There’s a lot of hate in here about Paladins being too OP - when really, the issue here stems from frustration from the druid community. If you take a good look at the Paladin Class tree and new hero talents there are great synergies, solid class tree abilities, hero talents that are worthwhile and across all 3 (class, spec, and hero) talent trees there are synergies that reward you for playing well. Extra holy power on interrupt, small heal on cleanse, extra dmg and healing for good rotation and playstyle. CD reduction or extra healing for using heals on low health targets. Saving the day, rewarded. FUN. This should be the precedent for ALL classes.
Druid, however, has NONE of this.
Our hero talents are TERRIBLE across the board. Most hero talents are weighted at less than 1 point in the regular tree, that is not very “heroic” most are just the same defacto ~1-2% output synergy. These are just formula increases are are NOT fun. It feels that Druid development has lost the “FUN” formula for years now.
We need Identity put back into our class tree, and remove defacto form specific abilities to just be baked into the class. The new changes has seen a few removed - but it’s not enough. Rake, Rip, Rejuv, Sunfire, Ironfur, Hibernate, Maim, Soothe and Cyclone, Stampeding roar should all be baked into the class.
Solar Beam? It’s an old school Moonkin identity spell, those days are OVER, we are DRUIDS now, THAT would be a good class skill. Accessible by all forms. Balance should still have access to skullbash, it’s no different to shaman having windshear, I don’t see the issue, especially as they have to shift to use it.
Ysera’s gift, resto minor healing talent - another perfect class ability that would give a small amount of group healing for just having a druid in the party/raid.
Adaptive swarm, another good CLASS ability.
Convoke the spirits - CLASS, although it’s COMPLETELY useless for bear.
Why do we suffer with multiple talents to make a CD effective? It’s NOT fun, what’s worse if that you’ve added hero talents that add more. 5 for bear incarn, 6 with EC, 5 for feral incarn, 4 for balance incarn, 5 with EC? What? Why?
The new tier set gives more AoE to Balance? REALLY? Balance is ONLY effective for AOE right now because of starfall. All other areas Balance struggles. The ONLY reason to bring a balance druid is for MOTW (cause 3% dmg), and AoE dmg which is 100% starfall specifically on large pulls with mobs of high HP. It’s certainly got nothing to do with Lunarbeam. BUFF Single Target DMG through interesting HERO TALENTS.
Bear, Balance, and Kitty are ALL some of the WORST performing specs in the game right now - I don’t understand how the changes made are so timid - we’re left wondering if they are buffs or nerfs - and from testing it’s seeming like the latter.
Resto has been turned from a hot class to an old school paladin healer that just spams FoL (which is regrowth), not fun, ruined all our identity. Because we now have to HOT, then spam regrowth there is no time to DPS - so either buff our hots, or provide passive ways to reapply. We struggle on burst aoe healing (which for some reason in S1 TWW there were TONS in dungeons) because we have nothing. Our AoE healing is spamming regrowth one target at a time.
Have you actually read what the base healing is on Wildgrowth? I think it’s like 220k over 7 seconds (that’s with the 2 talents for 30% less drop off) at 630ilvl? That’s 4% of a player HP, 2% of a tank at equi-level? On a 10sec cd ofc, cause it’s a STRONG heal??? I guess this is what happens when the class hasn’t been looked at for years and are just given blanket aura adjustments - it makes the HOTs less powerful and we are left crutch healing with Regrowth.
It seems that you need to ask yourself, what makes world of warcraft fun for players and what is NOT fun?
Raid - Output - there aren’t many other mechanics in raids other than movement, and output. Output comes in two forms - burst dmg/healing during burn phases, and damage/heal versatility from single/multi-target. All classes should bring both to the table. Feeling like you contribute and perform at a level that matters - atm, it feels like raids bring a solo druid for motw, certainly that would be the preference these days.
Dungeon/M+/Delve - Same for raid, but add interrupts/defensives/CC - pugs are NOTORIOUSLY bad, because it seems they don’t have these on their bar. Probably due to the lack of use in Raids - idk. But providing rewards for output based on effective CC/interrupt would be a GREAT way to encourage effective PUG dungeon groups. Do NOT nerf access to these tools for any spec - we want to PROVIDE tools for players and ENCOURAGE them to use them. Clutch saves, turning the tide of an encounter, last minute interrupt, heal, getting through a dungeon deathless - all happy times - not just for the player but for the whole team. Fun.
PVP - sorry, I don’t do this anymore, I hung up my PvP gloves in Cata.