Had this feed back on the WoW fourms so I thought i'd post my initial post here. Fromat is a bit wanky due to the Bnet fourms not allowing as many characters per post as here.
Ok so when people said that WW monk was too hard and needed to be changed that didnt mean make it brain dead. Now that being said let me explain why I say this.
The new mastery make it so that we gain damage by using a different spell from the last one we cast, the point of this change was to stop the brainless spamming we had in WoD. Well instead of spamming Jab(now Tiger Palm) we just have to spam Tiger Palm and BoK back and forth (1 2 1 2 1 2) if there happens to be nothing up from CD at the time, thus the problem is still there but now the rotation is more annoying.
This leads to what I meant by "brain dead" its not so much that its more of there isn't much to think about anymore in the rotation once you have adjusted to the Mastery. hit TP and BoK till something is off CD then hit that, AKA hit whatever isn't on CD then go back to TP/BoK. Other than that the only thing that remains in the skill ceiling is lining up your CDs ( or rather singular "CD" lookin at you SEF) with boss fight mechanics that require it AKA basic raiding 101 stuff.
What I'm trying to get at is that there's nothing to do other than to hit random buttons every other spec has a buff or debuff or SOMETHING to maintain/interact with but not WW, I'm not exaggerating when I say hit whatever you want so long as its not a repeat of what you just did.
Now don't get me wrong when Blizzard said "we wanted to make it feel more fluid because that what monks are supposed to be." you definitely nailed it it does feel fluid, but to reiterate what I've said is that after you adjust to the mastery that's it... there nothing else to learn or do.
A good way to put it would be this: Its a more flashy Arms warrior that's slightly less boring but made of paper; Bringing me to my next point.
Made of PAPER, like seriously hands down the squishiest melee by FAR we have 1 baseline defensive and 1 talent (Karma and 75 talent row) that's IT. Now Karma is useful but its been nerfed a fair bit and the 75 talent most would argue is very MEH Healing Elixir's 15% is like 1-2 hits from player or mob and Dampen Harm is alright vs like a Rogue or maybe some raid wide damage. The only one in that row that's hand down the best is Diffuse Magic, but again... only useful vs Magic.
Now you may ask "well dps should be able to live through everything there supposed to be weaker than tanks." Well yes they should be weaker than tanks HAND DOWN a fact there..but when you look over a Rogues with (off the top of my head) a base line 30% max hp heal, 100% parry CD, Cloak of Shadow, and Evasion (plus Vanish if you want to count it as a defensive) you can start to see what I'm getting at here... severely lacking in the defensive department.
This next part will be Talents feedback, I'll go row by row and give feedback the the talents in said row that need it. (the ones that don't get feedback I think are fine/in a good place.)
15: Eye of the Tiger doesn't heal or do damage enough (mostly heal) to be taken over either of the other 2. This is mostly a numbers thing so not much else to say. Other 2 are fine
30: Talent row is fine, lots of different choices and all have their play style/use
45: Energizing Elixir is straight up not needed in just about any situation. with the way the mastery is now we are never going to need chi on the spot or energy on the spot. other 2 are fine.
60: Dizzying Kicks you could argue would be useful in slowing some add that needs to be slowed or PvP but honestly we have Disable to do that, feels like a waste of a slot to me.
75: I've already gone over this row above so I'll just say that Healing Elixir doesn't heal enough to even be noticeable and the other 2 are situational at best, could use a buff in #'s across this row if not at least make one of them baseline to fix above's defensive issue.
90: This row is fine, good diversity here but if I had my way Id make Xuen baseline for WW but that's not really a concern considering the problems stated above are far more important.
100:Chi Orbit Man this spell adds no interaction and no control (I'll give it its animation is cool tho) it should be redesigned like SEF was. Other 2 talents are fine this tier but Chi Orbit brings me to my final section.
Suggestions:
Other than the things I've said above about needing more baseline defense and the rotation being here are the suggestions to fix said problems.
First off, Defense is low WAY too low the defensive's that are in the PvP tree should not be there Fortifying Elixir should be baseline... that or Whirling kicks in some shape or another. WW simply CANT survive...PERIOD. Once Karma is gone there's NOTHING in our power to save out asses but run... run as fast as we can away... that to me doesn't fit the "class fantasy" of WW monks, after all it reads "A martial artist without peer who pummels foes with hands and fists." not PART 2 BELOW...
"A martial artist without peer who pummels foes with hands and fists unless Karma is down, insteadthey run from a fight." adding 1 (or both) of those talents (or an ew defensive for all I are) to WW would increase survivablity.. not to make them good.. but to make them EVEN with the rest of the classes...
2 thing here is 2 birds with 1 stone and it all revolves around Chi Orbit. Now I'm not sayingthis change will make the over simplified rotation perfect but it would be a welcome start and a talent that those who want a challenge to pick. This idea also brings back a Psudo Chi Explosion which i'll explain why.
Make Chi Orbit have 4 charges stored, hva it not on the global CD and have them passivly float around you (they dont explode on impact ot anything anymore passievly) Instead have it so that if you press the button on your action bars (remember off global CD) that it would empower your next ability you use to do bonus damage, also do a small aoe splash (aka psudo chi explosion) AND ignore the mastery for that spell only. Put a decent recharge time on each Chi Orbit orb... say 45-1min CD. This isnt my idea entirely I saw it somewhere (cant remember where but if anyone does let me know i'll edit the name here) all I did was expand on it for it to make sense as a full on dps/rotational mechanic. adding this would make the rotation more complex for those who want it to be, keeps the flow thing Blizzard wants, and if you dont want to use it you have other simple options.
This concludes my feedback for Windwalker Monk, thank you all for the read (especially you Blizzard employee #1456 stuck reading fourms) and I'm open to feedback.