Just under two weeks ago, we got the following hotfix:
- “Wild Attunement no longer activates when Cyclone is cast on an immune target”
Whether you want to call it a nerf or a bug fix — I think this is almost certainly how Wild Attunement should have worked this entire time — this change has only clarified for me the most problematic aspect of this playstyle:
I hate having my damage tied to cc.
In the comments of Axtin’s fantastic post on the current state of Feral, I discussed my thoughts about why it’s problematic to have damage tied to cc, and the main issue I see is that overall baseline damage then needs to be tuned around cc.
Let’s assume every spec, played optimally, does 100 units of damage. Whatever the raw numbers or damage profiles are, good balance seems to me like it would be every spec being within a few percentage points of those 100 units of damage — perhaps you tune specs with higher one-shot capabilities to do less sustain, and vice versa — but overall, the vast majority of specs, played optimally, should do roughly the same damage. Now if you add an ability that gives 20 units of damage (I don’t know how to calculate the damage given by Wild Attunement, but it’s obviously significant given that it fires off an ability that’s normally a 45 second cooldown, is a bleed, and generates 5 free combo points), whatever the condition to achieve those 20 extra units of damage is, you’d have to tune down the original baseline 100 units for that spec, otherwise you’d just have a spec doing significantly more damage than the 100 units. In oversimplified terms, to balance this spec, you’d have to make their baseline damage equal something like 100 - (20 * % of typical success at achieving the condition).
That’s what has been done to Feral. Feral can’t just pump out damage like it did in Dragonflight Season 1 — which is fine; the fact that we ignored Cyclone entirely (while partially tied to the many issues with the Druid Class Tree) because we could just PvE and put out endless pressure was problematic in its own right. But Feral received huge nerfs to its bleeds — 18% on both Rip and Rake — and that was then compensated for with Wild Attunement.
Because of Wild Attunement our damage is now all about Cyclones. If we cast a ton of Cyclones successfully, we do a ton of damage. If we cast no Cyclones successfully, we do no damage. Before this hotfix, we had — frankly — degenerate gameplay. Ferals would be purposefully casting Cyclones on totems, into Cloak of Shadows or Divine Protection, or on triple dr’ed targets — or even people already in a Cyclone — to proc Wild Attunement, and that’s just terrible gameplay for everyone involved. It should never be the case that you cast a spell that you know is going to be meaningless and ineffective for its originally designed purpose — like Cyclone for CC — so that you can get a damage buff. Imagine if Hunters just got a free Kill Shot proc for casting Flare so even against teams with no stealth, they’d just fire off Flare on cooldown. It doesn’t make any sense.
But the specific issue with this hotfix is that while it rightfully cuts out this degenerate gameplay, it also significantly reduces the number of Wild Attunement procs we’re getting, which in turn significantly reduces our damage. By “significant” I don’t mean “a lot,” I just mean some non-negligible amount, even if it’s just a few percentage points in the equation.
I didn’t like finishing casts into a Grounding Totem or a Glimpse, but I did it because before this hotfix, it still meant damage, and my damage as a Feral was roughly tuned around the equation above — our baseline damage with arbitrary numbers is 100 - (20 * % of typical success at achieving the condition) — and the condition was just completed Cyclone casts. Changing the condition to successfully cc’ing Cyclone casts reduces the % of typical success at achieving the condition by a significant amount. I do not know what that amount is, nor how you could meaningfully calculate it, but the % almost necessarily goes down, meaning that our baseline damage should have gone up — but it didn’t.
So we are left in a situation where we do less damage because it is harder to proc Wild Attunement, because it’s harder to land a Cyclone than it is just to cast one. Again, I’m fine with cutting out the degenerate gameplay, but the benefit of landing a Cyclone should be that it allows me to do my normal damage more effectively, either because I’m not getting peeled/pressured or because my target is not getting healed.
I just want my normal damage back — not the overpowered Dragonflight Season 1 damage, but not this neutered variation either. I want to be able to Cyclone for CC, not for damage. Frankly, one of the best feelings as a Feral is to get big bleeds rolling on someone and then put out a Cyclone on their healer or their dps partner. It’s hard to do that when our bleeds are nerfed so massively and our pressure comes from already having landed a Cyclone.
Remove Wild Attunement and tune our baseline damage up — preferably through un-nerfs to our bleeds — to be in line with everyone else.