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Old 09/11/08, 4:03 PM   #1831
Malazaar
Don Flamenco
 
Tauren Druid
 
Gul'dan (EU)
Originally Posted by TimWischmeier View Post
I am really sorry for that. I tried to give that post some constructiveness by comparing upcoming changes in gameplay between different classes/specs, but I guess you cannote read blue posts well with tears in your eyes .

To steer back onto more serious posting:

Did anyone notice this feral level 60 skill?

Enraged Defense - Spell - World of Warcraft

Enraged Defencse (5 min CD): You gain 0.1 rage whenever a party member within 40 yards takes damage. Lasts 30 sec.

I found it while browsing through the skill list on mmo-champion: Wrath of the Lich King - Druid - Feral Combat Skills


I wonder if our rage generation will be more critical compared to now. I can hardly remember any situation where I had no sufficient rage to generate enough aggro. So do you see any use for this additional rage generated through that cooldown and Natural Reaction (1 rage per dodge)?
This Spell has been in the database since vanilla i think - it was never actually implemented though.

But even if it would - there is really nothing we could do with even more rage. I can barely use up half my rage these days and we are getting even more of it in LK (rage through dodge as well as more damage overall) - without any new ways of spending more.

I would really like a new usable defensive ability to spend all my excess rage on - and it would 'freshen up' feral tanking a bit.

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Old 09/11/08, 5:29 PM   #1832
Valerian
King Hippo
 
Night Elf Druid
 
Blackhand
Originally Posted by dukes View Post
http://elitistjerks.com/868632-post4826.html and http://elitistjerks.com/868819-post4832.html

Taking account of Natural Reaction gives an additional 6% on top of the Beta value. I'll check the values again later.
The first link you posted has your dodge at 44.5% in beta but the talent tree includes Natural reaction. Is this just because the talent calculator got updated between when you posted that and now (since you said to add 6% to that value)? If this is the case, with the removal of Sunwell Radiance that makes druid tanking with the new talents exceptionally good despite the increased damage taken due to less armor (which may not even always be in effect due to inspiration ancestral fortitude).

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Old 09/11/08, 5:50 PM   #1833
Shamgarr
Von Kaiser
 
Tauren Druid
 
Mal'Ganis
I have to agree I do feel a bit concerned about feral overall. It feels like in many areas developers are trying to find ways to keep us up to par in spite of the huge changes to the game, whereas other classes are being buffed through these changes.

For example, several issues come to mind from the changing mindset about shared drops. Feral is a unique spec that has had unique "optimal" gear. Now they no longer want to make leather gear that is good for ferals but not for rogues, or offsets that are good for ferals but not for plate tanks. This means the developers have to find ways to make this gear attractive and scale well for ferals. I just see so many problems with this in practice. Right now all tanks get out of the shared leather is the agility (not our best avoidance stat anymore), the stamina, and to a certain point the expertise. As many have suggested, making another stat on this gear count toward mitigation, like AP, seems simply mandatory. But even if this happens, rogues will inevitably want the pieces with the lowest stam, and plenty of crit, haste, hit, and expertise. These 4 stats are useless for feral mitigation - a decent amount of them will be desirable to keep threat up to par, but as long as you are out-threating your DPS any more is wasted. Thus, the drops aren't that "shared" at all. Rogues still want certain leather pieces, ferals want different leather pieces. The itemization of the feral tank gear is thus sacrificed, with band-aid talents or mechanic changes to try and catch it up, all for the sake of a goal (shared loot) that probably won't even be achieved.

My 2nd issue with the gear changes deals more with pvp, and our "hybrid" nature. The change to spell power means that caster dps and healers can share a bit more gear, or at least the stats on them. Some healers will want gear with more regen, while dps will want gear with more crit and hit, but the spell power amounts are the same. This means that in WOTLK, hybrid caster specs will be more truly hybrid than ever. Healers will have amazing spell damage, lacking as always the talents which scale their abilities or add new ones, but having more powerful base spells than ever. Caster dps hybrids will have far better healing than ever, lacking again efficiency and tricks, but gaining a significant amount of pure healing throughput.

In contrast, the higher the level cap goes, the less hybrid the feral becomes. Healers will be balanced around now having 51 point talents accessible to them, and massive amounts of spell power. Ferals will still have 0 spell power (and 0 intellect atm but I'm still praying that's a temporary oversight....) and none of the healing talents. For resto healing to be balanced, feral heals will become completely insignificant.

We've typically been "balanced" (har har) in pvp in the past by the fact that we "technically" can heal and CC a limited amount. I of course don't need to preach to the choir here on the problems with that... but the fact is if the casting side of our hybrid class becomes even more impractical and ineffective, we have nothing but our feral abilities and talents to be balanced around, and if you look at a feral that is limited to sitting in cat and bear, we are a loooooooooong way off from being up to par in pvp with rogues and warriors. With each expansion, they have 3 talent trees filling up with more tricks and scaling, and new trainable abilities directly relevant to the one form they have. We have one talent tree, crammed now with abilities that are "supposed" to make us be able to tank, dps, or pvp, depending on what we choose. We have absolutely no survival vs. casters, or even vs. CC now, our dodge is being slaughtered, our armor as well, our snare is dispellable, we have no healing debuff. We choose between dealing damage "on par" with a rogue but without any of the utility or suvivability, or soaking damage.

I apologize for the long derail as this is not intended as a whine post. My point is that there are simply fundamental issues with what a feral druid is, that do not fit well with the direction of the expansion:

We have 3 roles squeezed into one talent tree,
We must somehow share gear with two completely different classes/roles (rogues/tanks)
We are a physical dps "hybrid" in an expansion where caster hybrids are receiving enormous boosts

I write this because I echo the fear expessed above about WOTLK feral gameplay being pretty similar overall to BC. The buffs we've received, the changes to our tree, don't seem to be heading us in the direction required to overcome the problems above. Developers promise they're not finished, that there will be more cat/bear split, that damage will be brought up to par. But all of this sounds like their only intention right now is to "fix" us, to undo some of the damage done by the changes in this expansion through tweaking numbers and talent points. I really feel that right now we need to be making it clear that that isn't going cut it for the life of the expansion, and do our best to suggest changes that really make us a fun spec to play, and viable in all roles. I don't think any of us should be willing to settle again for a situation like BC - "great tank, subpar dps, bottom of the barrel high-end arenas". If all WOTLK does is move us from 1.5/3 to 2/3, the developers, and the feedback of the feral community, have failed.

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Old 09/11/08, 6:14 PM   #1834
dukes
Bald Bull
 
dukes's Avatar
 
Dukes
Tauren Druid
 
No WoW Account (EU)
Yes Valerian, the original post was done before Natural Reaction/Mother Bear were put in. As far as I can see, Natural Reaction makes up for most of the dodge we would lose while raid buffed because of the nerf for conversion, which makes the loss of Sunwell Radiance a MAJOR buff.

Shamgarr: Without knowing the final status of any tree, especially our own, we can't judge as to what will happen. Blizzard posters have said time and time again that this is NOT the final situation, the talents are NOT final and the dps numbers do NEED to be tweaked. From some of the feedback coming out of Beta, it looks like there's a lot of tweaking to do, but at least Blizzard haven't set a date and are going to push the expansion out at that date, whether it's finished or not.

Edit: On closer inspection, my dodge has increased by more than just Natural Reaction, as all the armour on T6 seems to have been dumped into more agility, see attachment for both T6 new stats (the gems are just what I have in those that show) and the T6.5 new stats (it would seem they missed the T6.5 chest).

T6:
Helm: +8 Agility
Shoulders: +4 Agility, +5 Stam
Chest: +11 Agility
Bracers: +1 Strength
Gloves: +14 Stam
Belt: +1 Strength
Legs: +11 Agility
Boots: +7 Expertise Rating

T6.5:
Helm: +8 Crit Strike Rating
Shoulders: +4 Strength
Chest: +10 Agility (and still has bonus armour, I'd assume this is an error)
Gloves: +8 Strength
Legs: +12 Strength

It looks like the T6 certainly gains a lot more than the T6.5 at least (strength and crit rating, woo). The original 5 pieces of T6 are actually looking quite nice, while the new pieces are all gaining virtually nothing of note.
Attached Thumbnails
t6noarmour.jpg  

Last edited by dukes : 09/11/08 at 6:55 PM.

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Old 09/11/08, 6:34 PM   #1835
Shamgarr
Von Kaiser
 
Tauren Druid
 
Mal'Ganis
Not to pile on too many TLDRs in one day but one of a few concrete things that I think are worth talking with developers about:

Naturalist and Omen of Clarity

I really hope that this expansion sees the death of the current omen of clarity setup. Developers seem to be heading in a positive direction with many classes and specs as far as eliminating and moving "mandatory" talents, reducing the "filler" aspect and offering fun options on all tiers, etc. I think they just need a little extra push when it comes to ferals.

Right now there are 11 points in Resto that are near-mandatory for all specs. This is just silly design for any class, but it absolutely cripples the feral more than any other, because it leaves us only 59 points to devote to a completely unique spec with 2 PVE roles, and long-held desires for PvP viability. For Resto, the first 10 points in their own tree are practically filler for PVE. For balance, the first 5 are decent now but still not as good point-for-point as some pure balance talents. For feral, the resto tree now holds 5 filler points for PVE, then 6 completely mandatory points for nearly all roles. That 11th point in resto offers a larger boost than almost all of our feral points.

I think there are a couple possible changes that would go a long way for ferals, and leave developers much more room to do what they want with us. One option is the Relentless Strikes approach. Turn omen of clarity into a 3-point first-tier talent (5 if absolutely necessary), with the proc chance increasing each point. Whether this belongs in feral or resto depends on many factors. For this to work it might have to be collapsed into another talent (furor would be the obvious feral preference... but that makes for a very awkward talent). Another option is make feral aggression a 2-point talent. 5 talent points for a bear build to pick up the max level of AP reduction is pretty absurd... Warriors only take the talent because there is little else useful to get (which is another issue), not because it's actually worth 5 points to them either. And point for point the effect on cat dps is fairly laughable as well. It's a talent that is already in need of trimming, and it would allow some breathing room for a 3-point OOC on first tier feral.

Regardless of what tree it is in, if that can be done... then here's the big one. Get rid of Naturalist. Wipe the stupid talent off the face of the earth and let us all pretend it never existed. Balance feral damage around the lack of it. 5 mandatory talents for feral that never belonged in the resto tree to begin with. Even moving them to feral solves little - Blizzard has explicitly stated they don't like having too many mandatory talents. And feral, possibly more than any other spec, needs to eliminate as many mandatory talents as it can, to leave room for truly defining cat, bear, or pvp roles.

If these changes were made it would essentially free up 8 talent points for pve. I'll admit I'm looking at this from the perspective of already having given up on fitting master shapeshifter into feral builds... if they want us to take this talent and any new ones they add, the whole structure needs to be trimmed and possibly made even more accessible. If these are taken, this whole suggested change only frees up 3 points, but I just can't see the viability of OOC being a 1-point first tier... it's simply way over "talent budget" as is.

If they're going to further diversify cat and bear, while allowing any level of personal choice and "flavor", we need these 8 free points if not more. I'm of the opinion that feral still needs some entirely new talents to truly add anything much to our pve playstyle, and definitely to make us viable in pvp. But right now we're so strapped for points because of those damned 11 in resto that developers have tied their own hands in this regard.

Whether it is implemented in exactly this way or not, I simply hope that people on beta forums keep reminding developers of our "resto bloat", and the potential for really doing some fun and necessary things with feral by freeing up those points.

Last edited by Shamgarr : 09/11/08 at 6:44 PM.

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Old 09/11/08, 7:25 PM   #1836
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Originally Posted by Shamgarr View Post
Naturalist and Omen of Clarity ...
It seems putting very desirable talents for a spec in a different tree has become a standard. Blizzard does not want any class to spec fully into one tree. We are not alone in this. Further, I would not say OoC is mandatory for bear but it is for cat.

It has been stated many times over and over that ferals are NOT hybrids. We are role changers. Unfortunately other classes don't see us this was any cry for nerfs due to the very limited support we can provide in caster. For feral to be viable for PvP it needs to be buffed to the point where we can stay in form and still compete. If they don't want us to be good in both bear and cat, there's no way they're going to let us be both and good casters.


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Old 09/11/08, 8:11 PM   #1837
Snowmane
Glass Joe
 
Night Elf Druid
 
Rexxar
I've been trying to make a minimal tanking spec. In other words, what are the fewest talents I could get away with and still feel I've got all the vital tanking ones. Ultimately I'm trying to see if I can get back to the BC situation I quite enjoyed with good tanking and ok dps.

http://talent.mmo-champion.com/?drui...00000000000000
is the best I can do. It doesn't have all the bear damage increases (we'll have to see how threat goes), but I think it has all the mitigation and survival for 51 points. Did I miss anything vital? Any suggestions on how to grow it to decent cat dps?

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Old 09/11/08, 8:23 PM   #1838
Playered
Soda Popinski
 
Playered's Avatar
 
Tauren Druid
 
Twisting Nether (EU)
"It's not Bearwall, but Barskin in Feral might help." - GC.

Finally, now if they can make Frenzied Regen enhanced for Bears too that might be a perfect compliment of 'oh shit' buttons

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Old 09/11/08, 8:42 PM   #1839
Pzychotix
Von Kaiser
 
Tauren Druid
 
Detheroc
Originally Posted by Regen View Post
I agree it is a unfair but it still shows you where you will be at (in the highest lv70 gear available) when you hit 80 and are ready to start raiding t7 content. Bleh I have to transfer another character for mats soon anyway so I'll check what it is at 70 (I'm thinking it was close to a 20% dodge hit).
If you wanted to make that comparison, you'd have to compare the Lvl 80 dodge rate in T6 to pre-kara gear at lvl 70.

26% dodge isn't entirely bad with the old Heavy Clefthoof suit and random blues.

"It's not Bearwall, but Barskin in Feral might help." - GC.

Finally, now if they can make Frenzied Regen enhanced for Bears too that might be a perfect compliment of 'oh shit' buttons
Nice. I wonder if they'll amp it up to Shield Wall level though.

Frenzied Regen can be glyphed to give you +20% healing while activated. That plus Barkskin sounds pretty good actually.

Last edited by Pzychotix : 09/11/08 at 9:06 PM.

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Old 09/11/08, 9:30 PM   #1840
Deathwing
Bald Bull
 
Deathwing's Avatar
 
Orc Warrior
 
Black Dragonflight
That's a good change(barkskin), I do hope it's on shield wall level though. Just for bear form though.

Looks like they're working on getting feral utility up to comparable levels, it's got a bit more to go though. I'm thinking ferals need something to do ranged damage(moonfire to pull works, but that doesn't feel right). And something to deal with caster, whether it be a ranged silence(probably not), spell interrupt, or reactive magic reduction.

I dusted off my feral this weekend after heavily versing myself in what dk/warrior/paladin tanks can do. The gap between dk and feral isn't as big as warrior/paladin and feral, but both are quite noticeable. Lots of times I was tanking 5-mans that I wished I had things other classes will get in Wrath...which is a really disorienting notion. "I want that thing that other class doesn't have yet either!"

tl;dr Barkskin is a good start, as is lowering berserk CD(but getting rid of CC immunity?!?), but to close that gap still needs 1 or 2 more things.

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Old 09/11/08, 9:53 PM   #1841
Brute
Von Kaiser
 
Tauren Druid
 
Ner'zhul
They'll be doing something to nerf Barkskin then because 20% reduced dmg for 12 seconds every minute on top of 12% reduced dmg is pretty insane.

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Old 09/11/08, 10:39 PM   #1842
aldy
Von Kaiser
 
Human Death Knight
 
Fenris
Well if they want barkskin to be like shield wall they will have to "buff" the dmg reduction portion and "nerf" the cooldown so that it is much longer. But then that messes around with PvP resto balance so they can't really do that. They will hopefully just add a new ability for 1 pt deep feral that is like "ironskin" or something and leave barkskin how it is.

I don't think this has been linked yet, but the Naxx 25 man idol is...well terrible in my opinon:
http://static.mmo-champion.com/mmoc/...amas_25_19.jpg

edit: Those stats must be a placeholder, because wowhead has 4 idols with the same stats:
Idols - Items - World of Warcraft
hopefully they will give it survival/mitigation benefits rather than tps benefits

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Old 09/11/08, 11:01 PM   #1843
Deathwing
Bald Bull
 
Deathwing's Avatar
 
Orc Warrior
 
Black Dragonflight
Originally Posted by Brute View Post
They'll be doing something to nerf Barkskin then because 20% reduced dmg for 12 seconds every minute on top of 12% reduced dmg is pretty insane.
You mean like Icebound Fortitude and Bone Shield every minute? Yes, I know DK's have no passive damage mitigation like the other three tank classes do, but those two skills together offer much more DR any other class(while respective abilities are up).

I think people want it to shield wall levels because 20% DR isn't quite the "oh shit" ability. It's a nice "I know I'm going to take more damage for the next X seconds" ability, but in a dire situation, it won't make the difference that shield wall, IBF, or Divine Protection will.

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Old 09/11/08, 11:44 PM   #1844
Shamgarr
Von Kaiser
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Mijae View Post
It seems putting very desirable talents for a spec in a different tree has become a standard. Blizzard does not want any class to spec fully into one tree. We are not alone in this. Further, I would not say OoC is mandatory for bear but it is for cat.

It has been stated many times over and over that ferals are NOT hybrids. We are role changers. Unfortunately other classes don't see us this was any cry for nerfs due to the very limited support we can provide in caster. For feral to be viable for PvP it needs to be buffed to the point where we can stay in form and still compete. If they don't want us to be good in both bear and cat, there's no way they're going to let us be both and good casters.
My point in that section is simply that whatever shred of "caster hybridness" we have as ferals fades more and more with the expansion. I think at this point, from a PVE standpoint, Blizzard and the player base at large have mostly figured out that a "hybrid" is not the raid asset it was once made out to be. You have people in various roles, maximizing their contribution in those roles. For PVE, it seems Blizzard now agrees with those of the persuasion that we choose a role, and perform equally as well as any other class that chooses that role, regardless of what else we "could" do if we specced or geared differently. That in itself is a positive change in my eyes.

For pvp it's a bit more complicated. Some people want to be able to stay in cat, be the snare-shifting burst dps they've dreamed of, bearing up if necessary but without losing all damage or usefulness. Some people enjoy the on-the-spot role shifting in a fight, stepping back to heal and CC before going back in to dps. Personally I find latter style more "druidy" I suppose, but ultimately Blizzard needs to either pick a direction and stick with it, or provide talent point choices that make both options viable.

As it stands, neither playstyle is "viable". Within the feral tree, druids simply do not have the toolset to provide the utility of other melee options, or even the survival. Ferals spend 11-16 points in the Restoration tree with absolutely no benefit to our Restoration ability (0.5s off the heal we are *least* likely to have the time or ability to cast can be nearly disregarded). This is because at least 10-13 of these are not "Restoration" talents at all... they are feral talents that don't fit in the already 79-point feral tree.

If they're truly only there because Blizzard doesn't "like" the idea of people throwing all 71 points in one tree, it's a purely cosmetic difference. We are a class with 3 very different specs. Within the feral spec are 2 very different PVE roles. Right now however, our "PVP role" is still in the ambiguous state that our PVE was in for so long. Are we pure melee dps? Should we be CCing or healing or is that for other specs? If we're a melee dps but we don't bring the buffs, debuffs, on-demand interrupts, CC, or survivability that other melee dps do, what exactly should we bring?

If feral is going to have a role in competitive pvp, it's going to have to come through some pretty significant talent or ability changes, and now is the time that changes that large need to come. In our present beta state, simply tuning numbers up or down will *not* make us viable. We would essentially have to do so much damage in pvp as to be broken in PVE to be competitive, as we will bring so little beyond that. The other option is to expand on the idea of Nurturing Instinct, buffing it significantly, or adding similar talented effects such as mana, regen, or healing effectiveness that scale off feral stats we will already seek on gear. Otherwise, if we want to stay in cat and bear, cat and bear need to do a lot more in PvP than they currently do. As it stands all the beta talents offer over our BC state is slightly higher specials damage, a snare (which in my opinion is simply a necessity for a melee dps to even function in an online game due to latency), and a 3-minute dps or HP cooldown. I'm not sure if people actually believe these negligible changes will make us genuinely competitive in PvP or if everyone is just used to giving up on that prospect long ago.

I'm not by any means trying to be doom and gloom. But I am concerned that we need bigger changes than the developers would be willing to make post-shipment, and now is the time to discuss those kinds of changes.

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Old 09/12/08, 1:24 AM   #1845
Tappin
Von Kaiser
 
Night Elf Druid
 
Hyjal
Here's something else that has been bothering me:

Armor - Items - World of Warcraft

We're supposed to share gear. I assume they want us to share leather with rogues and other slots with other tanks. They can't possibly want us to tank in cat rings/necks/etc. So, why are they making so many tanking items that are good for 2-3 of the tanks and awful for us?

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