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Remove RNG stun = buff damage?
![]() Badeggplant | So, RNG stun was removed from Starfall - this isn't a QQ post, I could see this being a good change in the long run especially if other forms of RNG stun get removed. But I feel like the RNG stun and the possibility of the spell being overpowered in PvP was one of the biggest obstacles to really taking a hard look at this spell's scaling, and one of the biggest reasons moonkins refrained from asking for buffs to Starfall.
The benefit this spell gets from your stats is VERY poor right now, about 2% of your spell power per star, making it the poorest scaling Balance damage spell in the game. With the stun nerf it will quickly become completely useless not only in PvP but also in PvE except as a way of producing Nature's Grace procs. Maybe it's just me, but 1100 mana for a 3 minute cooldown that does nothing for me except generate 3-4 NG procs seems astoundingly weak. I notice almost no difference using the spell now compared to just after I hit level 80; the only time the damage noticeably increases is after training a new rank. It does practically the exact same thing whether I have 1000 spell power or 3000 or 5000. |
# 17 - January 15, 2009, 12:06 pm The Death and Decay glyph and Starfall with Celestial Focus were the two greatest offenders because they affect multiple targets. We will almost certainly be phasing out the single target random stuns (such as the Starfire stun of Celestial Focus and Blackout) as well. We didn't do that yet because it involves changing several talents and in some cases we will need to provide compensation. If you are a druid who doesn't like Starfall, we have noted your feedback. Starfall is area effect damage that you don't have to channel. That is it's purpose. If it isn't doing that job, we can buff it. But introducting an overpowered and frustrating PvP mechanic is not a good way to fix the spell. We removed the de-stealth for the same reason. |
# 140 - January 15, 2009, 2:19 pm Yes, we instituted those random procs on purpose. We knew what we were doing. Sand gnomes did not sneak in and make the changes for us. Upon reflection, and with more player feedback, we have come to the conclusion that it was the wrong decision. Originally we thought getting rid of the mace spec stun was sufficient. Now we think random stuns are probably not good for the game across the board. You don't need to ask about individual talents or spells. If it is a random chance to stun attached to another spell or ability, chances are we will phase it out. |
# 323 - January 16, 2009, 12:28 pm
This is fixed. |


