Feedback on Classes in Dragonflight

Please reverse frost mage CDR implemented in 9.2. Casting frost bolts while we are supposed to be doing an AOE rotation feels bad.

Also please give fire mages a 3rd charge of Fireblast back. That way we can have 4 if talented. Like the good old days.

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Please:

  • Give play with the lesser soul fragments to the entire DH class
  • Taletns for Metamorphoses in the class tree
  • New mastery for both specs
  • Give us the promised metamorphosis customizations
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Can we get all the new Treant models as Treant form options for Druids? Maybe fix how it looks like theyre wearing a diaper though.

Can we get better looking wandering ancient models for Tree of Life?

why not just put this in the community council section? after all who cares what everyone else thinks?

I doubt they will read this, no offense. Is that so far only Ferales and Boomy have responded in the alpha druid comments (which is fine, but I was hoping there would also be feedback from tank Druids and Healers druid)

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I have enlisted the help of some friends, but I have several alts and many of them are hunters :smiley:

OKAY, so I really like the shaman talent trees except for one MAJOR thing. Please blizzard make it so you don’t HAVE to take lava lash and dual wield as enh. Not being able to 2H by choice is lame. These talents CAN and WILL work with a 2H. So forcing us to take Lava Lash is really lame and we should not be forced to assume dual wield. The original state of the game allowed for 2H and added Dual Wield support. Then you took away 2H option and only forced Dual-Wield. Stop being like that.

You gave DK’s 2H back for frost, let us main it for Enh. So the dual wield fan boys have their choice and us 2H chads have ours.

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Funny thing is Guardian talent tree is the only tree that seems to be making sense so far.

With the new trees for class and talent, does that mean I will lose all spells and abilities I already have?

survival hunter could use a retooling. enhancement looks great, all 3 rogue specs look great, frost and unholy look good, but survival could use some love

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Very eager to see Paladin, since it’s the only class I feel confident offering feedback on. Hopefully that comes up soon.

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The Resto Druid tree doesn’t seem to have a defined path for each side. It’s very strange to have to put points in Stonebark (buffs Ironbark) to get Memory of the Mother Tree (AoE healing). The end-point talents don’t really speak to earlier spells. For example, you spend points buffing Wild Growth and Efflo (AOE healing), but the end talents are all M+/single target? The other side focuses on improving Ironbark but you end with Flourish/Vision? It doesn’t make sense. Seems like you could make Memory compete with Spring Blossoms on the left and make Overgrowth compete with Invigorate on the right. I would also suggest flipping the bottom talents (except for Convoke/Incarn) so Flourish/Vision is on the left, Swarm/Photo/Circle is on the right. Convoke/Incarn seem appropriate as middle talents. Improved Incarn/Convoke needs a buff to make it worth while. Buffing a two min convoke doesn’t seem that useful. I would recommend implementing the full Celestial Spirits legendary to reduce the CD and spells cast as well.

Autumn Leaves requires two points which seems odd considering other azerite traits in the tree only require one point. I also question why Circle would require two points. Seems like the tree is bloated with high point choices towards the end.

Ysera’s Gift should probably be in the Class Tree as it was a previous affinity ability. I’d replace it with something that buffs single-target healing. Someone mentioned using the old Living Seed talent that maybe combines the Dreamweaver talent Chrysalis and the old Wrath talent Living Seed into something unique that addresses overhealing.

Overall I feel like the tree needs to tell a story as you go down it. There should be an agenda and the final talents should support the playstyle you’ve chosen. I think this is where the Holy Priest tree does a better job. It’s not perfect, but one side buffs AoE healing and the other focuses on your single target healing.

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I love the changes to the DK general Tree, but I still believe there is a need for further changes, mostly in the last part of the Tree.

I feel that everything until the 20 Point gate is mostly fine, though I feel like some things should still be added to the baseline kit instead.

The second to last row being a 3 Point investment is too much. 3 point Nodes themselves seem to be issues in most Trees, but these Nodes have even further issues than the simple amount of Points that has to be spent.

Unholy Bond being at 3 Points is fine for the power it gives, but Icy Talons and improved Deathstrike are, in my opinion, problematic. Those Talents might need to be lowered in cost, or replaced with other Talents that are worth a 3 Point investment.

I think improved Deathstrike should be put somewhere else in the Tree as a 1 Point Talent, preferably before the 20 Point Gate. Could fit great where Death Strike is currently, while making Death Strike Baseline. Could also fit elsewhere in the Blood part, maybe right between Wraith Walk and Asphyxiate.

The first Point in this Talent is by far the strongest Point, since it instantly gives the full RP cost reduction. The only reason to ever put more points into it ,currently , is Abominations Limb.

Icy Talons is similar, but not to the same degree.
It’s alright for some Frost builds, since it increases the amount of Killing Machines that are generated. This is currently a ~4.5 % increase for Frost, in the context of our current Tierset.
For Unholy(and maybe Blood?) , it’s looking to be around a 1% increase, if we assume 100% uptime. That’s just horrible value for a 3 Point Talent.
There is nothing for Unholy that scales with melee attack speed, which might still be addressed though.
Would have some nice synergy with the old Unholy Frenzy generating Wounds on every hit, while active, or some other Talent that benefits from more Melee Attacks. A small chance to trigger the Ghouls Claw/Sweeping Claws maybe?
I think this needs to be replaced also, or something needs to be added to Unholy (and Blood, not sure how it looks there) to make Icy Talons worth it.

Might also be a good idea to rework it in some way, maybe make it a lower % in haste instead of attack speed? Would make it instantly work for all DK speccs.

Another issue with Icy Talons is it’s duration. Similar to the Problems mentioned in the DK Feedback thread about Death Rot, I feel Icy Talons needs a longer duration to work for all DK Speccs. It’s simply far to little Value for most Builds available for DK, similar to improved Deathstrike in the same row.

Maybe make it a Raid/Party Utility Node for one point instead? Similar to the Icy Talons of old.

I also want to mention the power of the Capstones. Abominations Limb without the Conduit or unity is a pretty weak Button, that’s more of a Utility than a throughput Node.
I would like to see more power in Abomination Limb baseline, or in the Node leading to it.

Might also be an Idea to remove most of the throughput and place it in a far more accesible place in the Tree, alongside Gorefiends Grasp maybe?

Soulreaper is looking to need some changes aswell, though those might mostly be tuning issues. There’s basically no world in which Frost or Blood want to pick this Node up, as it currently stands. Obliterate is far too involved in the Forst rotation, so much so that pressing Soul Reaper might even be a Damage loss.
Blood has a similar issue, where it’s currently doing less Damage than HeartStrike, while also not working with the DRW extension, or DRW itself for that matter.
It’s almost mendatory for Unholy DK, but pretty much unusable for Blood and Frost. Might be better placed in the Unholy Tree, with something else taking it’s place.
Army of the Dead for all speccs maybe?

As a final Node, I’m quite confused about the design descisions here. DK has to make hard choices in this last Gate, between Throughput, Defensives and Utility. This seems weird in the context of the other Class Trees that have been released.

No other Class seems to make these decisions in their general tree, as far as i can tell.
It’s either Throughput vs Throughput or Utility vs Utility.

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I feel like these talent trees have great potential, but they are missing the mark in a major way. Instead of having to spec into former baseline abilities, there should be more of these abilities given back as baseline and then the talents for them instead empower or alter them in new and interesting ways. For example: instead of DK having to spec into IBF, they all just have it still and the talent becomes a choice node that gives it different effects like also makes DK immune to stuns but only lasts 6 seconds, or increases damage reduction by an additional % — and each choice maybe gives a slightly different spell effect. This would make the talent trees seem more like an upgrade to our classes instead of just something that is different and possibly a downgrade even. I want to be excited for these trees, but really I’m just concerned about them in their current form. Considering how fundamental these trees will be to the enjoyment of the game, they really need to get them right.

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Thanks for releasing shaman for testing. Here are some suggestions after being a life long ELE Main. Thanks so much for bringing back Gust of Wind (though 20s cd should be halved).

  1. There are 2 copies of stormkeeper in talents. Can we get a talent for ELE that allows us to cast EQ on an enemy target and have that EQ follow the target if the tank moves the adds. That would be an incredible quality of life change in M+ and would make both pugging M+ and coordinated M+ much less painful. And an increase for the radius of EQuake would be nice.

  2. The shaman community would unanimously like the storm ele nerf to be reverted. We lost half our haste and were not compensated at all for the nerf on live in shadowlands.

  3. Could we get Chain lightning to hit 5 targets for all specs, but allow ele to have a talent that allows us to hit more than 5 (perhaps 7-8 or better yet hit all targets within a certain range of the primary target)?

  4. Can we remove the cap on the # of flame shocked targets we can have for both enhance and ele?

  5. Can we increase the duration of the flame shock on a target from 18s to 30 baseline?

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2H WF enhance shaman was the most fun i’ve ever had in wow.

That would look so awesome visually to have CL hit all targets within a certain range of primary target.

YESSSSSSSSSSSSS! Although, I can see if that’s the case then the damage would need to be nerfed. Maybe instead it can scale based on how many it’s been applied to, kinda meteor effect it. We just need to to get our PW cast off and LB for that sweeet sweet burst/haste

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No talent tree should start with a singular selection as its not a choice.
If ALL of the 2nd row is required to go to the third row, then that is not a choice.
Looking at resto it feels ick to get to the bottom of the tree, a point short, when all these points above were required and NOT choices.

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Can we just get rid of PvP talents as they are?

It’s not fun having to switch between so many builds before a match and have dedicated action bar space for PvP only stuff I can’t use in PvE instances.

I would rather they be worked in the tree or have them become some type of perc if not baseline.

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What happened with the Unholy DK changes? Spec surely needs more changes, especially to the way it plays and feels. Having so many cooldown spells which all are on GCD feels clunky…

Got a few ideas how the spec could be improved

  • Festering strike: Change it to 1 rune - this will help with target switching and will allow us to start our rotation faster. Big QoL change.

  • Unholy Blight: Change this into a passive talent. Same effect but it activates when you press Dark Transformation. -1 less spell on GCD and we never use it outside DT+apocal

  • Dark Transformation: Remove the GCD. Even with the added “explosion” damage it feels bad to press.

  • Pestilence talent: We never used that talent since it was added back in Legion. Buff the would application percentage to something much higher or completely remove the talent.

  • AMZ damage cap: As of right now there is no reason to bring a DK into the raid. AMZ’s damage is capped and DKs does not bring anything else unlike the other melees (DH 5% magic, Monk 5% physical, Warr AP buff etc). If you are planning to keep that cap in the game then give DKs something unique…

And hot take: warrior’s Rallying Cry is a better version on AMZ right now, another reason not to bring a DK.