I looked through you post history and find nothing in this thread. Link it in this thread from this thread.
Everyone who comes here is just nerf starsurge and gg. Which blizz said no ty to already.
Awesome. Two people hiding … err posting on alts pointing at one another. No. Play the class. Post on it. I have nothing to hide . People who won’t when called out … that is a you issue.
Edit: Already posted on my druid here and he is locked due can’t on post 3x in a thread since new toon on this forum, I don’t post on him. When called out … I did post on him already.
That’s fine and probably true, but that would happen with or without any changes.
The argument is still completely different to what was being made.
To reiterate I said that spell power scaling won’t change much until the Gnomer raid. At which point the person arguing against said “we are likely going to hit 200-250 spell power”.
As I’ve stated, with no newly itemised gear from dungeons or other raids prior to Gnomer, spell power will remain relatively consistent pre-raid.
That is it, that is the entire premise.
I have no argument with you, I agree mostly with what you are saying. I’m simply saying that was never the argument, so I have no intention to argue with you.
The whole thing was and is “spell power will remain fairly consistent until Gnomer” vs “we will have 200-250 spell power pre-gnomer”
Aggrend said the raid is designed to be easy, why are blaming players who complain about hunters or druids for not having gear but then turning around and trying to judge druids who decided to not equip their free items?
Druids are going to get gnomer items like everyone else, the spell will most likely be a problem even at 100sp, the damage isn’t the chief issue, it’s a factor.
Just a simple example, the spell would be even worse for balance if you reduced the damage by 33% and increased the range by another 33%.
Alternatively you could reduce the cooldown by 50% if you reduced the range by 50% and it would “probably” be less of a problem.
Again this is a hypothetical and very hyperbolic. It’s a combination of things, not any 1 aspect of the spell.
You know, it really bothers me that people constantly talk about Druids and skill expression. I’m not saying it’s not a good design to have skill expression or that the game isn’t better when it’s a factor, but there are a bunch of classes and specs in this game with an extremely low skill floor and who are extremely powerful without a lot of effort. It’s really interesting to me that people seem to single out Druid as a class they want to have to be piloted by a very skilled player to work at all. Like, playing Warlock of any spec but particularly SL/SL or tank lock in SOD is really strong and really braindead. Playing Shadow Priest is really braindead. Rogue has a really large range of skill expression but even a bad Rogue is pretty dangerous in some situations. BM hunter is and always has been wildly braindead.
Granted, you play mage, a class that absolutely does scale with the skill of the player in an extremely meaningful way. So I sorta get why you look at other casters like Warlock and current balance druid and get annoyed. But it’s very common for people to really want Druids to be shapeshifting 12 times per encounter, throwing out heals to team mates, dealing damage, using Hibernate, strategically using demo roar and soothe animal or whatever, really sweating. If they’re not and they can still win fights people get really annoyed about it. Meanwhile a hunter puts their pet on me and does like 3 moves and I’ll probably die.
So you clearly didnt read what i posted. Maybe a different format will help you.
-starsurge no longer benefits from talents that would increase its range
-starsurge mana cost increased to 10% base mana
-starsurge now also causes the next 2 damaging casted spells to restore 5% base mana if casted within 7 seconds.
These changes give the spell counterplay in pvp while having 0 effect on 99% of pve. The only pve effect would be the first starsurge on pull requiring you to get closer.
The problem with starsurge in pvp is the lack of counterplay. Pve wise its fine, but there are 2 aspects of the game. Pve and pvp.
By nerf you mean add counterplay to travel form 15% chance to dtun 42 yard range starsurge? Ya it should have some counterplay to it. I dont think it needs a pve nerf though, which is why my suggested nerfs are to add counterplay while having as minimal effect on pve performance as possible.
No, they didn’t lol. Link the quote of them saying no to class balance happening, because it doesnt exist. In fact the constant nerfs to hunters prove class balance is happening. The buff to starsurge proves class balance is happening.
I main hunter. I know the class got a lot of nerfs it didnt deserve in terms of pve. Some of the nerfs were justified in terms of pvp though. And starsurge needs a pvp nerf. I am hoping they do it in a way that isnt just nerf damage, nerf cd, or gut ability like they have done basically every time they nerfed hunters for pvp. I am suggesting nerfs to starsurge that dont harm its pve performance while adding counterplay in pvp. I have a druid, i dont play it much. But i do understand class balance for druids. I know the base druid class at 60, as resto or boomkin could basically solo any class in the open world due to the pole and heal and run and pole and heal and run strategy. Died to it plenty of times on my hunter because even then moonfire, rejuv travel form out of range repeat could win vs anyone that couldnt outright just heal the slow death because there was no counterplay. Yes it was a slow death, but starsurge takes that issue to the max becquse its now an instant far range spell for druids that does a large amount of damage. Its the same playstyle but now that death isnt so slow, and what little counterplay it did have, now also has an instant 15% chance to be stunned every 6 seconds next phase as well.
Starsurge needs a pvp nerf. I am hoping for a nerf that adds counterplay in pvp without harming pve performance.
Eh, it only really does that if you’re going for max damage output. The entire reason Moonkin form was added in the first place is to restrict balance druids from having access to healing spells while they’re in DPS mode, it just did a bad job because 3% crit isn’t very good.
I get you though, I started playing balance before moonkin was even added (lol 31 point hurricane). Talk about being a little disappointed when I learned they added a form I didn’t want.
Yeah if you’re part of an organized group with a healer and players who peel for you, Moonkin is all right.
In PvE, I think it’s generally considered a good idea to have it because it’s still 15% crit for the group, but also, you could just put another mage there. heh
Wasn’t talking about pve, was talking about pvp. Regardless of whether or not it’s a different beast doesn’t mean a change like that wouldn’t affect both parts of the game.
Theres no split ability balance, so a nerf to PvP is almost certainly going to effect PvE. Thats how it is my man. Also, just looking at warcraft logs, hunters are still BARELY behind warriors and rogues
I honestly dont get how all these hunters are complaining so much about the nerfs. theyre still top tier and a league above everything under them. Also, theyre still giga OP in PvP.
I think you’re going to be disappointed because I think they’re almost certainly going to use Moonkin Form as a BIG tuning knob for balance damage. It’s an easy change to make, makes sense within the design space of classic, and lets them add a bunch of scaling to balance druids without changing like 6 talents. It’s easier to add a rune that’s like
Rune of Dire Moonkin Form
Transforms the Druid into Dire Moonkin Form. While in this form the armor contribution from items is increased by 360%, spell damage is increased by 150%, spell hit is increased by 3%, crit chance is increased by 10%, and all party members within 30 yards have their spell critical chance increased by 3%. The Moonkin can only cast Balance spells while shapeshifted.
The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
then it is to buff every single balance talent, increase balance nuke base damage by 30%, etc.
To be honest it’s a safer bet anyway. I’m not psychic but I wouldn’t be surprised if they really struggle to make balance strong while avoiding complaints about it.
And all they really need to do for that is offer counterplay to their damage output.
For example
Rune of the endless storm- casting hurricane is no longer a channel but a 2 second cast, and lasts 12 seconds. Cd reduced to 10 seconds. While enemies are inside of the hurricane the druid does 20% more spell damage to them from single target abilities the druid gains mana equal to that bonus damage as mana.
So pve wise thats a 20% modifier and mana return. Pvp wise the enemy can just step out of it removing the bonus damage snd making that mana return not happen. Which results in losing 880 mana (this is rank 1 mana cost according to wowhead)