1. #1

    IMHO Druids should have not 4 but 2 specs.

    Melee Feral and Caster Balance.
    Feral with Cat and Bear and Balance with treant and moonkin. plus both specs would have travel forms ofc.
    treant form could have a skill kilke [Blend] that would work basically as camouflage for hunters does so that they are not missing out on "stealth" of cat form.
    moonkin form would replace bear form's toughtness. Flap as anti fall damage skill or passive

    Obviously wou wouldn't be able to tank and deeps effectively at the same time.
    End talent points for both spec would define your "real" value at given role, but you'd keep all the tools for "off role", kind of reversed Affinity.
    For Feral:
    Ferocity: full deeps oriented
    Cunning: a hybrid, between both, but worse at damage than Ferocity and worse at survival than Tenacity
    Tenacity: full survival option.

    they could be as simple as +30% damage, +15% damage done/-15% damage taken, -30% damage taken
    but could be something else as well, numbers would be tweaked accordingly obviously.

    don't have good names for Balance "affinities" yet tho ;P (wither for spellcaster, symbiosis for "hybrid" and growth for healer?) the idea is that instead of balance of sun and moon theme, balance would be all about of "circle of life" and "balance of nature" kind of balance.

  2. #2
    Feral was changed to feral and guardian because balancing sub specs is a nightmare and never works out. Not to mention the way the game has you select a role. This will never be done.

    Also im resto with feral affinity. Dont take that away from me.

  3. #3
    There is no problem to solve there. Druids have 4 specs. So what? How is it a problem?

    Resources are better used elsewhere.

  4. #4
    Quote Originally Posted by FAILoZOFF View Post
    they could be as simple as +30% damage, +15% damage done/-15% damage taken, -30% damage taken
    but could be something else as well, numbers would be tweaked accordingly obviously.
    Nothing is ever that simple. It sounds simple, but it won't be.

    Quote Originally Posted by ellieg View Post
    Also im resto with feral affinity. Dont take that away from me.
    I'm afraid (for myself as well) that the new talent trees will take all of them away

  5. #5
    Quote Originally Posted by ellieg View Post
    Not to mention the way the game has you select a role. This will never be done.
    It could be done that you are only treated as tank/healer for LFG purposes only with selected proper affinities.
    Quote Originally Posted by Throwme View Post
    Nothing is ever that simple. It sounds simple, but it won't be.
    Everything would have to be adjusted accordingly obviously, with consideration of other classes.

  6. #6
    Quote Originally Posted by FAILoZOFF View Post
    It could be done that you are only treated as tank/healer for LFG purposes only with selected proper affinities.

    Everything would have to be adjusted accordingly obviously, with consideration of other classes.
    But what would the purpose of these adjustments be? Why are 4 specs a problem according to you?

  7. #7
    Quote Originally Posted by FAILoZOFF View Post
    Melee Feral and Caster Balance.
    Feral with Cat and Bear and Balance with treant and moonkin. plus both specs would have travel forms ofc.
    treant form could have a skill kilke [Blend] that would work basically as camouflage for hunters does so that they are not missing out on "stealth" of cat form.
    moonkin form would replace bear form's toughtness. Flap as anti fall damage skill or passive

    Obviously wou wouldn't be able to tank and deeps effectively at the same time.
    End talent points for both spec would define your "real" value at given role, but you'd keep all the tools for "off role", kind of reversed Affinity.
    For Feral:
    Ferocity: full deeps oriented
    Cunning: a hybrid, between both, but worse at damage than Ferocity and worse at survival than Tenacity
    Tenacity: full survival option.

    they could be as simple as +30% damage, +15% damage done/-15% damage taken, -30% damage taken
    but could be something else as well, numbers would be tweaked accordingly obviously.

    don't have good names for Balance "affinities" yet tho ;P (wither for spellcaster, symbiosis for "hybrid" and growth for healer?) the idea is that instead of balance of sun and moon theme, balance would be all about of "circle of life" and "balance of nature" kind of balance.
    No this sounds absolute shite

  8. #8
    Quote Originally Posted by ellieg View Post
    But what would the purpose of these adjustments be? Why are 4 specs a problem according to you?
    I enjoyed feral more before the split than ever after the split.

  9. #9
    Quote Originally Posted by FAILoZOFF View Post
    I enjoyed feral more before the split than ever after the split.
    Whats the difference between feral with guardian affinity now, compared to before?

    Especially with how easy it is to literally jist change spec anywhere outside of combat. I just don't see this as an actual problem

  10. #10
    This is a horrible idea in regards to balancing and gameplay. You have 4 full specs and want to turn them into 2 amalgamation that would take an untold number of hours to ensure that they can still fill their roles properly, while not being too extreme in one end or the other for dps survival or tank damage, while also having a viable heal spec that also doesn't do too much damage. Not to mention the players themselves constantly needing to swap talents because they're main tanking, or off tanking, or dpsing or being a main healer, or off healer, or just needing more survivability/damage/healing in any role
    The greater the light, the darker the shadow. And this light casts a shadow over all I see - the Prophet Velen, when asked what's next for Blizzard

  11. #11
    Quote Originally Posted by FAILoZOFF View Post
    It could be done that you are only treated as tank/healer for LFG purposes only with selected proper affinities.
    You do realise those have implications for actual fight mechanics? Besides, with the changes coming in DF this makes even less sense than it would have in MoP. Specs have also grown apart a lot since MoP, so it would require a complete rework of just about everything to the point that it would be much easier to make a new class than alienate 99% of druid players just to mollify you.

    Your idea is just plain stupid.

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