Originally Posted by MMO-Champion
To start off I think the new talents system is superb. This is exactly what you guys have been saying for a long time and you finally nailed it with these choices.
With that being said I believe that the idea behind the druid talents are interesting. You said at Blizzcon that you goal was to give each tier a theme which you accomplished well. One of the newer things about druid abilities is that you don't need to be in the form to cast them. That concept combined with the abilities in the first 5 tiers of talents show that you want us to be able to use these abilities on the fly for utility. The tier 6 talents contradict the overall nature of the rest of the talents.
You're most likely already going to be changing based on feedback you've already gotten. I'm just here to post some suggestions that I feel fit nicely with the overall game play of the druid.
I offer two new talents be put in place for Heart of the Wild and Dream of Cenarius. Let's call the first one Splendor of the Wild.
SotW is a shapeshifting talent that doesn't punish the user for not shapeshifting, but instead grants them utility for choosing a side shapeshift rather than their main one.
Splendor of the Wild: You gain extra benefits to morphing into your other druid forms. You do not get a benefit if you are the spec that uses that shapeshift normally:
- Bear Aura - 10% less damage taken from all sources. Stacks with other similar effects.
- Cat Aura - Every 3 seconds you're in cat form you gain a stack of "Light on your feet". This ability increases your movement speed by 5%, lasts for 15 seconds and stacks up to 5 times.
- Humanoid Aura(Resto/Moonkin) - All healing done to you while in this form increases by 15% and increases you're base regen by 15%.
Now the numbers are not up to me it's up to math guys and computers, but this allows someone to use the forms that would otherwise get stale in an actual fight scenario. The benefit to doing it this way is there is no downfall for not choosing to go into these forms damage or healing wise. It's like changing a seal for paladins. Yeah, you normally use that same seal all the time, but once in awhile it's good to use a different seal for AoE or possibly to stun someone. It adds depth to the game play and the mechanics are already there.
The second ability would be something along the lines of hybridization that you tried to do with Dream of Cenarius. This second ability will be called Ancient Harmony.
Ancient Harmony is a talent very similar to the Shadow Priests innate ability to heal while they do damage. When I looked at DoC I thought you guys were trying to figure out a way to incorporate the healing and damage factor into all specs while juggling positioning. Ancient Haromny tries to accomplish this by using the mechanic of the Shadow Priest and the mechanic of Efflorescence.
Ancient Harmony: Dealing damage or healing will activate an effect appropriate to your spec.
- Moonkin: 3% of all lunar damage is converted into healing which heals the closest three people to you. 3% of all solar damage is converted into healing which heals everyone within 8 yards of you.
- Guardian: 10% of the damage you cause is projected in a cone 8 yards to your sides. People in front of you or behind you will not receive this benefit.
- Feral: 5% of all bleed damage you do gets converted into healing. The healing is collected and released every time you use a finisher in an 8 yard radius around you.
- Restoration: 8% of all healing you do with coalesce into tiny spheres of energy that circle you. When you reach enough healing to create 3 spheres you deal damage to enemies in front of you in a 10 yard cone.
This provides that feeling of hybridization, but puts it in control of the user by giving them the ability to move where they want and heal who needs it. It works perfect because of the new Symbiosis ability that will require druids focus on where their partner is. Resto druids may need to be in Melee range if they want cloak of shadows from a rogue so they can use their unleashed energy on the boss. Others may use it on a shadow priest and can use the energy on small packs of adds. I hope by some miracle this happens across the desk of some of the developers and they like my ideas.
Thank you for your time.
TL;DR
SotW: Shape shifting matters, but shouldn't be forced.
Ancient Harmony: Hybridization and positional awareness at it's best.