This is going to be a long post, but I have a lot to talk about and give feedback for. I posted this as a new thread because I wanted a place to specifically discuss the class tree changes instead of a bunch of discussions about different spec changes.
The current class talent tree for druids is objectively bad and considered by many to be the worst in the game. There are 5 major problems with it that I’ll list and briefly describe in descending order of importance.
- There are a lot of wasted talent points for three main reasons.
- There are many base rotational abilities that you have to spend multiple talent points on instead of having them as baseline or condensed into less points.
- There are some talent points you are forced to take that are useless to you because they give you rotational abilities that aren’t relevant to your spec.
- And there are some talents that cost too many points (such as Lycara’s Teachings.)
- There is a terrible lack of lateral movement in the talent tree which contributes to gate-keeping and wasting talent points to get to important throughput and utility in both the middle and lower sections of the tree.
- There are too many “dead-end” talent nodes that do not have any connections below them meaning we’re losing point value when we’re taking these “dead-end” nodes. Druids have 7 in their class tree which is significantly more than anybody else.
- The end/capstone talents are either very weak or very niche in the case of Heart of the Wild. Nature’s Vigil was nerfed too much and is weak in comparison to Ancestral Guidance or Vampiric Embrace even though neither of those are capstone talents. Protector of the Pack is incredibly bad. And Heart of the Wild is incredibly niche for both Balance and Feral, and even Guardian gains significantly less value from it than Resto does.
- There are certain important utility abilities that are gate-kept behind abilities that are very niche or that aren’t relevant to your spec. For example, Stampeding Roar is gate-kept behind Soothe which is niche utility, and for non-Resto druids Remove Corruption was gate-kept behind Rejuvenation and Swiftmend.
The first draft of the new druid class tree for the Alpha only partly addresses the first issue, and either completely ignores all of the other issues or in some instances actually makes them worse. These Alpha changes to the class tree need a lot of work because as it stands, the new tree is somehow even worse than the old tree.
Reducing the point value of Lycara’s Teachings and the old affinity passives (bring back Ysera’s Gift) was a good change and cutting a talent near the top of the tree was mostly good as well. However, there are still a lot of rotational talents near the top of the tree, many of which are still useless to other specs that you are forced to take to progress down the tree. They actually added in more wasted talent points for specs near the bottom of the tree. Instincts of the Claw is entirely useless to Balance and isn’t valuable to Resto if you aren’t actively cat-weaving, but there are important defensive and utility talents that are gate-kept behind it. Lore of the Grove is useless for Feral (although Guardian actually gains some value), but there are 3 important utility options that are being gate-kept behind that too. There are even more gate-keeping talents making it harder for us to pick up valuable talents than there were before the rework. Lateral movement is still awful. You can’t go from the right to the left or from the left to the right. You can’t even get from the dead-center of the tree to the bottom left or bottom right. We started with 7 “dead-end” nodes and ended with the same number after the rework. Our capstone talents are still bad. Well-honed Instincts is better than Protector of the Pack, but it’s still not strong enough to be a capstone talent. Blizzard really needs to rework this tree and give up on having 4 distinct lines for the four specs. None of the other 3-role classes have their class trees divided vertically into 3 distinct sections that can’t connect to other parts of the tree so why does druid have to have that kind of distinction.
This line of thinking is the first mistake in the creation of the class tree. Having four distinct starting points is fine near the top of the tree when you are picking up base abilities and power gains that are unique to that spec or to two adjacent specs. However, keeping that distinction the whole way down the tree with the lack of lateral movement severely handicaps druid players when it comes to making choices about important throughput and utility in the middle or bottom sections of the tree. Forcing us to invest the entire way down a different side of the talent tree in order to pick up important talents is a cost that other class trees are not forcing you to pay.
Those are my base thoughts and reasoning for my criticism of the class tree rework. Below I’m going to give my specific feedback on a change-by-change basis. It’s going to be a long list.
- Oakskin is a good new talent and I’ve been wanting a talent that would enhance the power of Barkskin for a while now. If you buff it a bit, such as adding a free Frenzied Regeneration like you have in the old The Natural Order’s Will legendary from Shadowlands then it would probably make for a good capstone talent in a tree with capstone talents that are too weak or too niche. The only problem is its placement. The node is gate-kept behind 2 points in Instincts of the Claw which is completely useless for Balance and bad for Resto if you aren’t actively cat-weaving.
- Fluid Form is an interesting new talent that seems like it would provide good value in saving GCDs if you’re actively form-swapping. Again, the main problem is its placement. It is mostly useless for Balance and is only good for Resto if you are actively cat-weaving to deal damage. It has much more value for Guardian or a Feral that is form-swapping for the Druid of the Claw hero tree. However, it’s at the bottom of the right side with other magic themed utility and is gate-kept behind 2 points in Lore of the Grove which is completely useless for Feral.
- Ursoc’s Spirit is a fine talent but I don’t see it as being too significant beyond a little extra defensive value if you choose to spend a point on it. It would be more valuable if it buffed stamina in all forms.
- Instincts of the Claw is just a damage buff to some physical abilities that can be accomplished by merely tuning the base power of those abilities. It seems to only exist to gate-keep Balance and Resto druids from easily acquiring the three talents below it and to give Feral and Guardian 2 points that they feel they need to spend for throughput. It’s two points that we shouldn’t have to spend. Among the gate-kept talents are the Incapacitating Roar / Mighty Bash choice node and Well-honed Instincts.
- Lore of the Grove is again just a damage and healing buff to abilities and doesn’t seem like it needs to exist beyond gate-keeping the three talent points below it from being easily acquired by Feral and Guardian druids. It’s 2 points that we shouldn’t have to spend. Among the gate-kept talents are Innervate and Nature’s Vigil.
- Starlight Conduit is fine if you want to keep putting in throughput talents into the tree, but I thought that the point of the class trees was to focus on utility and rotational abilities instead of throughput. It should be able to connect to one of the talents below it instead of being a “dead-end” node.
- The Heart of the Wild change is only relevant because they removed Moonkin Form from all non-Balance druids.
- Changing Astral Influence to no longer affect melee abilities and then giving it to cat form as a baseline seems like a weird change to me. Guardian druids are going to want it as well, and all non-Feral druids are going to wonder why Feral is getting the value from the talent as a free baseline while they have to spend a talent point on it. It should either be a free baseline for the class or all specs should have to spend the talent point on it to get the value. If Blizzard intends to revisit talents that extend the range of melee abilities, then it has to be across all of the classes/specs and Astral influence should be revisited or reworked since its value will change.
- Pruning Swiftmend is a decent change in terms of wasted points and reducing the gate-keeping for Remove Corruption, but it’s just taking away another healing spell from Balance and Feral druids. Balance and Feral druids have lost a lot of their healing throughput over the last two expansions and we’ve seen them suffer more from rot damage because of it. Right now, Swiftmend wasn’t tuned high enough to be worth using most of the time, especially since it required a setup cast to apply a hot for it to consume. But that doesn’t mean that Swiftmend shouldn’t have been buffed or reworked to not consume a hot to make it more useful for non-Resto druids.
- Pruning Improved Swipe is an overall good change.
- Making Moonkin Form as a Balance only form is actually a bad change for non-Balance druids. It hinders Guardian and Resto druids “owl-weaving” with damaging spells and removes the ability for those two specs to do a Moonkin Form Convoke the Spirits as a damage cooldown. It also takes away unique utility to use Flap or to cast CC while remaining immune to polymorph effects in PVP. It could have been made baseline or just as easily put in Starfire’s place and had Starfire go baseline.
- The point change to Feline Swiftness is good, but the placement is still bad. All of the other old “affinity” passives are fairly easily picked up by other specs, but Feline Swiftness is still gate-kept behind Rake and is also a “dead-end” talent with no connection below it.
- The Thick Hide change to one point is a net positive, but nerfing our passive damage reduction from 6% to 4% on an already squishy class (at least for Balance and Feral) seems a little rough. Consider making it 5%.
- Natural Recovery costs one point instead of two, but had its healing value taken away from it which isn’t that good. I still think that this node should be where Ysera’s Gift is put. Ysera’s Gift was a valuable passive heal that all druids had the option to talent into starting when it was added in the Isle/Throne of Thunder patch (5.2) all of the way until Dragonflight (about 10 years) when it was moved into the Resto-only spec tree. It used to be a significant part of a druid’s ability to deal with rot damage which we are now seeing Balance and Feral struggle with.
- Astral Influence to one point is a good change not counting the fact that it no longer affects melee abilities.
- Primal Fury becoming valuable for Guardian druids is a good change and will give the talent value in bear from when it would otherwise only be picked up to increase throughput when cat-weaving. However, it is a “dead-end” node with no pathways connecting it to other talents below it on the tree.
- The Ursine Vigor change is good and the placement of the node isn’t that bad. Balance druids and Resto druids that aren’t cat-weaving are still going to be forced to waste a point on Ironfur for it though.
- The stamina change to bear form for Guardian spec doesn’t seem like a change that is too significant, especially since they can gain that 10% stamina back from Ursoc’s Spirit if they want.
- The Lycara’s Teaching change is an overall good and popularly requested change.
- Forestwalk is still an awful talent. The magnitude and duration of the effect is too low to make it worth it. The only reason you would ever take it is if you needed to pick up Heart of the Wild, but chose to not to grab Stampeding Roar for some reason. Please replace it with something useful.
- Well-honed Instincts saw no change since everybody only took 1 point in the talent anyways. It’s not strong enough with a 2-minute cooldown to be a capstone talent. It should honestly be a 90 second cooldown to put it on par with Renewal which is better in every way. It was too powerful in early Shadowlands when it had a CD that was less than a minute, but it seemed to be just fine when it was nerfed to be around 90 seconds.
- The removal of Gale Winds and Incessant Winds don’t seem to be too significant. I’m not sure anybody would care that it’s gone.
- The removal of Tireless Pursuit isn’t a very good change. To be fair, the talent was kind of niche and was only good for mostly Feral and Resto druids when they were form-swapping or in PVP. However, we’re still talking about removing movement utility from a class that is already significantly behind on the movement cooldown arms race and druid was supposed to be a class with high movement ability.
- Moving Renewal to its new position seems like a net-negative for Feral and Guardian druids since it is now gate-kept behind the top half if the right side of the tree. Before it was easily acquired on one of the nodes right after Lycara’s Teachings. However, it does reduce the number of choices you need to make at the bottom of the tree since Forestwalk is awful.
- Starsurge, Improved Sunfire, Maim, and Hibernate are all still “dead-end” talent nodes with no connections below them to allow you to progress down the tree.
- Wild Charge and Tiger Dash have been moved from the free-start node in the center of the tree to the middle of the left side. This is a bad change since this talent is more widely used and more valuable than the more niche Mass Entangle / Ursol’s Vortex talent that took its place.
- Ursol’s Vortex / Mass Entangled being moved to Wild Charge’s old spot is a bad change since it’s more niche and basically forces you to take it if you want Stampeding Roar. I know why it was moved. It was moved to make it easier for Feral druids to pick up because of the Entangling Vortex hero talent. I would like to remind you how bad Entangling Vortex is and how unlikely you are to take it in most circumstances considering the fact that if you need a mass root, you would be better off choosing Mass Entangle which is on the same exact choice node as Ursol’s Vortex and has half the cooldown which effectively allows you to permanently root groups of enemies. Why would I take Entangling Vortex when I could just take Mass Entangle?
- Moving Cyclone to its new position is a very good change for PVP. However, it’s even more niche in PVE than Soothe is and you have to choose one of the two in order to grab Stampeding Roar which is important utility, especially in raids. Stampeding Roar used to only be gate-kept behind Soothe, but it is now also gate-kept behind Mass Entangle / Ursol’s Vortex. Stampeding Roar is essentially a talent that costs you 3 points in most PVE situations since all three of the talents above it are such niche abilities.
- Rising Light, Falling Night is still a generic throughput talent that is gate-kept below half of the “magic side” of the tree even though it is purely generic like Lycara’s Teachings. I’ve also always disliked talents and abilities that have different values based on the time of day. Please consider moving it, reworking it, or replacing it altogether.
- I dislike that Sunfire still costs 2 talent points. It has applied the Sunfire dot to all enemies in the radius since the AOE rework to Sunfire at the beginning of Warlords of Draenor (6.0) all of the way until the start of Dragonflight which was about 8 years. I think it’s a huge waste of a point to spend two points to re-acquire an ability that should realistically only cost 1 point. There could easily be a different talent in place of Improved Sunfire to be taken as an interesting choice instead of having another wasted point on rotational abilities at the top of the tree.
- Remove Corruption is still gate-kept behind Rejuvenation for non-Resto druids. It’s better than it was, but Rejuvenation still does too little healing for non-Resto druids to consider ever casting the ability and Improved Rejuvenation farther down the tree also has too little value to ever be taken by non-Resto druids.
I still have more to write about the class tree and the class baseline abilities, but I’ll save that for a future post. Thank for you actually reading the entire thing if you made it down this far.