Good to see new change comes to pvp.But im afraid Its going to be the death sentence of Frenzied Whirlwind special.
The new special is obviously a customised change,which has three major flaws:
1)Its full damage is too hard to deal.Staying in one tile of your foe for three secs,in most cases,is mission impossible for dexxers.So most time youre going to see the first tick of damage,which is around 15 at 120 busido(taking physical resistance into account).Then,there's going to be no 'Then'....I would rather use Ai if I was a dexxer.
2)Its essential disruptive effect is gone.Under Demise casting,now it cant even disrupt thunderstorm,not mention miniheal or mafb.The old special's 'Silence' effect was unique.
3)Its cd is too long.The only scenario for this new special to fully work, is probably the choke point fights.Lets assume you finish the whole special,which is close to three withers now.So you get in the middle of enemies,you do three wither,then you cant do anything for 15 secs.Still pointless for dexxers.I would rather stick to necro weaver for choke point fights.Damage nerfed,Silence effect removed,such special is not powerful enough to deserve a 15 secs cd.
The old FW special was maybe neither OSI-accurate nor balanced.However,It gave an opportunity to dexxer players.Dexxers are just not as easy to play or as powerful as mages or archers.Its why they are always on the edge of extinction for the whole history of Demise.The old FW special gave dexxers the potential to deal burst damage and do group Silence,a very effective and unique role in field and spawn area fights.It would encourage to play dexxers and prompt the diversity of pvp.
It is sure tele FW is fixed.However,it can be done in another way.Almost every active pvper agrees teleport is broken(viewtopic.php?f=17&t=24012
).Its proved that FW became overwhelming only after It was combined with teleport.Tele FW and things like that are supposed to be fixed,but not in a way to hurt the long negelected dexxers.