Druid Updates in Patch 10.0.5
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hi, Druids.

We’ve got a number of upcoming changes to the core and spec trees coming in 10.0.5. Our hope is that they fix some underlying issues with the trees while still giving you the same options and overall builds you’ve gotten used to.

Talent Dependencies

One of our goals for the talent tree was to make it impossible or unlikely to pick talents that would do nothing for a character. Druid breaks that guideline in a couple places – Feral can take talents that modify Berserk without taking Berserk, Guardian and Feral can skip Swipe, etc. Most players don’t do these, but we still want to tighten this up.

Druid Core Tree

In the core tree, we’ve moved Wild Growth and Sunfire up so they’re among the first points Resto and Balance druids take. Feral druids now start with Rake and Rip, instead of Rake and Thrash. All druids now learn Swipe at level 10, at half its current damage. The previous talent to learn Swipe is now Improved Swipe, restoring Swipe’s (and Brutal Slash’s) current damage.

We’ve rearranged other talents and added connectors and a couple new talents to give you some different options. Lastly, we changed Killer Instinct and Nurturing Instinct to grant 3/6% value for just 2 talent points.

Tuning Changes

  • All Druids learn Swipe at level 10.
  • Swipe and Brutal slash damage reduced by 50%.

Talents



  • Killer Instinct changed to 2 points, granting 3/6% physical damage and armor.
  • Nurturing Instinct changed to 2 points, granting 3/6% magical damage and healing.
  • New talent: Improved Swipe increases Swipe and Brutal Slash damage by 100% (restoring 10.0.2 values).
  • New talent, row 8: Forestwalk. 2 points. Casting Regrowth increases your movement speed and healing received by 5% for 3/6 seconds.
  • New talent: Gale Winds. Increases Typhoon’s radius by 20% and range by 5 yards.
  • New talent: Incessent Tempest: Reduces the cooldown of Typhoon by 5 seconds.
  • Feline Swiftness icon changed.
  • Matted Fur icon changed.
  • New connections throughout the tree.
  • Wild Growth moved up and Remove Curse moved to the side.
  • Sunfire moved up and Starsurge moved to the side.
  • Feral druids now start with Rip instead of Thrash.

Feral

To correct Feral’s dependency issues, we’ve moved the talents that modify Berserk into a triangle under the core Berserk talent. We’ve repositioned Tear Open Wounds, putting it behind Double-Clawed Rake because in mass AOE situations where you’ll want Tear Open Wounds you’ll generally also want Double-Clawed Rake.

Survival Instincts

While we want you to make choices in your talent tree, the option to skip your major survivability cooldown in exchange for more DPS isn’t really one of them. Feral and other specs that include major survivability cooldowns in their spec tree are generally tuned with the assumption you’re taking those talents. To reinforce the importance of Survival Instincts, we’re moving it above Berserk.

AOE Build Options

We like the power of Feral’s bleeds and are happy that there’s an AOE build that allows you to just cast Primal Wrath, but we don’t want it to be the only option, as it locks in a lot of choices. To make builds that don’t reapply DoTs so frequently more viable, we’re boosting the power of Ferocious Bite in single target and AoE and pulling back the power of Rip and Rake a bit, especially in AOE. This also somewhat increase Feral’s power to funnel damage into a priority target.

Lunar Inspiration

It’s been a challenge to find an appropriate place for Lunar Inspiration. It adds a button to the rotation and another DoT to track. Because of that increased complexity, we don’t want it to feel required for all players. However, the current reduced-power version also isn’t meeting the needs of players who do want to play it.

To address this, we’ve moved it to a choice node with Feral Frenzy at the bottom of the talent tree and restored its former power. This makes it possible to pick it up also with the talents that synergize well with it but gives players that don’t want to play it plenty of other powerful options in the same area of the tree.

Tuning Changes

  • Circle of Life and Death damage over time duration compression reduced to 20% (was 25%).
  • Taste for Blood bonus to Ferocious Bite damage increased to 4/8% per bleed on the target (was 2/4%).
  • Rampant Ferocity damage increased to 35% of Ferocious Bite damage (was 25%).
  • Dreadful Bleeding bonus to Rip damage reduced to 15% (was 20%).
  • Infected Wounds bonus to Rake damage reduced to 25% (was 30%).
  • Veinripper increase to bleed durations increased to 33% (was 25%).
  • Lunar Inspiration damage increased 66%.

Talents



  • Background pattern
  • Description automatically generated
  • Tear Open Wounds moved to row 4
  • Survival Instincts moved to row 5.
  • Infected Wounds moved to row 5.
  • Berserk moved to row 6.
  • Moment of Clarity moved to row 7.
  • Berserk: Heart of the Lion and Berserk: Frenzy moved within row 7 and connections changed.
  • Position of Wild Slashes and utal Strike swapped in their choice node.
  • Lunar Inspiration now a choice node with Feral Frenzy.

Balance

We’ve reorganized the Balance Druid tree to address Solar Beam’s placement to avoid forcing Balance Druids to make a choice between utility or throughput. While addressing this, we wanted to make some changes to the overall flow of the tree and distribute more power to the later parts of the tree.

Cosmic Rapidity

Circle of Life and Death offered an interesting playstyle choice for Balance, however, with Balance’s new Mastery the juggling felt much more intense and punishing. Cosmic Rapidity increases the rate Moonfire, Sunfire, and Stellar Flare deal damage without reducing their duration to reduce how often Balance needs to refresh their DoTs in order to benefit from their Mastery.

Multiple Rank Adjustments

Talents such as Aetherial Kindling and Solstice didn’t feel impactful enough to warrant multiple talent points to achieve their maximum value. The ranks that were removed from these talents were redistributed to other talents that felt appropriate to have multiple ranks.

Tuning Changes

  • Lunar Eclipse no longer increases the critical strike chance of Starfire.
  • Lunar Eclipse now increases the damage Starfire deals to nearby enemies by 50%.
  • Umbral Intensity now further increases the damage Starfire deals to nearby enemies by 10/20%.
  • Circle of Life and Death has been removed.
  • New Talent: Cosmic Rapidity – Your Moonfire, Sunfire, and Stellar Flare deal damage 25% faster.

Talents



  • Solstice’s max rank is now 1.
  • Aetherial Kindling’s max rank is now 1.
  • Power of Goldrinn’s max rank is now 2.
  • Cosmic Rapidity’s (replaced Circle of Life and Death) max rank is now 2.

Guardian

Ursine Adept

Ursine Adept concentrated too much rotational functionality and defensive power into a single node. We didn’t feel taking it or not offered enough choice to players, so we changed it to a Guardian baseline ability and adjusted the initial section of the tree to account for its absence. Additionally, in recognition of how prohibitively dangerous it often is to cast Innervate in combat, we’ve added it to the list of abilities which may be cast in Bear Form.

Final Gate

In this most recent look at the Guardian tree, our primary objective was to open up the final section of the tree. In the previous iteration, there were several bottlenecks restricting access to each final segment. We’ve added new connections and shuffled talent locations around to allow more points of entry into this section of the tree and offer more freedom of choice.

Reinvigoration felt like an outlier both in terms of interest and power level in the final gate, so it has switched positions with Flashing Claws.

To preserve point balance and to maintain decision-making tension, we’ve also added a few more abilities in this section:

  • Thorns of Iron: When you cast Ironfur, also deal Physical damage equal to 30% of your armor, split among enemies within 12 yards.
  • Raze: Strike with the might of Ursoc, dealing 70% of AP Physical damage to all enemies in front of you. Deals reduced damage beyond 5 targets. (Replaces Maul)
  • Moonless Night: When you cast a single-target ability on an enemy afflicted by Moonfire, you cause them to burn for an additional 10% Arcane damage.
  • Lunar Beam: Summons a beam of lunar light at your location, dealing 10% of AP Arcane damage and healing you for 35% of AP over 8.5 seconds.

Some talents have changed icons to avoid duplication.

Talents

This article was originally published in forum thread: Druid Updates in Patch 10.0.5 started by Lumy View original post
Comments 20 Comments
  1. Laqweeta's Avatar
    ghetto fr /10
  1. Appelgren's Avatar
    Aren’t these things that should come with release and not be “fixed” shortly after expansion release? Wonder how many other things will get “fixed” during the coming weeks..
  1. huth's Avatar
    Thank the devs for Cosmic Rapidity. 13.5 second Sunfire is... challenging.

    Quote Originally Posted by Appelgren View Post
    Aren’t these things that should come with release and not be “fixed” shortly after expansion release? Wonder how many other things will get “fixed” during the coming weeks..
    Should, but isn't realistic. This kind of thing needs real world experience to fully flesh out. Like Circle of Life and Death. It sounds good on paper, but in practice is really annoying to play around and takes up to much mental space.
  1. Nzx's Avatar
    Quote Originally Posted by Appelgren View Post
    Aren’t these things that should come with release and not be “fixed” shortly after expansion release? Wonder how many other things will get “fixed” during the coming weeks..
    People like you complain when Blizzard iterate, and complain when they don't. "reeee why doesnt blizzard listen to feedback" immediately followed by "reeee why does blizzard listen to feedback in order to make changes". I'm embarrassed on your behalf.
  1. Biomega's Avatar
    Quote Originally Posted by Appelgren View Post
    Aren’t these things that should come with release and not be “fixed” shortly after expansion release? Wonder how many other things will get “fixed” during the coming weeks..
    They should, but the Druid dev quit in the middle of it. We all knew Druid was kind of borked, and would likely be going into release. None of these changes are particularly shocking or surprising, and were very much expected.

    Imperfect world, and all that.
  1. Peacemoon's Avatar
    Raze is a game changer for Guardian
  1. Cynical Asshole's Avatar
    Quote Originally Posted by Appelgren View Post
    Aren’t these things that should come with release and not be “fixed” shortly after expansion release? Wonder how many other things will get “fixed” during the coming weeks..
    Not when the deadline calls for a 2022 release at all costs because 2023 comes with a whole bunch of games that must not distract the customer from what's really important: WoW.
  1. Railander's Avatar
    no mention of how resto druids can do all their heals with instant casts.
  1. Cynical Asshole's Avatar
    Just what feral needs: BUFFS. Because it's not ridiculous enough in PVP. Everyone who enjoys PVP should just be rolling demon hunters and ferals, why even play anything else?
  1. Nekovet's Avatar
    Quote Originally Posted by Cynical Asshole View Post
    Just what feral needs: BUFFS. Because it's not ridiculous enough in PVP. Everyone who enjoys PVP should just be rolling demon hunters and ferals, why even play anything else?
    Wtf are you talking about. They nerfed the bleed build which is what most Feral druids are running right now. Besides that it's Fury Warriors that are dominating PvP right now.

    - - - Updated - - -

    Quote Originally Posted by Railander View Post
    no mention of how resto druids can do all their heals with instant casts.
    That's what Resto Druids have done forever. Most of their heals are HoTs so they're instant.
  1. thilicen's Avatar
    Feral bleed aoe was finally fun, couldn't have that.
  1. Appelgren's Avatar
    Quote Originally Posted by Nzx View Post
    People like you complain when Blizzard iterate, and complain when they don't. "reeee why doesnt blizzard listen to feedback" immediately followed by "reeee why does blizzard listen to feedback in order to make changes". I'm embarrassed on your behalf.
    Wow… you seem like an angry person. I wasn’t complaining at al. Just found it weird with such massive patch notes shortly after release of an expansion. But I guess it doesn’t matter to people like you. Can’t ask question because then you’re a hater and the blizz bodyguards will come and get you. Pathetic
  1. bloodwulf's Avatar
    Quote Originally Posted by Appelgren View Post
    Wow… you seem like an angry person. I wasn’t complaining at al. Just found it weird with such massive patch notes shortly after release of an expansion. But I guess it doesn’t matter to people like you. Can’t ask question because then you’re a hater and the blizz bodyguards will come and get you. Pathetic
    To be fair, these are not massive patch notes for most classes, only druid really. And QA and Beta can only give you so much. Most people don't play Beta to offer feedback and just use it as a free demo, and we know Blizzards history with their QA groups. This was likely just something that had to be iterated on after getting it into the hands of the widespread masses. Id rather they make semifrequent changes that address major concerns, than do what they did in Shadowlands and take feedback and only act on it in the big numbered patches.
  1. Aliven's Avatar
    Quote Originally Posted by bloodwulf View Post
    To be fair, these are not massive patch notes for most classes, only druid really. And QA and Beta can only give you so much. Most people don't play Beta to offer feedback and just use it as a free demo, and we know Blizzards history with their QA groups. This was likely just something that had to be iterated on after getting it into the hands of the widespread masses. Id rather they make semifrequent changes that address major concerns, than do what they did in Shadowlands and take feedback and only act on it in the big numbered patches.
    Yeah, small indie company cant hire professional testers. Poor sods.
  1. Kathranis's Avatar
    Quote Originally Posted by Aliven View Post
    Yeah, small indie company cant hire professional testers. Poor sods.
    You can't buy time. Hiring more testers doesn't give them the time needed to implement bug fixes, and the stack of reported bugs and balance issues for this game is probably three miles high at this point. It's in a state of perpetual triage, they're never gonna have a "finished product" because it's just too big. There aren't enough hours in the day.
  1. Aliven's Avatar
    Quote Originally Posted by Kathranis View Post
    You can't buy time. Hiring more testers doesn't give them the time needed to implement bug fixes, and the stack of reported bugs and balance issues for this game is probably three miles high at this point. It's in a state of perpetual triage, they're never gonna have a "finished product" because it's just too big. There aren't enough hours in the day.
    Ofc, its not like the pros know what is worth time and what now, can quickly identify issues and replicate them ad nausem. And even fix minor glitches like misplaced texture. Totally the same as a bunch of players with no experience to test product for free.

    Absolutely.
  1. Nzx's Avatar
    Quote Originally Posted by Appelgren View Post
    Wow… you seem like an angry person. I wasn’t complaining at al. Just found it weird with such massive patch notes shortly after release of an expansion. But I guess it doesn’t matter to people like you. Can’t ask question because then you’re a hater and the blizz bodyguards will come and get you. Pathetic
    You weren't complaining despite that fact that your last sentence is a leading statement about "how much will be 'fixed' in the coming weeks" and I'm a "blizz bodyguard" for calling you out on it. How very terminally online of you.

    Quote Originally Posted by Aliven View Post
    Ofc, its not like the pros know what is worth time and what now, can quickly identify issues and replicate them ad nausem. And even fix minor glitches like misplaced texture. Totally the same as a bunch of players with no experience to test product for free.

    Absolutely.
    I work on a digital product. We have a team of professional testers, people with experience in our market top to bottom who attend design sessions, and every update is customer group tested before releasing. We still have to react to our customer feedback and our customers always find things we didn't, encounter bugs we didn't, ask for features we didn't think of, and find new uses for the product we were completely blind to.

    QA/QC isn't just a job you throw money and time at. It's a massive internal job in even the most basic of circumstances, and the only way you can reasonably test something on WoW's scale is through public testing, whether in alpha/beta or post-release.
  1. Aliven's Avatar
    Quote Originally Posted by Nzx View Post
    You weren't complaining despite that fact that your last sentence is a leading statement about "how much will be 'fixed' in the coming weeks" and I'm a "blizz bodyguard" for calling you out on it. How very terminally online of you.



    I work on a digital product. We have a team of professional testers, people with experience in our market top to bottom who attend design sessions, and every update is customer group tested before releasing. We still have to react to our customer feedback and our customers always find things we didn't, encounter bugs we didn't, ask for features we didn't think of, and find new uses for the product we were completely blind to.

    QA/QC isn't just a job you throw money and time at. It's a massive internal job in even the most basic of circumstances, and the only way you can reasonably test something on WoW's scale is through public testing, whether in alpha/beta or post-release.
    So how exactly other mmos, those which dont have like 4 months of perma testing manage to do it? They should always release buggy mess and yet they dont. FF14 dont even have public testing.
  1. aldahar's Avatar
    Quote Originally Posted by Aliven View Post
    So how exactly other mmos, those which dont have like 4 months of perma testing manage to do it? They should always release buggy mess and yet they dont. FF14 dont even have public testing.
    Did you seriously imply that FF14 has no bugs? Lol, that may be the funniest thing I read today. The guy you replied to is spot on; teams at companies can test, theorize, etc. but the end result is always the same: a customer or user will indeed dream up something you didn’t account for or find a bug the team didn’t.
  1. Nzx's Avatar
    Quote Originally Posted by Aliven View Post
    So how exactly other mmos, those which dont have like 4 months of perma testing manage to do it? They should always release buggy mess and yet they dont. FF14 dont even have public testing.
    There are many holes in what you're saying here, but the main one is that the thread you're replying in isn't even about bug fixes, it's about iterative tuning and improvements to a class tree. More broadly, every game releases with bugs and has done forever - there's an entire category of 'gaming' now based in some part off exploiting them (speedrunning) and some of them were even bad enough that they allowed people to jailbreak consoles/handhelds.

    Think seriously about this for a second - you could employ a thousand people to do nothing but QA test your game. If they worked 40 hour weeks, you get 40,000 hours worth of gameplay time per week in testing. Then you release your game, and your literal millions of players get their hands on it, and all of a sudden you could get a million hours worth of gameplay time in an hour.

    This is before you even account for the fact that professional QA testers skew away from the demographics and skill level and playstyle of your actual customers, the potentially prescriptive nature of the QA test scenarios you give them, the fact that your QA testers are playing on non-prod hardware and not testing server interactions at scale, etc etc. I'm aware this entire post is probably just pissing in the wind because you want to think this is a solely Blizzard problem, but it's not.

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