Balance "changes" in 11.1

Just read the wowhead post…

Ignored for another season cause we don’t have a dedicated dev / any devs who care.

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I made an excited post, about how we’re finally getting survivability buffs and a Cyclone nerf…

Alas, Aessina’s Renewal is a passive choice node with Renewal.

:man_facepalming:

So the changes are marginal at most.
They basically amount to:
Take 3% less DMG switching from Moonkin to Bear for a couple sec (nice, but not much).
+4% stam in Moonkin (Same), but 1% less overall in Bear (whatever)

Shorter recovery on Well-Honed Instincts is nice…

I like a lot of the direction of the Class talent tree, and think the Thorns change is great.

But think there’s one more extra step that’s needed.
I’m just not sure what that would be.

Sad that blizzard is too cheap to get us a dedicated dev (we share the rogue dev iirc)

Boomy still gonna be paper
Still do probably bottom 3 for dps in pve
Gonna feel boring spamming starfall for another season in pvp.

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Make Boomkin Great Again.
:chicken: :fire: :poultry_leg: :dracthyr_lulmao:
Maybe next patch #Hopium :canned_food: :hospital: :face_with_thermometer:

Lol that requires them to actually do their job.

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I’m good with the other changes going through as small steps towards improving the class talent tree.

But instead of Aessina’s Renewal, it should’ve been a follow-up talent “Improved Renewal” that ADDS something similar, perhaps at a reduced frequency or even another absorb effect. Or, even just another charge for Renewal.

I sympathize with the calls to nerf Cyclone having succeeded, even though I firmly believe the CC nerfs and the rise of “Micro-CC” were all a long-term mistake.

With all that being said, I fear something MORE for survivability and damage has to be done in compensation, EVEN though I do think you can achieve ever so SLIGHTLY more with the new talents. It’s just not enough.

As someone that has maines Druid 17 of the 20 years, I would like to know when moonkin with be competitive in pvp with all other class CC, survivability and damage. All class are able to do damage to their CCed targets without breaking their own CC EXEPT Moonkins…. All other classes have a lot more survivability while moonkin is lacking having to shift into bear where they can no longer cast. hunters and shamans have a knock back that can blow you clear off the map, mean while a moonkins knock back is only half as effective. mages have a nonstop blink to gain distance, other classes have a grip or charge, druids have to shift into a form in order to dash prevents you from being able to casting and loosing moonkin bonuses. and while hunters have a disengage a moonkins wild charge is again just a disengage that’s only half as effective, most classes also have a very effective silence and yet again what do moonkins have? O yes a solar beam that anyone can simply step out of forcing you to combined it with a second CC mass entanglement, which most other classes can easily get out of without having to trinket…. On top of all of this no other class has to apply to dot spells to their targets to gain the full effect of their mastery stat. I would also like to know why druids most effective pvp spells where removed and never brought back, such as fiery fire that prevented a rogue from re entering stealth or made thorns that reflected physical damage back at the target a bear only thing by making it a talent. Every single patch I see all these changes being made to the “flavor of the month classes” while druids again get little to nothing to improve game play unless it effects PVE content…. Even then it seems they only want moonkins for AOE damage and that’s all….