Tis a tough choice atm between burst of speed/hand of sac/12 sec fucking cooldown surv traps (good job blizz)/8 sec kidneys or any dps that can freely spam dispels without much loss (purge/bm hunter tranq spam) etc.
Versatility sucks imo because you can't get large amounts of it
Entirely wrong. The way secondaries work means the LARGER the gap between 2 secondaries the more valueble the lower secondary is.
Lets pretend it's PvE and we have 2 stats (crit and say some sort of mastery) that both increase damage by 100% when you reach 100% in that stat (in this example both stats have exactly the same value).
Now we have a base dps of 100 and 0% mastery and 0% crit. We're doing 100 dps.
Now lets say we we have a base dps or 100 and 0% mastery and 99% crit. We're doing 199 dps.
Now we have 1 more % to put in. do we put it into crit (giving 100% crit, 0% mastery and 200dps) or add it to mastery? Well if we add it to mastery we get 100x1.01x1.99 = 200.99 dps which is nearly twice as good as adding that last % to crit.
Yet both stats started off with the same value, the very fact that crit has such a high modifier infront of it increases the value of mastery > crit until the point where both stats are equal.
In short, the more rating you put into a single stat, the stronger the other stats become in comparison. Saying versatility is bad because we have a low % is pretty much wrong on ALL levels, it's not only one of the BEST secondary abilities in pvp (130 rating for 1% damage/healing and 0.5% damage reduction - which makes it valuble when you're not even doing anything but getting hit) but leaving such a stat at a low % actually screws up the scaling of your other secondaries.
Therefore, just from those numbers Multistrike does indeed more damge per item you gear.
Multistrike and crit scale EXACTLY evenly with rating. Neither is better than the other.
Also saying a multistrike proc on a crit is stronger than one from a non crit is also incorrect.
If you crit in pvp for 150% and multistrike procs you DON'T get 150*0.3 or a 45% damage multistrike proc which can then crit to make it a 67.5% damage crit.
You simply get a 30% damage proc from what would be a non crit which can then intself crit to make it 45% damage.
It just means crit and multi scale properly together like the rest of the secondary stats.
Also, you don't want to stack one and ignore the other.
Crit requires 220 crit rating to equal 1% damage in pvp (150% crits)
Multistrike requires 220 multi rating to equal 1% damage in pvp.
The ideal situation (for maximum output) would be to perfectly balance both stats rating wise. As you get more multi per point you'd be aiming for 3% crit for every 5% multistrike on the char sheet to achieve this.
There's nothing wrong with shamans atm.
If anything we're less squishy than we were last season because "time to live" outside of bugged shit (crystal still being a pve target) is slightly better right now than s15. Our set bonuses help a lot (dispelling yourself for the extra healing + damage reduction is very effective) and we still bring a lot to teams with purge/shear/hex/freedom/grounding etc. We're really not that squishy unless your letting people open on you with everything and aren't getting any external help.
As for comps, unless prot wars get nerfed then ATC (vigilance and sac are immense at letting r shams save cooldowns) is going to be top tier/ WPS is also fantastic. At some point the community will cotton onto the fact the shadow has both VERY good burst (all instants) as well as one of the strongest/easiest to apply cc chains in the game right now (Silence->Fear->horror etc).
Also practically NO healer survives the train fest for long right now, double melee on anything with purge spam puts ANY healer in severe trouble.
If they wanted to change anything then again, make projection baseline.
The game in full primal had a decent pace tbh. Things were capable of MoP levels or burst (100-0 in 3-4 globals) but that was largely due to bugged abilities + they nerfed the pvp trinkets a bit by changing them to versatility.
Theres just a lot of crap they have to fix atm.
Removing the baseline resil thats still in the game.
Putting set bonuses on honor gear (including the trinket set bonus so using prideful trinkets in bg's isn't still the best for some specs).
Making dampening effect % based heals.
Once thats done thing will die a lot easier, it might be slow for the 1st couple of month but dps outscales healing pretty hard (just look at the coefficients on dps abilities compared to healing) so getting conquest gear will help alleviate any issues.
They WILL have to add resil back in at some point because in later seasons the damage is going to be hit new levels of stupidness.
Also all the % based heals are too strong right now, thats just the pace of the game though. In a season's time when you're being globalled suddenly that 2-3% health every x secs doesn't help as much.
We're the strongest healer prepatch. Changes a lot at 100, healing only doubles (it's so strong now because of all the pvp power on gear) from the values we see now whilst health goes up 4x etc. Forces you to hardcast more and it's massively more difficult to top people.
Priests get better lvl100 talents, their cc is far stronger than shamans and they're tankier, they can also add meaningful damage to burst setups.
Shamans aren't bad, they just lost their niche with fear breaks somewhat, their cc is still completely "meh" and with stormlash gone the damage we can "help" with is by far the weakest out of every healer.
TFC and TF2 were amazingly fun. If they've ripped off the good bits and managed to improve that style of FPS then props.
I can't be the only one who thought that looked like a fun game to play with a group of buddies.