The 4.3 PTR is finally up and rolling, which means lots and lots of news, changes, more changes, and even more changes!
Resto druids everywhere did a double take with this first round of 4.3 PTR patch notes which included the following:
-Wild Growth healing has been reduced by 20%.
-Glyph of Wild Growth now also increases the cooldown by 2 seconds.
This is a pretty substantial nerf and is a really perplexing one. This is essentially nerfing Wild Growth back to its state at Cata Launch - significantly less healing done and a 10 second cooldown. This is boggling because WG was a huge issue in 4.0, Resto druids simply were substantially behind other healers. They needed a boost to simple raw output so badly that in patch 4.0.6, Wild Growth got a 30% buff to its healing done and its cooldown reverted back down to 8 seconds. Now 4.3 wants to... bring back the old WG output and CD and bring us back to those output issues of 4.0?
There's an attempt at smoothing over the glyph change by describing it as a means to give Resto druids 'more choice' in which glyphs to use. This neglects the fact that there are really only 4 decent glyphs for Resto druids to choose from to begin with. Wild Growth, Healing Touch, Innervate, Rebirth. Usually the Healing Touch and Innervate glyphs are the two people swap between. Even moreso, for those druids that opt not to pick up Nature's Swiftness, the Healing Touch glyph is useless for them so they really only have 3 choices. So, there's no choice component in this at all.
It's a straight attempt to strongly nerf Wild Growth. And with this component now as well, we basically have to choose whether to sacrifice 1/6 of the output (chopping WG down from hitting 6 targets back down to 5), or to gain an extra 2 seconds on the cd. I imagine many will simply be dropping the glyph. And from our great choice selection, I guess we can run... the Innervate glyph. Hooray. I can now get a little more of my Innervate on the rare occasions I cast it on someone else following the Innervate nerf.
I can certainly understand wanting to nerf Wild Growth, as it's usually in the top end for heals used in Resto druid's healing (with exceptions being in fights like Shannox, where tank damage and healing is the primary component, bringing Lifebloom and Healing Touch towards the top of heals used per fight). But a nerf this substantial that brings it back to its 4.0 state is ridiculous, as it's likely going to bring back the same issues that caused it to be buffed in 4.0.6. Druids still have no mitigation abilities, Holy Priests will now be getting a boost to Divine Hymn to give them their Tranq-like raid cooldown, and, despite having good direct heals, druids will still not be preferred tank healers over Paladins (and possibly now Shamans, with the 4.3 shaman changes). It's the same issues for druids all over again.
If a nerf is even necessary, a more reasonable nerf to Wild Growth would be a lot better - even a 10% nerf to the healing done by WG wouldn't be as bad as the current 20% nerf. The increased cooldown from the Glyph is really too much and seems a terribly poor decision. While similar to the change listed for the Priest Circle of Healing glyph (the glyph has the same effect as WG; its 4.3 change also increases the mana cost by 20%), an increased mana cost is a lot less costly than an increased cooldown.
There are also concerns that the Tranquility cooldown changes have faded in people's memories some - Ghostcrawler did acknowledge around early 4.2 that Resto druids often 'win' at meters due to the inflation caused by Tranquility. With this acknowledgement was the hope that they would keep this in mind for future healing adjustments so that druids didn't receive unnecessary nerfs due to the HPS inflation caused by Tranq. WG numbers are always high for druids but the strength of WG was definitely something that was needed because druids didn't have the output of other healers pre-4.0.6 when WG was buffed.
I sincerely hope the WG glyph change will be reverted and that the nerfs in general to WG will be reduced.
I'd hope for some other improvements for Resto druids as well in 4.3. Our talent tree still needs work. Living Seed, Blessing of the Grove, and Nature's Bounty all remain lackluster talents. Nature's Grace still should be swapped with Genesis in their tiers in the Balance tree as well.
Having to spec Nature's Cure for a magic dispel seems a frustrating choice (for Shaman and Paladin healers as well - all three classes have to spec to pick up Magic Dispel). Magic Dispel I think should simply go along the route of Holy/Disc priests, who gain the ability to dispel friendly targets when specialising in either tree. Healers are the only ones with an ability to magic dispel friendly targets currently anyway, it seems a waste of a talent point as the dispel is often required in everything from 5 mans to 25 man heroic raids. Even if there aren't that many things which need to be dispelled, the few things that can be dispelled are powerful enough spells that they simply must be dispelled.
This is still just the first round of the PTR and the very first release of the 4.3 PTR. Hopefully there'll be many more adjustments and changes to come, and hopefully they'll reevaluate this Wild Growth nerf. There are a lot of changes for the other healing classes; an interesting one is Holy Priests will now get their raid cooldown with a talented Divine Hymn that has its healing increased and its cooldown cut down to 3 minutes. First glance at the DH change seems to put it about in line with Tranquility (keeping in mind DH is a direct cast only, while Tranquility applies a HoT). The main difference is DH also applies an Increased Healing buff, which is hopefully accounted for in DH's actual heals as well. It will certainly be a potent cooldown for Holy priests, and hopefully will be kept in line with Tranq.
They've also started previous PTRs with very large nerfs which they've later scaled back some, so hopefully we'll see this nerf scaled back and toned down in the coming weeks. The Resto community will hopefully have their concerns heard (and we can certainly see through the alleged 'glyph choices' idea to the actual blatant nerf it's attempting to gloss over).
Here's hoping for better news to come.
Showing posts with label Feedback. Show all posts
Showing posts with label Feedback. Show all posts
Wednesday, 28 September 2011
Monday, 12 September 2011
Resto Class Feedback
The blues have requested some class feedback, and we are happy to oblige! I left some feedback for Resto, which you can see at this link here: Resto Class Feedback. Many 'Likes' are appreciated as it will hopefully help it get looked at by the blues! You can also find some good Bear feedback posts by Reesi and Arielle of The Inconspicuous Bear which I'm sure they'd appreciate you hitting 'Like' as well! Click for: Reesi's feedback and click for: Arielle's Feedback. As Reesi noted on her forums, If you agree with any of the ideas for notable posts, don't just say you agree and nothing else - Respond with the same answer. The only way we'll get attention to any feedback is if it's repeated again and again.
More (proper) posts are in the work so stay tuned! :D
More (proper) posts are in the work so stay tuned! :D
ETA: Including my feedback:
Focus:
PVE Heroic Progression Raiding Content; primarily Resto.
What are your biggest quality-of-life issues?
Target swapping for Lifebloomx3 stacks on quick-taunt Tank fights (Ragnaros heroic and normal a perfect example) can be frustrating - I can either maintain the 3stack on the non-tanking tank in anticipation of the upcoming tank swap, or I have to spend 3 globals simply reapplying my Lifebloom stack to the new tank. If there was some way to move the 3 stack as a whole between tanks, that would be great. Perhaps LB may need to be reevaluated some, perhaps making the 3stack amount (or even 2 stack) the set amount for just a single application, as it can now only be on one target (then in tree form it would be spreadable over many people as usual). Ideas!
As others suggested earlier, a cosmetic perma tree of life would be nice (affected also by treant glyph or no glyph), perhaps only usable out of combat or something to negate confusion in pvp but allow for some fun /dancing and such around town.
What makes playing your class more fun?
I love everything about druids and especially healing. I feel like we’re in a great spot right now - our throughput is competitive (all of the classes throughput is relatively even by this point in the xpac), our Tranq is now a nice raid cooldown (even if it not a damage reduction one), and we have to make good use of all our spells and it feels like all of our spells are valuable.
Mana management is fun and, despite misconceptions, still a challenge (when not drastically overgearing content) to do well. I really love the importance of Int to our mana management and being able to make careful choices about secondary stats and managing cooldowns and mana throughout a fight to manage our mana well.
The Tree of Life cooldown has ended up being a lot of fun and useful, even if I do still miss being able to hop around as a tree in my downtime. It's really fun being able to pop it as a healing cooldown or even as a DPS cooldown on certain fights (alysra burnout, sinestra eggs, etc) or as a sort of mana cd when covering the raid with LB to conserve mana instead of rejuvs.
What makes playing your class less fun?
I still wish we had some damage reduction component. While we’re strong both in tank and raid healing now, for tanks at least we’re very behind in not having any sort of damage reduction. We don’t have an Inspiration reduced damage type talent and no damage reduction type cooldown (such as Hand of Sacrifice or Pain Suppression). Our healing output is strong and the ToL cooldown is really excellent and fun, it just feels like our only option is always to just heal harder, rather than being able to ever mitigate damage in some way.
I also feel our talent tree is a little bloated still, and talents like Living Seed, Blessing of the Grove, and Nature’s Bounty are all a bit lackluster atm. They’re not hugely strong talents in themselves (tho the unlinking from Efflo was a good change) and taking points in any of them doesn’t feel hugely valuable. The reduced nourish cast of NB is alright, though if primarily spreading Rejuvs just to reduce the cast for nourish spam is wasteful of mana and GCDs. It seems more like a 'good, I'm raid healing, and as I'm doing that I can also go to do a quick top up and LB refresh on my tank with the quick Nourish'; which is useful, but if the goal was to help more direct Nourish use it seems a bit roundabout to try to achieve that.
The Nature’s Cure talent I think should be looked at as well - as healers are the only role who can dispel magic off of friendly targets, I think this ability should be granted by choosing the Resto tree (and same for resto/holy for sham/pally) like the priest’s holy and disc specs. It seems a bit of a waste of a talent point for druids pallies and shaman to have to spec to get the magic dispel. While it’s not always necessary, there are several crucial fights where it’s extremely important to pick it up, and even 5man heroics pretty much require dispels.
How do you feel about your “rotation”?
I think the current healing model for druids is really excellent. We can and should use all our spells, and they’re all valuable. Good druids especially will use all their direct and hot heals and maintain their Harmony proc.
What’s on your wish list for your class?
(see above answers, but quick list below:
-Easier LBx3 swaps for quick tank swap situations.
-A damage reduction talent (a la Inspiration) or cooldown (a la hand of sac) would be great.
-Improvement/revamp of lackluster talents Living Seed, BotG, Nature's Bounty.
-Genesis swapped with Nature's Grace in the Balance tree would be a nice change to pick that up, as it's often dropped for mana saving talents.
-Magic dispel part of Resto specialisation (untalented).
-Cosmetic tree of life/treant, perhaps while out of combat only.
What spells do you use the least?
Think I use all my spells ^.^
Thursday, 2 June 2011
PTR Feedback - Resto Mastery Duration
I decided to make a post on the WoW PTR Discussion Forum regarding the Resto Mastery to give some feedback on the Harmony duration and thought I'd post it here as well to hopefully increase readers of it a bit! You can see the original post on the forums here: [Feedback] Harmony (Resto Mastery) Duration. You can upvote the thread by hitting 'Like' in the top right hand corner and feel free to contribute with any constructive comments, thoughts, or ideas of your own! (Just keep it constructive so we avoid the forum trolls).
Full post is the following:
As a preface, I’m very pleased and excited about the 4.2 mastery changes for Resto druids. The change not only boosts our direct heals and our interaction between our direct heals and HoTs (with the former activating the HoT buff), it should go a long way to encourage more direct healing from Resto druids and clever play and not just mindless spamming. I was also pleased to see on PTR that the direct heals actually proc a buff for Harmony, which is extremely helpful in tracking its uptime, whether through an addon like Power Auras or simply glancing up at our buffs to ensure it’s up.
My only concern is with the actual duration of the buff. At only 10 seconds, it’s feeling very restrictive. Taking into account the GCD following the spell which activated it, the buff is only active for ~9 seconds, and 1-3 seconds of that will be required to reactivate it (through casting a direct heal) if we want to maintain continuous uptime, which will be the ideal we aim for.
A 15 second duration would be nice, however, that may seem a bit too easy to want to implement, as it could easily be refreshed by simply Swiftmending on cooldown, which could quickly become a mindless auto-cast without any real thought. Particularly with Swiftmend, we don’t want the spell to become the main mastery activator, especially for raid healers, as it could likely just lead to wasted Swiftmends hit unnecessarily without thought just for the mastery proc.
The 10 second duration should be very maintainable in 5mans, and likely not too bad in 10mans, where there's generally plenty of direct healing going on along with party/raid healing, especially in 10s with generally only 2 or 3 healers. In 25 man raids in particular I see this being much more difficult and restrictive, particularly for those druids who are focussed primarily on raid healing rather than necessarily tank healing. If refreshing the Mastery with a Nourish or Healing Touch, that's essentially 2-3 seconds of the buff spent simply refreshing it. You could arguably refresh with a Regrowth, particularly if you have an OoC proc, but that seems like it might just encourage poor and random Regrowth use.
A 12 to 14 second duration for the buff seems like it may be a good balance. Not so long that it could be so easily refreshed by just spamming Swiftmend off CD without thought, but long enough that you don't feel you’re constantly struggling to refresh it and can actually make good use of spreading your HoTs on targets while raid healing and take advantage of the HoT boost component of the mastery. Regardless of final duration time chosen, definitely something that should be adjusted and ideally increased.
Overall, very positive about the mastery change and am looking forward to when it goes live.
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