There have been a lot of changes made in last week’s build. After having had time to play with both these changes and the initial Balance Druid changes in both raid and Mythic+ encounters, we wanted to update the feedback we posted initially during Alpha. We appreciate you taking the time to consider our feedback and we look forward to seeing how Balance Druid continues to evolve in Midnight and beyond!
Before we get into specifics, we wanted to make a point to say that the current iteration of Balance Druid on Beta is one of the most fun iterations that we have played/tested in a long time. After the changes last week, a build emerged taking talents like Starweaver and Touch the Cosmos with Hail of Stars. This has created a positive feedback loop that is focused on free spenders increasing the duration of Solstice leading to more Shooting Stars damage, which has always been a far more interesting loop than having our focus be on generators.
Starweaver
As mentioned, Starweaver has come back into play, and the gameplay of alternating your spenders back and forth with a proc feels very good. It also fills a hole that has been present in Balance’s rotation ever since the removal of Pulsar where there has been limited moment-to-moment decision making except for “press cooldown on cooldown”. If changes are made to take Starweaver out of play without something else to fill its shoes, it would hinder the current fun of the spec.
- Starweaver’s return is supported by a few changes working together. The reduced AP generation increases the value of free spender procs which, when talented into Hail of Stars, compounds on buffs to Shooting Stars and the new tier set 2-piece. This also has the added benefit of maintaining the importance of our DoTs in a more elegant and interesting way than our previous mastery.
- The amount of passive buffs to Starfall in the talent tree has pushed it ahead slightly as the preferred spender in ST over Starsurge, which plays well into Starweaver. While having Starfall be better on ST can be an issue, ideally any tuning done to correct this is done in a way that doesn’t impact the essence of what makes the build fun to play.
New Talent Feedback
Total Eclipse: This 2-point talent is currently a raw 10%/20% chance to proc both Eclipses and does not operate on a “stacked-deck” system.
- This leads to very inconsistent outcomes without providing any compensatory moment of excitement. Historically, the spec has felt frustrating when too much of our throughput is RNG or outside of our control, especially when it is purely RNG instead of a proc that we can actually react to and play around.
- The positioning of this 2-point node also makes it a pretty undesirable pick and is only competitive due to the general lack of power in the bottom third of our talent tree.
Elune’s Challenge/Nature’s Grace: This choice node being moved into the second tier of our talent tree was an improvement, but it still doesn’t seem to quite hit on its identity.
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Nature’s Grace was originally implemented as a talent that would help us get back into Eclipse faster, shortening the cast time of 2 generators after leaving Eclipse. This was effective in the previous Eclipse system where it took 2 spells to get us into Eclipse, but with the new system it seems to be almost entirely out of place.
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Elune’s Challenge seems like an attempt at a successor to Nature’s Grace in the new Eclipse, but it currently doesn’t feel like it hits the mark. Often at the end of Eclipse, you are fighting against procs in order to spend down AP enough to proc the effect which can feel frustrating without an impactful enough payoff as a reward.
Umbral Embrace: The current iteration of this talent is effectively just a passive increase to generator damage similar to Umbral Intensity. Its position in the tree feels like it could warrant a more engaging interaction that keeps a focus on generators being periodically meaningful, while incorporating spenders similar to the effect provided by the Dragonflight Season 1 2-piece, Gathering Starstuff.
Meteor Storm: This talent succeeds in filling a space where Balance struggled throughout War Within when it comes to raid encounters with sporadic priority add spawns. Adding this into a choice node with Aethereal Kindling helps provide meaningful choice in how you approach an encounter.
Wild Mushroom: Last week’s nerfs to Sunseeker Mushroom and subsequent buff to Wild Mushroom were well received, as Wild Mushroom has historically provided very little damage relative to other options and in some cases has been a damage loss to press even when talented. The current iteration on beta provides an engaging button to press, allowing for slight burst AOE or funnel depending on the situation.
Cooldowns
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The changes to Whirling Stars and Potent Enchantments are very good and have helped a bit in alleviating the “cooldown planning fatigue” the spec has been experiencing. There are still a couple of instances where talents can make certain cooldowns not align perfectly. Early Spring still desyncs Force of Nature from the rest of your cooldowns and forces reliance on Control of the Dream to “make it work” while Elune’s Guidance desyncs Convoke from Celestial Alignment after 3 uses. Elune’s Guidance’s main issue is that the 60 second version of Convoke has just been simply too weak to be taken and has never had a framework of other cooldowns to support it.
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Lowering the dmg buff from Harmony of the Grove addresses the overly front-loaded and cooldown dependent damage profile that we have had for all of The War Within. Reducing the focus on these damage windows allows for more agency outside of cooldowns and opens up an opportunity to create more gameplay interactions beyond just pressing Treants/Celestial Alignment/Convoke as all of our damage.
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The change to Bounteous Bloom is good, with the node maintaining the choice between a more powerful cooldown versus a lower duration cooldown.
Elune’s Chosen
- Elune’s Chosen is intended to focus on either Fury of Elune or New Moons as the center piece of attention for the spec. However, due how Atmospheric Exposure interacts with Fury of Elune and the overall gameplay of New Moon, this has never been a real choice. New Moon’s lengthy cast time and multi-stage design fundamental conflicts with our shorter cooldown windows and heavily punishes movement in key moments. We realize that fixing this issue is tricky, since buffing the New Moon spells could see the talent be taken for Keeper of the Grove builds instead while still not seeing play for Elune’s Chosen.
- Elune’s Chosen suffered from a lack of focused identity since its introduction in The War Within. Talents like Lunar Amplification signaled a playstyle focused on using nature spells to build up powerful arcane spells, while talents like Lunar Calling and Lunation focused on spamming Starfire to reduce the cooldown on New Moon or Fury of Elune. With the recent changes committing fully to the Lunar Calling playstyle, there are some concerns from players given that the focus on spamming Starfire has never been very exciting, and is actively bad whenever taken outside of Mythic+. We hope that with the hero tree now delving fully into Lunar Calling, that steps can be taken to make this feel more exciting. The new talent Penumbral Swell, increasing the damage buff from Lunar Eclipse by 3% is also virtually identical to the Arcane Affinity talent in the Lunation choice node which increases your Arcane damage by 3%.
Bugs
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During the intermission for Belo’ren in mythic raid testing you were unable to Sunfire the Egg.
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Elune’s Challenge sometimes activates above 40AP when an Eclipse ends, the way to replicate this is unknown.
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The duration of Solstice hard resets to 6 seconds whenever you enter an Eclipse even if you have the current duration is more than 6 seconds from getting free spender procs with Hail of Stars talented.
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Meteorites will damage and pull any targeted enemy, regardless of range, whenever talented and Starfall is active.
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There is some inconsistency with Force of Nature targeting fountain bosses like Dimensius in Manaforge or Vorasius in The Voidspire where your Treants won’t cast Moonfire on the boss.