Numbers aside at the moment, I like this philosophy for feral

“Both [Soul of the Forest] and [Savage Roar] are strong options both in single target and AoE situations. Each provide a solid boost to overall damage, and additional Energy generation, assuming they are used correctly. Your pick will depend on fight styles and personal preference in most situations.”

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I still like my Incarnation :joy:

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Why is savage roar still a thing. You get a negligible damage increase, it cost combo points and ENERGY when the class already has energy issues. They could easily just implement a new passive kill for feral called “Beast Strength” and make it increase ur damage by 10% passively and energy regent by whatever passively, without it taking up another global… this company is dumb by now, im kinda done after seeing wat they’ve managed to do with my class after 4 months.

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The issue with removing Savage Roar is that it “runs the risk” of making the spec too simple. But I myself think that’s a garbage excuse. Complexity through a boring timer that has no decision making in whether to temporarily go without and use any abilities un-buffed, instead “is savage roar up?” no? put savage roar up and don’t hit anything else until you do.

I don’t mind blood talons by comparison and even if it isn’t everyone’s favorite, it provides solid, dynamic choice in gameplay. Can I wait to heal for buffing a finisher? or do I need that health NOW because the healers are too busy with the Tank?

My personal opinion is get rid of Roar for starters and add complexity in a different way, I’ve posted and read more good feedback suggestions than times I’ve hit moonfire but Blizzard does not seem to want to let Roar go. At least for now SOTF is in a competitive position and they have done a lot of good rearranging the talents into themed rows again, here’s hoping for a solid numbers pass and I can finally play my feral without hating it again.

Remove savage roar .

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Wouldn’t want to simplify our specs considering DHs and DKs are so complicated to play.

Don’t mistake a timer that needs to be up before you press anything else as complexity. It’s simply a button you press instead of bite/rip/primal wrath that’s less fun there’s nothing complicated about it. I would see no problem pruning it and going a different route all together, specifically would like an actively random component to make bleeds tick faster (would love shred crits to trigger this), forcing the decision based on Energy vs time at that moment if it is possible to bite and get up to 5 more points before rip falls, or play it safe but risk wasting cps all while there’s a chance the rip could advance tics again. This would get more interesting later in the xpac as more crit would lead to faster tics but also more double CP generating shreds. Overvalues crit? yes, but it was fun as hell as Sub in WoD with a ton of multistrike with the same mechanic on rupture

Or, instead of making the bleeds tick faster (like the old jagged wounds RIP), how about your Shred crits cause the bleeds on the target to instantly deal a ticks worth of damage (affected by mastery and snapshots, but not able to be affected by Crit again), without losing duration.

So a 5 tick Rip, with 5 Shred crits in that time frame would essentially double the base damage of Rip.

Puts a high priority on our Bleeds and stacking Mastery. And actually makes our bleeds deal damage

Just an idea

The only part I dislike about this is that it doesn’t add to gameplay or a gameplay decision. It’s more damage, but with WoD Sub rogue, multistrikes advanced the tic of rupture like a random jagged wound and you never knew when it was going to proc, your timer would go from 20.1 sec to 15.1 for example and as you got closer it forced you to make a decision of another rupture or eviscerate and having to make that judgement call was enjoyable and engaging.

Extra damage from shred just wouldn’t give me that engagement I’m looking for.
The reason I bring this up is because there is the excuse (dont make feral simpler must keep roar) and because this was removed from Sub entirely and was one of the funnest niches about it IMO.

Eh. 50/50. If your bleeds hit the pandemic window, you have 2 choices based on2 situations.

Refresh Rip if the mob is gonna live long enough to justify it, or go for Bite if not.

Sadly it doesn’t add much engagement to it either seeing as you should never let your bleeds fall off

the more interesting time was bit before pandemic window when you’d think you had enough time then 3 multistikes later you would sweat a bit. Was uncommon for rupture to fall off if you were competent but you would throw out an evisc(bite) and while building points for rupture(rip) you planned for, your multistrikes could multistrike and blow through your rupture/rip making it tic through and there would be about a 2-3 sec window max there may be no rupture rip on the target.
Watching that timer go random, taking energy capping, points capping, into consideration and add blood talons sounds fun and engaging enough to me.
I know I’m not everyone but I would like to see people’s extended reaction if this ever made it to light of day after the initial NO ROAR BAD period settled.

I played an Enhancement Shaman during the Multistrike period, so it honestly had no real effect on me (think maybe it had my abilities have a low percentage of a chance to strike again for like 33% normal value?)

Don’t get me wrong, I like where you’re going with it, but I think in order to make it a viable option/play style, they need to look at Ferals core issue, which is energy gen/regen.

As it sits, I have no worries about energy/cp capping. So for me as a player (who mains a Rogue and is familiar with energy/cp pooling), it’s simple.

If/when your bleeds get close to their pandemic stage, start building your combo points until you hit 5. Now start pooling energy. Multistrike kick in and drop ya down low on bleed timer? Rip it is. Multistrike not fire off? Bite. And now you’ve got pooled energy to start back into Shred to 5 cp for another Rip refresh.

If they fixed the energy issue to where we may have a problem with capping energy/combo points, then it may be a different story

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