If you dont like the druid play style, play a priest.
Making a druid play more like a priest isnt the answer.
Classes should feel and play different even if theyre both fulfulling a similar role (healing).
Shapeshifter class will inevitabley feel clunky, thats the draw back to being a shapeshifter. But its also what sets it apart from feeling the same as everything else.
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Itâs not making it play like a priest, i like the resto healing style, have since tbc.
The problem is that healers arenât just healing anymore for high grade content. Resto needs options to do damage if its gonna compete, the current options are lackluster, having talents to improve them like the other specs are getting should be obvious even on just the grounds of fairness between classes.
Getting a talent or 2 that synergizes with our current healing style should be pretty simple. dots that buff the hots we throw out constantly or vice versa, more healing for being in form longer to promote shapeshifting, anything is good as long as its there as an option.
I think its a dark day in gaming when weâre more concerned with the damage output of healers instead of the healing output.
I am of the opinion when the raid doesnt require healing, it doesnt mean its a healers dps phase. It should be a healers mana regain phase.
I think it refers to the PvE content (M+), if they continue with the base of shadowlands (reduce constant healing mechanics and only put hard/heavy damage every so often). It will make the druid below the others again (because we lose a lot of dps changing form and on top of that our dps kits is not a big deal with all the nerf and on top of the aoe cap) and another thing to emphasize is. ⌠the fantasy of the class with the periodic damage/dots (Which is not bad but⌠as sometimes you canât dot everyone and many times these are the top dps of the druid⌠it causes a lot of problems because in the long run⌠they wonât do much damage because as I said they are dots and a damage burst like Hpriestâs Kyrian or Rshammyâs Vesper Totem is better than any druid healerâs own ability to do dps)
I hope the latest Priest tree is an indication thereâs been a change in thought towards including generic 2/4/6% physical or magic damage talents, and also the 1/2/3% x stat talent.
Thatâs 6-9 talent points on dull flat increases. Every Priest talent in the general tree actually means something rather than just pure throughput.
Moreso the fact one of the 2/4/6 is for physical damage, and the other for magic. Especially for Resto or Guardian that have a somewhat hybrid physical/magic damage profile.
But even for Feral, Iâm guessing Lunar Inspiration (among other magic damage talents) wonât benefit at all from 2/4/6% on the left side, and similarly, if you donât spend yet another 3 on the Magic damage one on the right, thatâs -6% damage the talent is missing out on, which could be the difference between the talent being viable or not.
Also why is Tireless Pursuit hard nerfed? 2 seconds? Even the absolute lowest level conduit on live gives 3 seconds, up to 6.6 in the current tier (which feels really nice). But I imagine the values of most talents will see adjustments.
Ursine Vigor is strong still which is good, but not sure if its tier 3 strong - competing with a lot of really good things down there.
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I think the general druid tree should offer split decisions at the very end of the tree.
Nah, insects devour the decaying. Even 5e D&D has a spore druid that raises undead beasties with spores and such. The only thing I think they should change is have adaptive swarm do nature damage instead of shadow, but otherwise itâs very thematic for the druids. Especially Boomkins, cause you no those dingle berries have got to attract bugs.
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The stats only talents i think are just a biproduct of the minimum talents spent and druids being spread so thin. They have to design talents that can be useful to all 4 specs at some point and flat damage/stats are the easiest way to do that.
For lycaras buff specifically; Id prefer something similar to the current legendary instead of the raw stat but, without needing a weakaura for the auto cast. You manually switch forms you cast the spell you get a debuff that you cant do it again for a minute repeat as needed. Since its a talent, not a legendary you pay to build, it can be tuned on what spell as such without a huge investment loss.
Insects pollinate flowers/ plants.
Druids use flowers/ plants to heal.
Thereâs a synergy that could be played upon.
Insect Swarm was a staple in the Druid tool kit for years. Thereâs no reason it should be replaced with Death Knight version.
Just give adaptive swarmâs mechanics to Insect Swarm and everyone wins.
Druids use the life aspects of nature not the death & decay side of it.
4 Likes
The druid tree and guardian is just a mess. Having to chose between demo roar and bash in a m+ situation when you currently can use both is just a large nurf to the class. Also it being so far out of the way to pick up is another nurf. The need to use some resto spells to obtain baseline remove corruption. is also a nurf The inability to chose well honed instincts and mass entanglement or vortex. A lot of the needed utility for a Guardian in m+ is now not available because they are spread out. In raid not a problem but in m+ this makes the class very un-appealing and does hurt their representation. The fact is that it is better to take spells that buff moonfire but I am taxed on taking Pawsitive Outlook and earthwarden which leads to more than likely having to choose between Rage of the sleeper or Incarn. Which you should be able to chose both. Also there will be only the most rare moments to not have 2 charges of survival instincts. Circle of Life and death should be in the place of Improved Survival instincts. Switch twin moonfire and galactic guardian. What seems to be ignored is how the tank functions in pug situations. In organized groups you an sacrifice utility, but most this game is played in pugs and for a tank you cannot remove any utility because if they canât compensate or overplay, the tank representation will suffer. Most players are not âpresentâ in content and time invested in either a raid or m+ is wasted because of the lack of presence. Having the ability as a tank to compensate for that is what will keep that tank in play. Removing it, well they will become as represented as Shadowlands prot warrior.
Actually they use the whole circle of life including the death. Source: Yseraâs storyline, Ardenweld abilities such as the paladin ability, Moonberryâs storyline, etc. Also, your argument that the insects pollinate flowers and flowers are used to heal doesnât make sense with how insect swarm was used. It was used offensively, not in a healing manner. The insects were used to destroy flesh. The only thing that needs changed is shadow damage should become nature damage and then itâs no longer a âdeath knightâ version. If anything, this version is better than insect swarm, because the insects of this version cycle like the cycle of life, they destroy and then heal and then destroy etc.
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The citizens of Ardenweld arent druids.
Some druids spend their afterlife there, yes.
But not all.
It is also not where they draw their power from.
Name one druid ability that uses undeath.
Yes Insect Swarm hurt people.
As Druids also have control over the wilds. (Living animals in the wilds; key word living)
What is undeath? I just said change the damage type from shadow to nature. Besides the damage type being purple instead of green, what are you calling âundeathâ? Things that cause death: all your attacks? Things that decay a personâs life? All your dots. All your bleeds. Itâs literally the damage type being shadow that seems to be causing you issues. Theyâre not undead bugs, so what exactly is it that you mean by âundeathâ relative to adaptive swarm?
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There was a major campaign quest in legion where brightwing tells you to go kill a random 1000 things to recycle into plants because the cycle needs a buff to stop the legion.
Blizzard straight up said the emerald dream is just one of ardenwealds many other halves since it reaches out to great beings of nature all across the universe to serve as their recouperating point in death.
Its newer lore but its still the lore, and they were probably trying to dig deeper into the cycle starting in bfa with the thornspeakers and drust to continue into shadowlands. Adding it to the druid identity, Which lacks alot in fantasy or realistic druidism after balance went celestial focused instead of nature themed.
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not to mention, with shadowlands being canon to the lore - every class has learned an element of ânecromancyâ and shadow magic from our experience there.
having the ability to resurrect is also a form of necromancy, so Iâd say thatâs something to consider in the cycle druids are so attached to.
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This is a very pointless debate, the two of you both agree insect thing suits Druid.
Changing to Nature damage is all thatâs necessary, maybe they could shift the colour of the green from a darker to a lighter at most. The visual effect is already 10/10 imo, especially seeing your colony spread over your party etc. Nothing about it is undead other than your perception because it was tied to Necrolord. Iâve always perceived it as a living, breathing colony.
Itâs for all intents and purposes, an insect swarm.
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Its animation is undeathly.
I think its just a green blobâŚdoesnt even seem like an animation.
But it does look kinda funny when you got multiple green blobs flying around ^^
Donât make baseline Druid abilities talents. I thought the days of pruning were over.
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Iâve been putting off joining any debates on the feral tree until I had a chance to really sit down and play with Wowheadâs calculator.
Afterwards I read some other peopleâs thoughts and there are a lot I agree on.
Some of the choices feral has in the tree are either ânon-choicesâ, meaning youâd better take a specific path for group content or be a detriment to your group, or they are just really bad/lame choices. Putting baseline abilties and survival in a tree will never feel good, but especially when they compete in some cases, and they didnât even bother to drag up any previous things feral had. Correct me if Iâm missing something, but this all seems to be SL abilities just scattered across multiple nodes.
For instance, taking our current working of Berserk and instead make it require 4 individual steps to essentially ârebuildâ the functionality⌠thatâs just lame.
I hope for improved paths and choices in future iterations in Alpha/Beta, but I still canât help but think the dev over Ferals design either doesnât play the spec or just canât decide how they want it to play, leading to a lackluster choice toward any differing playstyle.
Crossing my fingers for a better tree before launch, otherwise I will either pick up my monk, or find another way to pass my time.
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