March 12 Edit: Thank you to Cyrios for bringing this to the attention of the community council. I hope that it will lead to some change. I am a wordy guy, so—though I hope that you read it all, as well as the many great suggestions from the Druid community throughout the thread—I wanted to leave a quick TL;DR at the top.
TL;DR: The Druid Class Tree is demonstrably worse than any other class tree because, among other things, it lacks lateral mobility, it has wasted points, it has too many dead-end nodes, and it has too many 2-point nodes (as well as the only 3-point node in any of the talent trees – out of roughly 2000 talents and 52 class and talent trees, we have the only remaining 3-point node). In my opinion, it needs both a full rework and immediate addressing. In the short term, many of the 2-point nodes (and the 3-point node) could be reduced, many of the dead-ends could be fixed with extra connections, and the lack of lateral mobility could be addressed by moving the Wild Charge/Tiger Dash node up one row and having it connect to Thick Hide and Natural Recovery, mirroring how the Evoker tree works. In the long term, the wasted off-spec nodes could be wrapped into one “Affinity” node, the capstone abilities could be reevaluated and either reworked or unnerfed, and better defensive options could be introduced.
Thanks for reading, I hope you enjoy and share your thoughts, comments, and concerns.
The Druid Class Tree was first introduced over a year and a half ago. Despite being the first tree introduced, and despite the community identifying flaws in the tree immediately, it has received the least iteration.
In this post, I will discuss my analysis of the Druid Class Tree’s issues as compared to other classes, then I will present my proposals for how our class tree should be fixed.
I mainly play Feral in PvP and many of my Druid-specific examples will be analyzed through this lens.
I. Fundamental Issues in the Druid Class Tree
I believe there are three fundamental and interconnected issues with the Druid Class Tree:
- It lacks horizontal mobility, meaning that it is too difficult to move from left to right or right to left in the tree;
- It suffers disproportionately from the “Hybrid Tax”; and
- It offers too many abilities that should be baseline.
A. The Druid Class Tree Lacks Horizontal Mobility
Below is a comparison of each class’s ability to move horizontally through their tree. I believe the key question is whether you can reach each of the endcap talents from any of the spec starting nodes. Every class except Druid can do this, and many can do much more:
Class | Reach All Endcaps? | Reach Whole Bottom Third? |
---|---|---|
Death Knight | Yes | No |
Demon Hunter | Yes | Yes |
Druid | No | No |
Evoker | Yes | Yes |
Hunter | Yes | Yes |
Mage | Yes | Yes |
Monk | Yes | Yes |
Paladin | Yes | Yes |
Priest | Yes | Yes |
Rogue | Yes | Yes |
Shaman | Yes | No |
Warlock | Yes | Yes |
Warrior | Yes | Yes |
It’s worth mentioning as well that the “off-spec” starting nodes for other classes are on average worthwhile to pick up—unlike the Druid Class Tree.
In addition to this list, Hunters, Mages, and Warriors can reach every talent in the middle third of their trees, and therefore, obviously, each talent in the bottom third, and each endcap.
Druids, however, are the only class that cannot reach each endcap talent from any starting node, despite the fact that Wild Charge is right in the middle of the tree, just like Tip the Scales for Evokers. Feral, Guardian, and Balance can only cross as far as the middle branch of the tree, and Wild Charge only feeds into the middle branch.
Notably, though Blizzard decided that Feral should have the ability to cast Innervate in cat form in 10.2, Blizzard did nothing to address the fact that Feral cannot reach Innervate from its starting nodes.
B. The Druid Class Tree Suffers Disproportionately from the “Hybrid Tax”
Continuing with the above example, for Ferals to get Innervate, they would either have to completely waste points in Starfire, Sunfire, and Moonkin Form, or waste points in Rejuvenation, Wild Growth, and Improved Rejuvenation. And these points truly are a complete waste – there is maybe one use case per thousand instances for each of these abilities for Feral, and that is being incredibly generous. Similarly, Feral would have to waste these points to get to Cyclone, Hibernate, Typhoon, Mass Entangle/Ursol’s Vortex, and Nature’s Vigil. Feral also wastes a point on Ironfur to get to Thick Hide, which is absolutely critical given the dire state of survivability and defensives for Feral (and Druid as a whole). Most notably for Cyclone and Hibernate: these talent nodes are dead-ends, meaning that the talent investment in those wasted points has no further value.
Essentially for Feral and Guardian, Hibernate might as well be a single node that costs 4 talent points that connects to no other nodes, and Cyclone might as well be an additional 3-point node on top of that, or a 6-point node on its own if you don’t want Hibernate.
No other spec has to deal with this kind of hybrid tax on their utility.
C. The Druid Class Tree Has Too Many Rotational Abilities Unique to One Spec
The “Hybrid Tax” noted above really brings this point into focus. There are way too many rotational abilities for each spec in the Druid Class, that should just be made baseline or rolled into a 1-talent-point package.
Compare what other hybrid classes have to go through to get to their utility. For instance:
- Monks: Disable and Paralysis are both 2-point investments, one point for Tiger’s Lust and one point for Disable/Paralysis. Spear Hand Strike is only 2 more points after that, one point in Improved Paralysis and one point in Spear Hand Strike – or you could path through Ferocity of Xuen which is just a flat 4% increased damage dealt, a useful talent in all situations. Ring of Peace is almost unavoidably in the exact middle of the tree. Leg Sweep is baseline.
- Paladins: Lay on Hands is a starting talent that feeds directly into Cleanse, that feeds directly into Repentance/Blinding Light. The Blessings are right in the middle of the tree, stemming from Avenging Wrath, a must-pick talent node. Hammer of Justice is baseline.
- Priest: All Priests can easily get to Void Shift, Leap of Faith, and Mass Dispel. Psychic Scream is baseline.
- Shaman: All Shamans can get Wind Shear with a 2-point investment, maximum, one of those points being in Astral Shift, which would be foolish not to take. That directly leads into Static Totem, Earth Elemental, Tremor Totem, and it’s a small jump to get to Hex from there. Everything is cheap and centralized.
Now look back at the Druid Class Tree. Hibernate is a dead-end with a 3-point investment (that is only ever useful to Balance Druids) leading up to it. Cyclone is a dead-end with a 5-point investment (that is only ever useful to Restoration or Balance Druids) leading up to it. While no Monk wastes talent points on the way to pick up Disable or Paralysis, and no Paladin wastes talent points on the way to pick up Lay on Hands, Cleanse, and/or Repentance, Druids – Ferals especially – are basically told “you can have these utility abilities if you forfeit at least 3 of your class talent points.” And unlike these other classes, Druids do not have any similar utility abilities baseline, not even Soothe.
To my knowledge, not a single other spec has to spend a talent point to buy a rotational ability for another spec in their class that they would never use, full stop, let alone a rotational ability that, because of the layout of the tree, is the sole gateway towards key utility abilities.
We already have a hybrid tax built into our actual playstyle. For a Balance or Feral Druid to cast healing spells, we have to drop form; Ferals and Guardians have to drop form to cast Cyclone; non-Guardians have to get into bear form to cast Incapacitating Roar; we have to get into bear form to use Frenzied Regeneration. With all of this effective hybrid tax in the way we actually play, it’s just obnoxious to have to experience the hybrid tax essentially out of game too through these talent node taxes.
II. Proposals for Improving the Druid Class Tree
1. Either consolidate rotational abilities into a single talent point or make the rotational abilities in the Druid Class Tree baseline.
As mentioned above, there is no reason we should have to pay a minimum of 3 useless talent points to dip into things that the other specializations of our class have access to. Druid, a class which has at least a higher than average – if not the most – number of abilities, should not simultaneously start with the least number baseline abilities. Again, it is as if we are forfeiting our talent points.
Bring back talents like: “Balance Affinity,” which would include Starfire, Sunfire, and Moonkin Form for a single point; “Restoration Affinity,” which would include Rejuvenation, Swiftmend, and Wild Growth for a single point; “Guardian Affinity,” which would include Frenzied Regeneration and Ironbark in a single point; and “Feral Affinity,” which would include Rake and Rip in a single point.
If this cannot be accomplished, the Affinity-related talents — Feline Swiftness, Thick Hide, Natural Recovery, and Astral Influence — should be brought down from 2-point nodes to 1-point nodes.
Feline Swiftness as it is right now (a 2-point talent for 15% movespeed) is strictly worse than Fleetfooted (a 1-point talent for 15% movespeed) in the Rogue tree. I understand that one-to-one comparisons like this are difficult to make from tree to tree because of the different balancing considerations required, but it’s not like there is any compensation in the Druid tree—the Rogue tree is demonstrably better in its lateral mobility, lack of dead-ends, lack of wasted nodes, and — especially relevant here — its very few 2-point nodes.
Additionally, given the investment in wasted nodes that it takes to get them, these nodes are already essentially costing more than 2 talent points.
2. If the above cannot be accomplished, introduce an actual benefit to having those off-spec abilities.
If having Starsurge meant that my Ferocious Bites had an X% chance to fire off a Starsurge at Y% effectiveness, or having Rejuvenation meant that casting Regrowth had an X% chance to also cast Rejuvenation, it would not feel like such a waste to pick up these points.
Additionally, I would like to specifically call out Ironfur here. It is something that basically every spec has to path through to get to Thick Hide because our survivability is so dismal, and yet only Guardian ever has a use case for it. No non-Guardian Druid is sitting in bear form, waiting to generate enough rage to use Ironfur – not only because it would take too long, but because it’s absolutely worthless. I think that for non-Guardian Druids it should be usable out of bear form, and/or that in bear form it’s much more effective, that it affects magic damage too, and/or that it reflects damage taken.
3. Fix the pathing in the tree to promote significantly more horizontal mobility.
See: the Evoker Class Tree. There is no reason that Wild Charge should only funnel into the middle branch. Look at Tip the Scales, and change the pathing of the Druid Class Tree to imitate that. Move Wild Charge to row 4 and make it also connect to Thick Hide and Natural Recovery. This would allow all Druid specs to access all three bottom third branches from Wild Charge.
On this note, fix the pathing such that we don’t have a situation where something like Soothe is an absolutely mandatory talent. It is such a niche ability, it has no business being the sole gatekeeper to Stampeding Roar which is used more often by orders of magnitude. I would swap the position of Stampeding Roar and Soothe, and then make Stampeding Roar connect out to Matted Fur and Improved Rejuvenation, with both of those also connecting back to Lycara’s Teachings.
4. Lycara’s Teachings: Not only should this node be a single point, or two points maximum but it should be a much more interesting ability related to Lycara, along the lines of Lycara’s Sash, Lycara’s Twig, or Lycara’s Fleeting Glimpse.
Out of the 2000+ talent nodes across the 52 talent trees, Lycara’s Teachings is the only 3-point node. It should be a single-point-node, and it should be changed altogether to something vastly more interesting. This is in the bottom third, where presumably our most interesting and gamechanging talents should be. A 2% per point stat increase is a joke.
5. On the topic of bottom-third talents: make any of them worthwhile. Additionally, Oath of the Elder Druid should be a choice node with Heart of the Wild.
My perspective is mainly from playing Feral in PvP, but we place at most 6 of the 11 points we could spend in the bottom third – Mighty Bash, 3 points in Lycara’s Teachings, Renewal, and Heart of the Wild. I would love to want to play Protector of the Pack or Nature’s Vigil, but they are far too expensive to get to, and they have been nerfed so much that they are worthless. Equally suffering from being too expensive and also worthless are Forest Walk, Ursine Vigor, and Well-Honed Instincts. Well-Honed Instincts is made worthless by the negative PvP modifiers to Frenzied Regeneration, which are holdovers from Shadowlands and Dragonflight Season 1 where for some reason Feral’s aoe was doing too much damage, so its healing got nerfed.
I wish I wanted to play any of these talents, but they are simply too costly to get to, and do not carry nearly the payoff to make it worthwhile.
6. Eliminate or greatly reduce the number of dead-end talents we have.
Do you realize that – not counting the final 3 endcap talents – we have 8 dead end talent nodes? Here is how many other classes have:
Class | Dead End Nodes |
---|---|
Death Knight | 0 |
Demon Hunter | 2 |
Evoker | 5 |
Hunter | 1 |
Mage | 0 |
Monk | 1 |
Paladin | 0 |
Priest | 0 |
Rogue | 0 |
Shaman | 0 |
Warlock | 0 |
Warrior | 1 |
Total | 10 |
Druid has 8 and all other classes combined have 10, with 7 of 13 classes (a majority) having none at all. It’s insane that we not only have one of the heaviest trees, one of the least mobile trees, one of the most taxing trees, but on top of all of that, our heavily taxed points investment all too frequently leads to a complete dead-end instead of continuing down the tree and therefore fails to offer some semblance of future value.
7. Design useful defensive options, and/or add previously solid defensive options into the tree
Please put The Natural Order’s Will back into the game. It is a defensive ability that is not just strong, but a great form of skill expression, since you have to have the foresight to pre-bear stuns. It’s not just giving Druids a BoP (like Rogues with their new Cloak PvP talent).
Please make Strength of the Wild more useful. Make it so that Mangle increases the duration of our bleeds. Make it so that Ironfur reflects damage or applies to magic damage, and costs significantly less rage. It’d be really cool as well if Feral could have some form of Ursoc’s Fury…. I don’t know, there are so many options and we have access to none of them. Please do something.
Frankly, there are many other things that need to happen with the actual talent nodes in the Druid Class Tree, so I will leave this part to the class designers, with just a request that we get some actual useful defensive options in the tree – it would be nice to have any button at all that made someone think twice before continuing to relentlessly train us down; Thorns doesn’t do it, Bear Form certainly doesn’t do it, Survival Instincts is way too short to do it (why don’t we have a second charge?). Things like Ursine Vigor have potential, but as mentioned above are currently too expensive and not worth getting.
Conclusion
It’s fairly simple: the Druid Class Tree is a travesty. It was this way when it was introduced, and it has not significantly changed for a over a year a half now (seriously, go look at the mockup Wowhead released on June 4, 2022). We now see how good class trees can be – the Rogue and Warrior trees have always been pretty great, the Demon Hunter and Paladin reworks have made those trees fantastic. It is beyond me that Druid has not been touched in a year and a half, and it’s only emphasized further now that we are in the middle of the most Druid-centric patch WoW has ever seen.
It must be fixed, and it must be fixed as soon as possible.