So after looking at more and more of ther spec/class trees and looking back at BM :
While I think that the tree in functional and does work, I also feel like there’s a bit too much commitment in terms of points to get back to what we already have as is.
So while some of the other classes are getting a lot of “shiny” we’re very limited in that.
One of the examples is how many points we need to spend to currently get back to current Bestial Wrath functionality :
If we look at the tree overall using a build that’s mostly trying to maintain the current playstyle (and realistically I assume will be the current meta at least in terms of design/utility) :
We can see that we’re getting 3 new abilities (2 of them are passive, and 1 is only AoE)
We’re missing out on 1 current existing baseline abilities (wild call), in large part due to spending 10 of 30 points only to try and get baseline non talents abilities, which are ± required for spec to function.
As an example - Barbed wrath is one of the main mechanics of the spec, but it’s a 2 talent point at the bottom of the tree. Same with the Wild Call to some extend, since without it :
- the spec is 100% deterministic and you would be going back to being able to have a timed macro performing entire rotation
- Having haste plateaue / spikes where you would be getting guaranteed ability to maintain 3 stacks Frenzy/Thrill and sync of ur BW cooldown with mechanics / cooldowns.
- Also drastically hurts our crit scaling, which has been historically favored stat.
Overall, I don’t want to calculate how many total nodes we have / how many 2-3 point talent choices we have, since those are mostly meaningless metrics, a lot of current passives could be baked into the baseline version of their abilities, freeing up room for new nodes on our tree and it would feel great with the same number of nodes.
That being said, some of the “merges” that I would prefer to see :
- Kindred and Pack, both thematically are similar.
- Wild call and barbed shot. It feels like too much of a hook to completely ignore.
- Barbed Wrath and Bestial Wrath. It’s another thing that feels crucial for BM identity and would probably be too much of a trap to play without it.
This would free up 3 talent node spots on the tree and some points that would actually let us play with a few more new abilities.
On the topic of Barbed Wrath, I think it currently working on AotW (but not Call of the Wild) is a bit problematic as it’s once again leading us to new desync issues.
And I still believe that those cooldowns should be merged in, currently we have too many CDs :
- Aspect of the Wild
- Call of the Wild
- Bloodshed / Murder of Crows
- Bestial Wrath
(I’m going to assume that we are not running steel trap / Explosive shot / Dire Beast / Wailing Arrow, but theoretically we could be running 2-3 of those in addition to current ones)
While BW is not a true CD, for the purpose of “burst”, i’d still categorize it as such, and in situations like say Sludgefist charge, I don’t want to be spending ± 5 globals only buffing myself for the damage purposes.
Due to this I’d suggest that it gets changed into a passive that simply upgrades AotW.
I also think it would be interesting to have it as a choice node between being a passive ability that modifies aotw and having a CDR ability (Similar to current Ferocious appetite conduit at say 3.5-4 sec strength) where you can pick between stronger 2 more, or more frequent 1 min one.