Hello everyone! With the new season just around the corner, Blizzard has posted some major upcoming changes to Balance Druid for 11.0.5. While these changes aren’t quite to the scale of a full “rework,” they certainly could have a meaningful impact on how the spec feels in the near-term. Having done some initial testing and conversing with members of the Balance Druid community, we wanted to provide some general thoughts on these first set of changes and some potential iteration that could make them even better during this PTR cycle! As always, our goal is to provide useful feedback for the development team as they work to make the spec and the game fun for all of us. Thanks for reading!
New Talent Additions/Changes
Numerous new talents were added to the spec tree while also shifting a handful of nodes around and adding new connections. Most of these were net positives (baseline Starfall, new connections, and crit scaling especially), but I want to point out some items that may benefit from continued iteration.
Circle of Life and Death:
- This talent was upgraded into Cosmic Rapidity in Dragonflight to reduce excessive globals spent dotting, which disrupted our rotation. Reintroducing this talent alongside Cosmic Rapidity seems redundant and reintroduces previous negative gameplay issues. Maintaining dots in large AOE packs is already a concern after the nerf of Aetherial Kindling from 4 seconds to 3, and this talent would exacerbate the problem.
- Side Note: It’s unclear if this is intentional, but the talent currently seems to reduce the dot extension of Aetherial Kindling further, possibly due to quirks in Starfall’s coding. This was not the case in Dragonflight.
Wild Mushrooms/Sunseeker Mushrooms:
- This node offers a choice between the current active, Wild Mushrooms, and a passive iteration that reduces complexity. However, Wild Mushrooms have consistently provided low damage, and neither the charges nor the new passive RPPM version scales with haste. Their sole purpose has been to activate Waning Twilight, but Smolder now fulfills that role in all content. It would be well received to have Mushrooms be relevant again especially in Mythic Plus.
2-Point Nodes:
- Some 2-point nodes were reduced to 1 point, and talents were rearranged. While the continued reduction of 2 pointers is definitely moving in the right direction, issues remain with the 2-point nodes for Starlord, Cosmic Rapidity, and Balance of All Things, which limit build diversity by restricting access to key nodes and forcing specific paths.
General Positioning/Pathing:
- The added connections are fantastic and continued improvement of talent positioning and pathing could enhance build diversity by allowing access to synergistic talents without requiring paths through conflicting ones. For example, Starweaver, which could be a gameplay defining talent, loses value for every point that is forced to be spent on increasing the power of generator GCDs.
Damage Breakdown Between Spenders and Generators:
- Balance has faced issues with excessive damage contribution coming from generators rather than spenders in The War Within. This imbalance disrupts talent builds and rotation, resulting in an unsatisfying playstyle. While tuning can help, the root problem lies in how many spec and hero talents make generators too impactful. Addressing this imbalance could significantly improve the short-term gameplay experience.
Hero Talents
Keeper of the Grove:
- The tree provides good burst every 45 seconds and speeds up Moonfire spread, but it lacks thematic depth and interactivity with treants. Many nodes are passive and even using Force of Nature does not add much, as we just hit Wrath to proc Dream Burst and otherwise just benefit from passive buffs. Unlike Restoration Druids’ treants with a flexible charge system, Balance treants are mostly ignored after placement. Finally, the tree has a heavy focus on the importance of generators which further exacerbates the issue mentioned above. Enhancing how Force of Nature influences gameplay and adding more visual effects would improve the thematic appeal and make the system more engaging.
Chosen of Elune:
- This tree’s general theme lands much better with Balance Druid and talents like Lunation when combined with Fury of Elune offer engaging gameplay loops. However, there are concerns mostly related to Lunar Calling and a lack of visual effects. Lunar Calling heavily restricts build diversity, forcing us into a Starfire-centric build and limiting rotational depth. The slow cast time and lower AP generation nature of Starfire makes it feel clunky as your only generator especially in raid. An updated set of visuals to this tree would also make it feel more fun or at least look cooler to play.
Class Tree
There has been extensive feedback given on the class tree for Druids in the past. Most notably, community leaders/guide writers came together to write a WoWhead post that went into great detail on the issues with the tree. I’d recommend going to take a look at that post if you haven’t!
Longer Term Iteration/General Feedback
While the scope of these changes seems to be more focused on doing a reasonable amount of work to make Balance more enjoyable in the shorter term, there are some things the community would still like to see changed in the long-run if not now.
Eclipse System:
- The Eclipse system overall has become uninteresting and overly maintenance-focused. The common sentiment has been that it feels “stapled on” to a basic builder spender that offers little gameplay interaction and overly constrains our talents/builds. Eclipse used to have a place but after numerous band-aid fixes over multiple expansions, it feels shallow and may have outlived its time. Season 1 of Dragonflight was a relatively enjoyed iteration of Balance and it was in part due to ignoring the Eclipse system all together. This opened space for reacting to procs and focusing on other more interesting interactions.
Strength of Cooldowns
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Coming into The War Within, Blizzard indicated a desire to make our cooldowns feel more meaningful which they felt freed up to do by removing Pulsar. Currently, Celestial Alignment/Incarnation: Chosen of Elune are both still quite weak relative to other specs.
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The new talent, Whirling Stars, seemed at first like it could be very interesting but the 9 second window feels extremely clunky given the number of casts we are required to fit into such a small period of time and the lack of power associated with Celestial Alignment. It is already difficult in the current 15 second window to dump Astral Power into Starsurge/Starfall, channel 4 seconds of Convoke, ensure you have spent all Dreamsurges if playing KotG, and then using globals on other spells like New/Half/Full Moon, Fury of Elune, and Wild Mushrooms if any are played. The reduction of this window to 9 seconds would make much of that impossible and also create clunky timing with effects such as Starlord.
Depth of Gameplay/Skill Expression
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While some of the new talents are interesting, many continue to be more passive effects that will not meaningfully impact gameplay. This continues to be a concern across the entire spec tree, both hero talent trees, and the eclipse system’s impact on them. Any talent that just passively increases or procs extra damage on a builder, spender, or dot, generally doesn’t add anything to gameplay.
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There is currently a large percentage of Balance Druid damage output that is almost entirely out of our control. Some of this is due to the damage distribution between spenders and generators, but it is also heavily impacted by the number of passive yet non-interactive damage elements in the spec. Denizens of the Dream, Astral Smolder, Umbral Embrace, Power of Goldrinn, Shooting Stars, and Convoke the Spirits all have heavy degrees of “RNG” to them without any way of playing around them or reacting to them. Together they contribute a meaningful portion of our damage while offering little to no gameplay impact. This leads to a feeling of our playstyle being “keep hitting Wrath and hope you get lucky.” Reducing these types of effects’ impact on our damage profile or increasing interactions would feel great.
Summary:
Positive Changes: Continued removal of 2-point nodes helps to alleviate constraints on spec tree, new talent nodes could provide interesting new builds if iterated on/tuned/located well, moving more damage into spenders, and added crit scaling should provide significantly more interesting gearing options.
Negative Aspects: 2 pointers that still exist in the tree continue to constrain the playable builds, hero talents still have little to no meaningful interaction with the spec as a whole nor noticeable visual effects, a class tree that needs a full redesign, and an Eclipse system that adds little interesting gameplay maintains a stranglehold on talents and design.