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Class Q&A Series: Druid
# 0 - July 14, 2009, 6:00 pm Druid Q&A with the Voice of the Class Design Team, Ghostcrawler Community Team: We’d like to start things off by asking a question that players often ask in regard to the very purpose of each class. In this case, we’re looking specifically at the druid, which has one of the widest ranges of play styles in World of Warcraft because of the variety offered from the different talent trees. Q: Where do druids fit into the larger scope of things currently and where do you see them going from this point forward? Ghostcrawler: In PvP the story is quite different of course. Once Resto druids got enough tools in Burning Crusade, they were very difficult to counter in Arena matches. Cyclone, Feral Charge and running and hotting made druids frustratingly slippery. We wanted to chill this out a little in Lich King, largely by pushing Feral Charge farther away and making Tree of Life a real option in PvP. Unfortunately, high tree armor and dispel-at-your peril hots have still kept druids difficult to counter in PvP. Feral druids have always had a place in PvP, but were never as dominant as the Resto druids. There is a little bit of a chicken and egg problem here because while some druids only want to PvP as Feral, others were happy to respec to Resto for PvP. Balance druids seemed even less viable than Feral, which is not ideal and something we want to improve. We tend to take a longer view on some of these things than do the players. We’ve had other balance issues that we’ve wanted to address in PvP first, and getting every spec of every class viable has had to take a back seat on occasion. Q: What is it that makes them unique compared to all other classes? Ghostcrawler: Druids also have a couple of other interesting qualities. They actually fit four distinct roles into the class, even though two of the roles share a talent tree. They have some unusual utility spells, including Revive and Innervate. While druids no longer bring many unique buffs, they still pack a lot of them onto one character. Raids are still happy to get druids because of their benefit to the group. Druids also have unique travel abilities, from Travel, Aquatic, and Flight form, to the Moonglade teleport. It’s also worth mentioning that druids can be only one race each on the Horde and Alliance side. They have the least racial diversity of any class in the game. Community Team: Let’s take a look at the Balance talent tree. Eclipse is a crucial talent for players who are looking to perform a damage dealing role and invest in the Balance tree. There has been a lot of discussion though regarding the gameplay it provides as there is a lot of randomness involved. The buffs to a solar rotation were very well received, but the lunar rotation still has to wait for a critical strike to happen as well as an additional random proc to occur which can lead to some long gaps of nothing happening. Then when these finally fall into place players have complained about threat issues which force them to slow down or having to move to avoid something which ruins the procs they have and significantly hurts their overall damage. Q: What are our thoughts on how Eclipse is functioning and do we have any plans to change how this talent works? Ghostcrawler: Community Team: Another aspect of Balance talent tree that has seen a number of discussions lately is the survivability of Moonkins while in a Player vs. Player setting. Many players agree that they have a very low survivability rate and that a spell like Typhoon doesn’t provide enough help to prevent classes like Death Knights and Rogues from doing some serious damage to them. Q: How do we feel Moonkins are doing in PvP and do we have plans to improve their survivability? Ghostcrawler: Community Team: Players have also been discussing how they feel the overall playstyle of a Moonkin is just not very exciting. The best damage dealing rotation for them requires very few spells and a deep Balance spell like Starfall doesn’t help them very much. Q: Are there plans to make any changes to the general spell rotation for deep Balance/Moonkin Druids? Ghostcrawler: |
# 1 - July 14, 2009, 6:00 pm A number of players have brought up questions regarding the over-arching goal of the feral talent tree. In the past they were able to change forms regularly and cast spells and then go back into a Feral form to continue playing. Once we merged their gear with rogues this playstyle was significantly reduced in effectiveness. As it currently stands, even with the low mana pool, they feel their mana regeneration is very poor in comparison to other hybrid classes like Shaman and Paladins which in turn continues to minimize feral druids’ ability to cast spells which they feel is pushing them further and further away from the hybrid playstyle. Q: What are our intended goals for the playstyle of feral druids? Ghostcrawler: Community Team: In order to provide the best damage possible, the rotation for a Feral druid is quite complex. While this is okay in itself, it is nearly impossible to pull off in a PvP scenario so they end up using just Mangle, which they feel drastically hurts their value. To be the most effective they also rely heavily on someone else like another druid or an Arms warrior. Q: What are our thoughts on the complexity of the Feral druid damage dealing rotation? Ghostcrawler: Community Team: Feral druids have also complained a bit about their lack of utility in the PvP environment. Q: Do we have plans to provide more utility for Feral druids such as a more reliable interrupt? Ghostcrawler: Community Team: Bear tanks have often felt inferior compared to the other tanks. Q: How do we feel druid tanks are doing and do we have any immediate changes planned? Ghostcrawler: Community Team: Savage Defense has been the source of a number of debates as players feel it is somewhat lackluster and doesn’t provide enough of a benefit, especially in PvP. Q: Do we have any plans to change and/or improve Savage Defense? Ghostcrawler: Q: Are there any plans to change the functionality or cooldown of the Cat form charge to better align it with the Bear form version? Ghostcrawler: Q: Can you give us the reasoning behind why the Bear form swipe is 360 degrees while the Cat version is only 180 degrees? Ghostcrawler: Community Team: On to the last of the talent trees now, Restoration. Q: Can you describe for us what the intended identity and versatilities of the Tree of Life druids are supposed to be? Ghostcrawler: The strength of the Resto druid is in heal-over-time spells. They can also do some decent single-target healing through Nourish or group healing through Wild Growth. The tree pretty much used to be a PvE mechanic since “rooting yourself” in PvP to benefit from ToL greatly limited the druid’s crowd control and escape abilities. We made enough changes to the talent to get trees into PvP in Lich King… arguably too well. Druids overall have a strong niche. We are at a little bit of a crossroads with the Tree of Life however. We are currently wondering if druids sacrifice too much just to be as good as a healer as everyone else. What I mean is that if druids were good healers in caster form but great healers in Tree form, then there might be a decision there. However, we pretty much assume that healing druids are in Tree form nearly all of the time and balance around that. We don’t think it would be fair for them to be the best healers just for taking that talent. In addition to having to give up utility in order to heal as a Tree of Life, we have become less enamored with druids locking themselves into one form. In fact, you really never see the basic tauren or night elf druid form (you know, the one that actually shows off the awesome armor art) because all druids are in cat, bear, tree, or moonkin form nearly 100% of the time. I’m not saying we would just cut Tree of Life from the game. It’s been around awhile and for better or worse, it’s part of World of Warcraft now. However, we could see taking the druid in a direction where shifting was much more common and easy to do. Maybe you only go into tree form for certain spells but leave for other spells -- this didn’t work previously because of the high cost of shifting, but in the absence of power shifting, we’d love to get rid of the costs completely. Another way to go would be to make Tree of Life form a cooldown, more like Metamorphosis. You shift into tree when you need a healing boost, but you don’t stay in it all the time. Now, I am totally waving my arms here. This is not the kind of change you are going to see in the next patch. But it is something we’re thinking about long term, and the kind of thinking we’d love to have more feedback on from the community. Note to other healers: this is why you are unlikely to see any kind of “Holy form” ever. Giving up healing to do damage works okay. Giving up everything to heal is lame. Community Team: Both Tranquility and Healing Touch are meant to be strong healing spells but are generally viewed as very ineffective due to their lack of flexibility. Q: Do we have plans to improve Healing Touch or Tranquility? Ghostcrawler: Tranquility is a fine spell. You can use it in situations where high amounts of damage are coming in on one group. Ultimately, we’d like to get away from the concept of groups within raids, but that’s not super high priority. Having a talent that promotes a situational spell on a long cooldown though is a problem (for any spell, not just Tranquility). Likewise, we think Healing Touch is fine. You use it at low levels and you use it with Nature’s Swiftness. Maybe you use it when healing a 5-player dungeon. Druids have a lot of heals and if we made Healing Touch more usable it would come at the expense of another heal like Nourish or Regrowth. The problem again is the talents. It doesn’t make sense to have so many talents support a situational spell. But GC, you ask, if you know the talents are lackluster why haven’t you improved them? The answer is that Resto druids are in a really good spot now. If we changed the HT and Tranquility talents to boost other kinds of healing, then Resto druids might become too powerful. If we nerf Resto healing to compensate for these talents, then druids might have less flexibility in their talent builds. We would also suffer a lot of player backlash if we nerfed spells just to make talents (which you may not be able to afford anyway) any better. We’ll suffer player backlash when we think the change is important. I’m not sure this one is. We’ll definitely rejuggle the talent tree long-term though. |
# 2 - July 14, 2009, 6:01 pm Q: Do we have plans to improve the usefulness of critical strike rating for restoration druids? Ghostcrawler: Community Team: Tanking druids have regularly expressed complaints on how their tanking gear was homogenized but statistics like Block and Parry do not help them and defense provides a very marginal benefit. Q: Do we have plans to make these statistics more helpful for them since they are on a wide variety of tanking gear? Ghostcrawler: Q: Have we considered providing more tanking leather and to prevent extra loot clutter possibly finding ways for Balance and Restoration druids to use solely cloth item since they often use them already? Ghostcrawler: Also note that if we buffed bear mitigation through more tanking-oriented leather that we’d just have to nerf them in other ways. In my experience, most bears end up with “tanking leather” anyway because they want to gem and enchant their bear gear differently. Having one set of gear that you wear as cat or bear isn’t really feasible in Ulduar. Community Team: Many players have been discussing relics and how they feel they add a lot of clutter to loot tables since they can have a wide margin of effectiveness and always have a small number of players able to pick them up. Q: Do we have any plans to improve how players obtain relic items such as a relic token? Ghostcrawler: Community Team: To wrap up this Q&A, here are a couple quick questions from the far corners of druid minds. Q: Are there any plans for a 310% speed flight form? Ghostcrawler: Q: What do we think about making spells like Warstomp and Innervate usable while in forms? Ghostcrawler: Q: Do we plans to alter how the GCD works for form changing so that shifting into a form is as easy as shifting out of one? Ghostcrawler: Q: For the official word, do we have plans to update more druid form models at some point in the future? Ghostcrawler: |
# 245 - July 15, 2009, 4:30 pm
It was really avoided, the answer is just something players don't like to hear in that we feel it is okay to have a complex setup for the time being. |
# 248 - July 15, 2009, 5:02 pm
We appreciate the feedback from the community and try to make things better and better. We understand that not everything gets a fix just by being in the Q&A and so people end up hearing things they don't necessarily want to hear, but we still deliver the answers either way. |
# 336 - July 21, 2009, 3:20 pm Q: Players feel that the effect of Feral Cat Charge isn’t as good as the Feral Bear Charge yet the cat charge has double the cooldown. What is the reasoning behind the cooldown difference of these two abilities? A: Feral Charge Bear mirrors warrior Charge (15 sec), while Feral Charge Cat mirrors Shadowstep (30 sec). They are really different abilities. We just had to put them on a shared cooldown to keep the druid from using them back to back. Q: Are we satisfied with the damage that Shred does without a bleed/mangle effect on the target compared to how much it does with the bleed effect? A: Shred ultimately needs the bleed requirement and the positional requirements met to make it work optimally. We buffed Mangle to make it a better button in PvP when you can’t get the most out of Shred. But Shred still does great damage when you can use it. Q: What is the reasoning behind leaving the positional requirement for Shred in the game after removing this requirement from the Rogue ability Mutilate? A: The analog to Shred is Backstab, which is positional. We like the positional requirement because without it, Shred is just a damage ability, and we think the positional requirement is one of those skill cap issues that lets good Ferals do more damage than mediocre Ferals. Really though, the underlying issue here is that we are happy with Feral damage in PvP. Also remember the secondary benefit of positional requirements, which is that the enemy often needs to keep in movement to keep you from getting behind them. We don’t think Ferals need to do more damage to be good in PvP. What they need to do is be able to survive (while in cat – they do okay in bear), and the fact that if you’re looking for a melee partner, one who brings Mortal Strike might be more attractive. Q: Players felt we are not giving much attention to balance and feral druid PvP concerns when their arena success is very limited. Can you give us a more definitive answer on how we feel about these specs in PvP? A: We wish there were more teams with Feral and Balance druids on them, and wish we saw more Feral and Balance gladiators. In short, we think they are underperforming. The reason we haven’t showered those two specs in PvP buffs are because: A) Druids have a great PvP spec they can use, while hunters and perhaps warlocks and shamans have none. B) A lot of the specs that are underperforming are doing so because they don’t have the ability to chain CC or multiple escape mechanisms. We don’t want to give those to every class. We’d rather change the PvP environment to where those aren’t all necessary. We also want to de-emphasize the 2 vs. 2 bracket and emphasize BGs a lot more so that the entire PvP experience doesn’t come down to the synergy you have with other classes. And again, it’s not necessarily that their abilities don’t cut it – it’s that when you’re putting a team together, a mage or rogue might be more attractive. Q: What is the reasoning behind allowing Warstomp to be useable in Tree of Life and Moonkin forms (assuming this is correct) but Bear and Cat forms have to shift out to use it? A: You need to be in a humanoid form to do abilities like Warstomp. Tree of Life and Moonkin (and also things like Shadowform) are considered humanoid. They are bipedal for instance. This is a data construct more than a strict balance reason. Q: With the changes on the PTR, what forms of interrupts and what forms of stuns do we plan for druids to have in patch 3.2? A: Maim and Bash are interrupts on monsters. Feral Charge is an interrupt on monsters and players. Maim, Bash and Pounce are all stuns and never interrupt players. The stun itself will often stop the spell, but may not in the case of a Blinking mage. |

