Hi, I’m Shinrael and I mostly play Feral or Guardian. This post is going to be focused on Feral specifically. A lot of this feedback is going to be based around the pacing of the rotation more than tuning. I’m going to break these down by Hero Talents and then close out with feedback on the Class tree.
Druid of the Claw
I really like the concept of this tree. Its interesting, has defensive/flex implications, and is a great callback to when the two specs were the same tree. I think designwise this is ALMOST perfect. There’s two glaring issues that are showing up when playing this as a Feral.
Wildpower Surge
This talent feels bad to play, especially considering that from a design perspective its one of the coolest in the tree. This is a choice node deep in the tree, and as things are you almost never take it. It does similar damage to Shred in single target without the combo point. The talent basically begs you to take Fluid shifting. There’s a consideration here for pressing Brutal Slash while in Bear Form for double damage (at the cost of Combo Points), but because BrS/Swipe does not interact with Fluid Shifting, this costs two globals and invalidates talent.
What feels like is missing here is some sort of reward on returning to Cat Form or a more substantial reward for going into Bear Form (especially in multi-target situations). Right now as a Feral there is little reason to take what is functionally the more “complex” talent that should have more throughput in a choice node.
Killing Strikes
This talent has created a pacing issue in the rotation. It does fill the role as the more complex/throughput talent of the choice node well, but the talent almost screams for Predator and also creates pacing issues in dungeons similar to what Assassination Rogues deal with during Spiteful week or Chain Pulling.
I say almost because honestly, the new pacing with the lack of Pred resets in combat feels ok. The larger issue is between pulls. I find myself wanting to sit on TF near the end of a pull or just pressing it and using the free Ravage as a pack is cleaning up.
The gameplay loop being pushed seems to be: Open>TF to activate Ravage>Ravage to apply Dreadful Wound with TF buff>Extend Dreadful Wound through the pack. Without a reset going into combat it feels very clunky to play.
My suggestion is to tie Predator resets to Prowl (so Shadowmeld can’t benefit from this). Maybe even tie the resets to Killing Strikes if there are balance concerns with Wildstalker. This allows for a much more fluid feeling opener and adding extra impact/skill cap to your Incarnation by allowing you to Prowl during it to reset your Tiger’s Fury (or just fix any desync that might have happened during your rotation).
This doesn’t fix the problem with combat resets, but that issue is already there in the tree, this just makes it worse. The solution may just end up being “play Wildstalker on Spiteful weeks”
Compare to Guardian who simply need to Mangle to get value from this.
Wildstalker
This tree feels really cool to play in Single Target, but suffers with some serious button bloat problems, especially in AoE. It also is very hungry for talents in the class tree so it makes it very difficult to build and feel good about.
Moonfire & Sunfire
This one is very weird. The 10% damage amp on Sunfire more aggressively pushes it into our rotation. Druid of the Claw does the opposite by proccing Ravage off of Auto Attacks, which I like for that Hero Talent and I like how this pushes Sunfire into our rotation.
With the energy changes in larger packs, I’m finding myself not having enough energy to press Moonfire when Double Clawed Rake is an option often enough to feel good. These larger packs do benefit from pressing Sunfire when you’re waiting for some energy though.
With the innate 10% bonus damage on Moonfire you almost always take Lunar Inspiration and that seems intended. It just mostly will gain value on 1-3 target pulls.
One thing I would like to see is to make the Lunar Inspiration a choice node with a new talent called “Solar Inspiration”. This creates flavor for the more Sun oriented Druids (Can you tell I play a Tauren) but also allows us to weave Sunfire in on AoE packs with energy and let Moonfire fill the “Fluid Shifting” part of the rotation on boss fights in dungeons.
This feels like a very busy build to play in AoE situations. Removing the incentive to shapeshift in AoE while maintaining that identity in low target situations will help alleviate that issue.
Implant & Feral Frenzy.
This talent exists on a very clear choice node. Do you want focus single target damage or more AoE damage. By and large Feral Frenzy feels a lot better from a pacing perspective as a 30 second cooldown instead of a 45 second cooldown. This talent makes that issue more glaring however.
This talent feels like it really shines when you press it with Tiger’s Fury and are able to lean into some burst with it. Especially if you throw Adaptive Swarm and the target also has a natural Bloodvine on it.
Personally I’d love to see Feral Frenzy brought down to 30 seconds because I think it feels better to play. If that isn’t an option I think that Implant should reduce the cooldown of Feral Frenzy by 15 seconds to allow it to sync with Tiger’s Fury and create a better rotational flow.
Class Tree
The class tree is a huge improvement over the previous iteration but there are some issues outstanding that I would like to see fixed.
Fluid Shifting
I want to start out by saying that this is probably my favorite new talent from TWW. It does have a pretty glaring problem around button bloat. Druid already struggles with button bloat in a big way. Part of how most druids handle this is by putting certain skills on their form bars. For example I bind Shred and Mangle to the same button and my current form will decide what happens. Now I need to add several more buttons to my bar.
I’m not sure what the fix is here. Maybe a choice node that removes the GCD lockout on shifting with a cooldown on the effect? This helps make Swipe even an option for Druid of the Claw using Wildpower Surge as well.
Lore of the Grove & Instincts of the Claw
Speaking of Fluid Shifting. Some of the best utility in the tree is currently locked behind these two talents that each cost two points. I’m trying to speak for all Druids here a little. Wildstalker and Elune’s Chosen have less of a problem, but Boomkins in general and Druids of the Claw/Keepers of the Grove feel very bad to build here.
You’re spending two points that generally give you literally nothing to get access to things like Incap Roar, Innervate, Well-Honed Instincts, Nature’s Vigil, and Heart of the Wild.
From a Druid of the Claw perspective, Fluid Shifting feels like a REQUIRED talent but is functionally costing you 3 talent points with zero gain for two of them. This feels very bad.
From a Wildstalker perspective everything feels so hungry for talent points that things like Hibernate and Remove Corruption are functionally unreachable because you’re spending so much trying to get your throughput and critical utility that you can’t reach other pieces of critical utility. This hurts more because both of these talents are needed for Affixes (with Hibernate especially feeling very unreachable). It makes these Hero Talents feel unplayable in two affixes.
The top of the tree overall feels very heavy, and the bottom of the tree feels expensive and unrewarding.
I think there’s room to consolidate some talents at the top end and reduce costs at the bottom end while still making some interesting choices exist within the tree. For a concrete example a Wildstalker with this build is spending points on
- Starsurge
- Improves Sunfire
- 2x on Lore of the Grove
And these all feel very required to get the most out of the Hero Talent. This leaves literally zero “spare” points for utility and burns two points on picking up Lore of the Grove to get access to Fluid Form.
Moonkin Form
I think its great this is off the talent tree, but can we just have it be baseline for all druids. I’ve spent time collecting different Chicken Forms. Part of the fun of Druid Gameplay is access to these different forms. Being able to use Wild Charge as I fall or Flap to do some fun things was always very fun and opened some creative gameplay options that will be gone.
Self-Healing
The issues with Moonkin Form are also partially true for Swiftmend. With Swiftmend and Protector of the Pack gone our ability to pop ourselves up quickly between pulls feels much more limited across the board.
Without Protector of the Pack our Regrowths feel much more Anemic coming from Predatory Swiftness and Dream of Cenarius when playing Bear.
Its not a talent that was taken often, but that is because it wasn’t very accessible in group content unless you were using it for some thing very specific. I’d like to see it return in a different part of the tree. It was underwhelming as a capstone but could be very exciting in other places as an optional utility point.