Toxic Claws nerf?

Why did they change it so that it only works with Shred and Lacerate? Like what possible reason could they have to justify it no longer working with Claw ?!

Yeah sure they increased the damage but now it only triggers when you spend spirit? WHY ?!

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Probably has something to do with Overload now having Storm apply poison but hard to guess what it’ll be plus no idea if it’s 20% or 20% base. Claw feels like an oversight.

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My guess is Greater Staff of Crone exist. Or that werewolf companions use claw which blizzard doesn’t want Toxic Claws to interact with.

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remember to leave your feedback in the PTR forum, we can’t let this change go through.

Wouldn’t want Druids getting too strong, now…

(insert Woody laughing at Buzz gif here)

Claw and Rabies already apply poison with every hit.
If they want those skills to do more poison then they can increase the skill damage.

Lacerate and Primal shred don’t apply poison, so they depend on toxic claws. By narrowing the skills down they can increase the damage for the skills that need it the most.

I think its a good change.

Claw only do poison if you give up chance % to 2 hits…

Agree with op, wasnt needed the change…

Yea, claw is a nerf of sorts, plus it will effect all storm skills with tempest roar, so the only way to get poison on those is with the boon.

3 Likes

rabies is a bite, the passive is called toxic CLAWS, plus shred does have a poison on hit option just like the basic skill claw. Lacerate should have bleeding and poison built into the skill itself.
And as some other people already said is a big “nerf” for any tempest roar warewolf build. For example, i was playing a meme build using cataclysm to spread poison with tempest roar and then exploding it with fleshrender using both roars (wolf and bear shouts). They already killed the singer bear build with the bold chiftain change.

We need more options not more restrictions.

Its a nerf, no doubt about it. Its just a unnecessary limitation on a class that already has a ton of limitations. If your argument is about storm-claw synergies, lets be real. Storm-claw barely can finish pit 100. I know I have one super decked out to the max one right now. Would it really hurt to give them a little more dmg without the forcing another button (shred/lacerate) onto them?

Regardless of what reason you have to dislike toxic claw change… we as a community need to fight this one (tooth and nail) or rather (claw and fang). If they wanna buff or fix lacerate then just go over to lacerate and get it right. Shred is doing much better these days and the change to toxic claw really doesn’t matter much for shred.

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I don’t think anyone takes toxic claws for dmg. Wouldn’t Claw builds go for Rabies with new aspect, Overload, or Constricting Tendrils to apply poison? I mean it’s a pretty unnecessary change for sure but it’s def not the main reason the Claw builds suffer. Still think might be a oversight on their end though and meant for base werewolf skills to still apply toxic claws.

Not for the dmg itself. But Envenom is a huge buff for many builds that have no good way to AoE poison. Especially companion, which will often skip creeper on the skill bar since it does so little as an active.

I’m not saying I disagree with the change. It focuses builds into their respective places. And that only brings a good contribution to the build diversity front. It slims down choices into a much more thematic pool. Instead of any non-WW build that does crit dmg just throwing in any WW skill with toxic claws, now you have to actually make a choice how to apply your poison.

but in the process they remove a lot of builds, how is that diversity? Sincerely i don’t understand how being more limited in your choices creates more diversity than builds being focused.

I think the problem with this type of changes is that they always do one side of the coin, in this case they make it so builds are more focused in their playstyle but at the same time they give nothing to compensate or to keep the other options equally viable.

If i play tempest roar i have no choice but to take overload and/or constricting tendrils, removing toxic claw interaction with ww skills just limits build and theorycrafting.

I think they should just straight up remove boss mats altogether.

They aren’t removing any builds. Current non-WW focused builds can, and will, find a different way to do it.

And, currently, you have no choice but to take Toxic claws and/or Tendrils. So what’s the difference? Your limited to 2 choices either way.

This is where build diversity comes in. Instead of every build using the same few passives like toxic claws now others will have to branch out to find new ways to do it. Creating more diversity. If every Druid build uses the same skill-set that it the opposite of diversity.

just tested some stuff in the PTR, it turns out it’s not that bad as it seems BUT “build diversity” is the same, there are the same builds, maybe even a couple less.

Overall i still think it’s a bad change, having that easy poison makes room for more combinations. This change only pidgeonhole the builds into the “meta” and efficiency rather than really opening build diversity. Still, im gonna do more testing to see what i can find, but it seems you were wrong about “build diversity”.

Yeah it’s a straight nerf to Toxic Claws Imo.

I see what they are trying to do which is prevent the storm skills from having access to toxic claws when They are converted to Werewolf skills via the tempest roar.

But why Remove Toxic claws from the normal skills as well?

Claw, & Rabies, can’t use it anymore?

Why specifically single out Claw?

2 Likes

About the tempest roar+toxic claw combo why? I mean why they don’t want that interaction to be in the game. Maybe they have future plans for class reworks otherwise it doesn’t make sense to have more restrictions in a game where build diversity and “play your way” gets worst by the seasons.

Yeah but that doesn’t even make sense when you consider things like Xfal or the aspects that deal damage the more DoTs you have on etc.

Storm skills will be able to apply poison through the changed Overload spirit boon.
Earth can use the poison boulder.
Pure bear can use the Rabid bear aspect.
Every werewolf skill except howl can have poison added, through the skill itself or toxic claws.
And there’s poison creeper as backup.

Its a change, but not as bad as it might look at first sight.

A side note: I recently tried the changed constricting Tendrils node. It now does 300% of skill’s basedamage as poison. Sounds impactful, but I didn’t see it. I used a Shattered Vow with +700% poison damage and equipped the glyph that increases poison duration.
Point is: even if we go all out on +ranks Toxic claws (Waxing gibbous) then it probably still wont do much. The buff to damage is too conservative, I think.