The Werebear problem

What is the point of a class having multiple form options, if one form suppasses the others in every single way?

Werewolf and especially Human form druids desperately need some buffs this season, as I know you won’t be nerfing werebear in any way until next season. Somehow intra-class balance for the druid is the worst it’s ever been. Part of the problem is giving bears huge damage multipliers based on resolve stacks, it should never have been a thing, its a defensive stat, and should have remained as such.

It’s basicly just one unique that gives bear form a huge boost. The problem is Might of the Ursine ring, not the bear form and skills in general, only the resolve stacking with the ring.

And than there’s Glynn’s Anvil aspect rhat makes every class universaly immortal.

Giveing access to this huge damage multy only to bear was a bad decision. Giveing such a damage multy based on resolve stacks in it self was a bad decision, but than also lock it behind one form was straight up stupid.

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its the resolve temper really, totally fair numbers without that. i bet they added the temper as some sort of test, maybe to figure out where bear stands with op changes.

It’s not the temper. It’s aspects and items that say gain increased DR or damage PER resolve stacks. That is crazy. Instead they should say gain x amount of DR or dmg multi when you have atleast one resolve. Or you get x amount of DR or dmg when you reach, idk, 20 resolve stacks.

Also they should narrow down the items that are for specific forms. Fury of the Wilds for example is cool, because it incetivies you to shapeshift between forms.

if the temper didn’t exist max resolve stacks for druid (not sure about other classes) is 10, 10x 13% damage on ring? totally fine, 10x 4% dr on aspect? totally fine.

removing those powers would basically make the temper useless, removing the temper would make the powers baseline.

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Yeah I guess you are right. And resolve increases armor, which is allready DR in it self, not just phys resistance. Though Paladins need to increase their max stacks, because Juggernaut Oath and Mantle of The Grey eats 24 stacks overall to function. So the temper needs to be Paladin specific again.

I’ve asked that very same question several times on Reddit and am always met with downvotes. Bear has been head and shoulders above Human and Wolf for several seasons now and it’s just boring at this point, imo.

The problem is in the way the forms are structured. Before LoH, Bear had a main recursive stat in Overpower. Now, their recursive stat is Resolve. You get the best of both worlds simply stacking one stat.

Whereas Wolf and Human are fragmented all around. Both need a stat spread for both offense and defense. Resolve stacking is obviously powerful in its own right, but the MotU ring being leagues ahead of all other Druid uniques at the same time is a bit mindboggling. All they did was repeat the exact same problem Rotting Lightbringer created pre-LoH, but shifted it to the MotU ring.

The bigger issue is that this could be repaired by simply adjusting the Human and Wolf based stats and multipliers up, while leaving Bear where it is. Yet they somehow flubbed that up. Not only does the “safe” and “simple” option have recursive stats, but it also has the highest multipliers and ceiling.

Typically in ARPGs, the “safe and simple” option is easy to put together, easy to play, and has a decent ceiling. Whereas your fragmented builds operate very much on a “high risk, high reward” scale. They tend to have the highest ceiling, but are difficult to put together and harder to play functionally.

Somehow, some way, the Devs found a way to screw it up. This can be solved rather easily for Wolf. Use the exact same system Bear has with Resolve and MotU(xDmg/DR), but with Ferocity and Mark of the Old Wolf(xDmg/Dodge). I see ZERO reason why the Wolf ring should be the fragmented mess it is. As far as Human Druids go, I don’t know. If I wanted to play a lightning wizard, I’d just play a Sorc.

Even if they tone down the Resolve temper, MotU will still be one of the strongest, if not THE strongest Druid uniques. People who think that the Devs are going to nuke Resolve altogether will be very disappointed. There are 2 classes that are far too intertwined with that stat for them to kill it outright. I also don’t see them taking access away from Druids.

In conclusion, is the +12 a problem, yes. Will a +7-8 temper still be a problem if they don’t address other Druid uniques in a meaningful way? Yes, absolutely. That would still be a x494-546. Still far greater than any other option, and with defense to boot. People are trying to scapegoat Resolve far too much here. It’s both, but mostly MotU and how Bear form stats work.

PTR patch notes are up. MotU is untouched, so every build is going to be a WB build again next season. :laughing:

Not only WB again, but back to PULVERIZE YET AGAIN!!! I honestly don’t know wtf these devs are thinking. No Human or Wolf buffs on top of it is just a slap in the face.

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You can play any skill with MotU. Luckily it’s just ptr, so if there’s enough feedback…

Sure, you “can,” just like when Rotting Lightbringer was around you “could” play Landslide or Boulder or Earth Spike, but Pulverize was still the meta, and will be again.

Honestly, feedback from Druids has netted an actual, real 0% change over the life of the game. Each “big” season is met with a long, thoughtful post on multiple forums that made zero difference. Content creators made videos, too. Nada. Nothing. Zip….

Grizzly Rage might play into things a bit too.

Gotta be a bear for that, or struggle with odd mechanics that dont result in as smooth gameplay

You have to be a bear for Might of the Ursine too…

Most of the earth skills synergize more with bear form too. And The earth talisman set of the barber heart is the best one for relevant content. By a lot. You don’t need an earth build but you do need abilities qualifying as earth skills to trigger fossilize.

I think they’re attempting to standardize this with the Storm Shepherd changes, but I don’t think it will cause legitimate competition between them. The 500% to 2 and 3 hits are nice, but its low proc rate limits its impact, whereas Old Mountain proc’s every time so long as you use an Earth Skills. It’s pretty lopsided design if you ask me.

I just don’t think those buffs will make it out-compete the earth set. That storm set really just needs redesigned. I get they were probably trying to make it different but the approach isn’t going so well.

The big thing with the earth set is the explosions on petrify expiration (or mob death) are an AoE. So you’re getting 2 general multipliers (2x for crits, 200% of pooled damage), another one for earth skills (1.15x for 4s via fossilizing) and all the pooled damage scales further with target volume. The explosions from the pooled damage can lucky hit and crit too. Plus the CC and DR components. Both of which become more important with the impending loss of Glynn’s Immortality aspect.

Now we know that there will also be mythic uniques. The numbers will be even more skewed. MotU’s aspect will go from 13% to 17% or 18%. Meaning a percentual range from 646% - 756% (38 stacks x 17 going up to 42 stacks x 18).

This could be solved by tying it to overpower instead of resolve. Tidal aspect on amulet will probably give +5 overpower, making the max 9 stacks.

If they go live with a x756% aspect they might as well make a tooltip for new or returning players. Cause using defensive tempers as the only way to do damage is very counterintuitive.

Its a shame, the new system is really good. They should get a solution for these outliers.

The issue with MoTU is it can be repeatedly scaled, really. You grab a resolve stack for a 10-13% damage bonus. Then you grab another to further increase that bonus value, then another, and so on. Many other bonuses do not behave this way. Most of them are more… one and done.

Shepherds aspect is another good example of that behavior, as you get a bonus and then scale it further via picking up more and more companions. Even the earth set talisman is behaving the same way. In that you’re getting your damage bump from it but then scaling it further with target volume.

The point being, the reason these options are outliers is due to the way the work at a mechanical level. That is why they are disproportionately powerful. It is why all the “best” builds on the class are stuffing in as many of them as possible. It’s also why the lesser builds on the class are behind the curve. They can’t use them. Alternatively, they cannot leverage as many of them.

It seems to me any solution there would be mechanical in nature. Not numbers tuning. In theory you could try to address the discrepancy with numbers tuning (see exhibit A, Shepherds aspect in the PTR notes). It’s a very silly way to go about it, however. A much better solution would be to remove the entire concept or provide the weaker archetypes and build concepts access to some or more of them.

Doesn’t look like this is being addressed at all meaningfully for season 14, so if you don’t want to play werebear, just don’t bother playing druid.

There may be very niche cases for werewolf, but Blizzard has clearly given up on human form entirely.