and some inverse versions of how chaosbolt gets handled. My list?
*Doom dispels grant an imp and refund the DF cost of doom
*FF refunds 75% of its mana cost when striking a player target, pet, or guardian
*Chaoswave always crits and the damage scales with crit (soulfire/CBolt treatment)
*FG damage vs player targets increased 40%
*FF extends corruption duration vs player targets.
*ToC hits player targets 25% harder
*Soulfire hits player targets 25% harder
*CoE/CoEn auras are undispellable and both last 2 mins.
That would get demo where it needs to be. If the buffs sound big just look at the gap between what a BM pet, hunter themselves, or unholy DK all do. Compare the toolkit and damage sources to nearly any semi competitive pvp spec let alone one of the dominant ones *cough warrior cough*. I tested demo in pvp gear vs pvp gear and the highest crit I was able to see from chaoswave was 70K with a perfect storm of lightweave, on use, darksoul, jade, etc. Most of the realistic hits were less than half that and now that MF doesn't impact the ability you can't hit multiple targets anymore. You also have a sub 2% chance to double crit which is why I advocate the "always crits" thing so you can balance the chaoswave damage. Before the problem was the swing between 0 crits and double crit was too large a swing to balance around.