For the most part I am happy with these talents, my only concern is that some talents that seem extremely crucial to a build (pvp, m+, aoe raid, etc) are locked behind weird talents that don’t really give any benefit to that build. Soul of the forest for rdruid, as an example, a crucial spell in pvp healing rotation, is locked behind 2 points in a wild growth aoe increase, which is a spell not often used in arenas. Certainly, its not going to make or break anything, but it doesn’t necesarily “feel good” putting points into a talent you don’t plan to push or even potentially spec in to.
Futhermore, spells, like wild growth, that have so many resto talents that improve said spell, should not be so deep in the tree. If I plan to build my character into a “feral affinity” resto druid and I don’t have the points to pick up wild growth, theres about 4(ish) dead talents in the resto tree that I still need to pick up in order to get certain other crucial rotational spells (aka soul of the forest for pvp). Wild growth should either not have so many talent points that require you to get to more single target healing spells in the resto tree, require less of a talent point commitment to obtain so far down in the tree, or just be baseline.
Cyclone, and to less extent, hibernate, also are really important druid spells that I believe should be baseline or at least easier to obtain in the tree.
Also, why is wild charge/tiger dash choice node the only path that goes upward, rather than downward and you HAVE to talent into soothe (something that has 0 connection to mobility) to obtain.
Lastly, based on the feral tree, it seems as if rake no longer will stun people from stealth unless you’re feral. Rake stun is so nice for the rdruid pvp kit and I would be sad to lose it.
Overall very happy with these changes though! Nice direction and hopefully will be a breath of fresh air for the game!