I played a few hours of Shadow Priest last night. The beta is pretty buggy; you can chain 8+ mind blasts together. Psychic Horror lasts too long (8s with 3 orbs). Healing is completely baked into Devouring Plague. The class felt strange with PW:S, Flash Heal, and Devouring Plague being the only heals worth casting. As Narthy said, sticking a fear with the increased cooldown feels impossible at times. Psyfiend helped mitigate this on live. Fear should be baseline and stay at 30s cd. Vampiric Embrace was gutted.
The good: Getting 3 shadow orbs from Mind Blast glyph helps Shadow immensely in the opener. Having an extra 2 orbs is a strange choice, but orbs are plentiful and it helps create double devouring plague or devouring plague + psychic horror combos. The game plays a little slower, which helps Shadow not get gutted in the opener in 2s.
We'll have to wait and see on more balancing to see where Shadow Priest goes. The damage is crazy good right now and the off-healing is powerful (but feels clumsy spamming Flash Heal). Yet, it feels like once Psychic Horror and MB bug are balanced/fixed, Priests are going to really feel how weak their CC is.
its really insane how bad spriest cc is to begin with, a nerf is really uncalled for.
the class has already gotten to the point where doing anything other than pumping damage in any scenario feels like a mistake as all other aspects of the class (utility, heal, cc) have been nerfed so hard. its so refreshing playing something like mage/druid/hunter/rogue/lock after playing a lot of spriest because you can respond to players on the other team doing stuff in multiple ways.
on my rogue i anticipate/see a trinket and i get to quickly pick a reaction based on how the game is going and what my team has or the enemy team has. a lot of the time on my spriest i see someone pop a trinket and im like "cool" then continue to pump raid dps while my teammates clone/poly/deep or whatever it because wasting a long cd fear or silence on that target would likely ruin our kill attempt 10 seconds later.
the reason wow arena is so enjoyable for me compared to other games is because the movement/mechanics in the game are so dialed (go move a character around for a while in wildstar or rift or whatever mmo for a bit to understand).
coupled with having arena 1 2 3 and party 1 2 macros for basically everything its a really enjoyable play experience where playing my character and executing plays is really second nature, and I can really focus on strategy and awareness
arena doesnt have a great deal of depth or strategy right now and addons like gladiatorlosa has leveled the playing field for people who have shitty awareness. arena 1 2 3 binds futher exaserbate these issues by making execution of simple strategies even easier.
basically there is minimal depth, addons that make awareness a nonissue, and macros/keybinds that make execution easy. its harder than ever to tell the difference between medicore players and good players, or good players and great players.
if arena could somehow force turn off all addons, but we could use the keybinds we use right now, i think ladder would be 100x more fun. nothing more annoying than playing a series of close back and forth games against a team that plays well, then watching their pov via a twitch vod and seeing them essentially just repeating everything gladiatorlosa says.
having good binds and being able to put 99% of your focus on the game is frustrating right now because there is no depth. playing a series against another team used to be exciting, now it feels like im bill murray in groundhog day.
if wod can address depth of strategy in arena, as well as somehow disable addons in arena, i think current mechanics (aka arena 1 2 3 macros) would be fine.