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Latest info from PTRFollow

#1 Mar 13 2008 at 2:54 PM Rating: Decent
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This is the LATEST PTR notes available on the main wow website:

Quote:
* Empowered Rejuvenation: This talent now properly affects the final heal from Lifebloom.
* Gift of Nature: This talent now properly affects the healing from Tranquility.
* Insect Swarm: Casting lower ranks of this spell is now properly penalized like other healing and damage effects.
* Lacerate: This ability now deals additional damage based on the attack power of the Druid.
* Lifebloom: The bonus coefficient on the final bloom effect has been reduced by 20%. This spell will no longer cause error messages when interacting with Spellsteal or while the Druid is under the effects of Mind Control.
* Mangle (Bear) now properly triggers a 1.5 second global cooldown, increased from 1.0 second.
* Many shapeshift form tooltips have been updated to be consistent with each other.
* Natural Perfection: This ability will no longer be triggered by taking critical strikes while sitting. In addition, it is now affected by the Subtlety talent and reduces damage by 2/3/4%, down from 1/3/5%.
* Nurturing Instinct increases your healing spells by up to 50/100% of your Agility, and increases healing done to you by 10/20% while in Cat form.
* Regrowth: The mana cost of this spell has been reduced by approximately 20%.
* Swipe: This ability will no longer strike any secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
* When a Druid in cat form casts Pounce it will now properly animate.


Some may be old changes you've grown used to, but (as a resto) the two I'd like to point out are:
Lifebloom nerf has been changed to the final bloom, which seems to coincide with the fix to empowered rejuvination. Basically, non-resto druids will get a nerfed lifebloom, whereas resto druids will get the same bloom. Both druids will still get the full benefit of the ticks, just not the bloom (and if you're a feral with little-to-no +heal it doesn't matter anyway).
Regrowth is now 25% more mana efficient! Add that in with the bonus to mana regen, and druids are going to be some pretty tough raid healers.
#2 Mar 13 2008 at 3:30 PM Rating: Good
Cyclone range also dropped to 20 yards; was confirmed as intended by a Blue poster, just that it hadn't made the patch notes yet.
#3 Mar 13 2008 at 8:22 PM Rating: Decent
The cyclone nerf is going to hurt a bit. It is a shame the whole class cops a bit of a nerf when it is the restos that are OP at the moment.

#4 Mar 14 2008 at 1:21 AM Rating: Good
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nah, its not just restos, its characteristic of all druids. its just most druids in arena are resto. if a feral or balance chooses too, they can use cyclone to the same effect that a resto does.
#5 Mar 14 2008 at 4:12 AM Rating: Decent
Glad to hear they re-thought the Lifebloom situation to attack the final bloom instead of the ticks. That and Regrowth changes is great news for raiding Tree's. :)

*skips happily*
#6 Mar 14 2008 at 6:03 AM Rating: Default
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Lifebloom was the only defense against being constantly purged or hit with arcane shot.

Cyclone nerf means I can't avoid shamans anymore, can't use it against hunters (while they can have their way with me), and I will have to stay within a warrior's intercept range...

Time to focus on an alt until they hopefully realize that they've taken it too far I guess. Maybe they should finally remove the balance tree altogether.
#7 Mar 14 2008 at 6:53 AM Rating: Decent
Kanngarnix wrote:
Lifebloom was the only defense against being constantly purged or hit with arcane shot.

Cyclone nerf means I can't avoid shamans anymore, can't use it against hunters (while they can have their way with me), and I will have to stay within a warrior's intercept range...

Time to focus on an alt until they hopefully realize that they've taken it too far I guess. Maybe they should finally remove the balance tree altogether.


... And that's funny because the balance tree was just beginning to be sucessful in 5s. Resto with Cyclone will still be pretty solid in the smaller arenas with skilled teamates keeping you from getting focused and nature's swiftness to get the first one off, Ferral is getting buffs (though it remains to be seen if it is enough), so the change only REALLY hurts 5s. Pure win.
#8 Mar 14 2008 at 12:02 PM Rating: Excellent
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i still dont see what all the hoopla about cyclone is. vs warriors and rogues you can still root from 30 yards, then move into range for the cyclone. for other classes, only shaman, mages, and warlocks can interrupt it, and 2/3 of those classes were able to interrupt it at 30 yards (or longer depending on where the fel hunter is) so really its just a slight buff for shaman. but then again, you can also root shaman from 30 yards, then move in, pull off a fake, and then cyclone.

i welcome this change. im sure ill get rated down for saying it (bring it ********** but im glad that more druids will be forced to think and move better in order to succeed. besides, feral and balance will hardly be hurt by this change; feral is already well within the 20 yard range as it stands (if theyre doing their job right) and balance druids can spam starfire. if someone interrupts the starfire, grats, your nature tree is now interrupt-free. if they dont, then youre going to keep knocking off large chunks of health with your sky lasers. if more than one interrupter is on you, then youre probably fighting a team thats worried about the wrong target.
#9 Mar 14 2008 at 2:19 PM Rating: Good
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im sure ill get rated down for saying it


I'm sure nobody would dare Quor !!! If they do, I say we kick em out of the club!

#10 Mar 14 2008 at 3:57 PM Rating: Good
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well, someone didnt like my little blurb of a post up top. whether or not its one of my "fans" from the rogue or shammy forums, or if its someone of a more druidic nature, i cant say.

but yeah, we'll kick em out of the club. when they cant have any tiramisu theyre sure to change their tune!
#11 Mar 16 2008 at 2:59 AM Rating: Decent
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My momma always told me to get a real edicuation in restoration, but I told her "Ma, I don't want none of them fancy degrees and whatnot. I is feral by heart and don't you be talking to me like I'm a lil' elf no more!"

Turns out Ma was right. Ma's always right.
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Please "talk up" if your comprehension white-shifts. I will use simple-happy language-words to help you understand.
#12 Mar 17 2008 at 9:54 AM Rating: Decent
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Quote:
i still dont see what all the hoopla about cyclone is. vs warriors and rogues you can still root from 30 yards, then move into range for the cyclone.


Well quor the hoopla is doing that negates roots as a CC later in the match. If I find I'm up against a team with a melee I rotate cyclone and root cycles to basically take them outta the match altogether. I arena with a lock btw.

Don't get me wrong though, I consider that extremely overpowered. Any good resto druid can take a melee class out of the battle completely for an extended period of time. Being both a warrior and a druid has given me enough insight to know that if I want to on my druid I can make melee classes bash their face on the keyboard outta frustration.

#13 Mar 17 2008 at 2:41 PM Rating: Good
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i know exactly what youre saying jim, and i think thats partof why theyre nerfing it. blizz has always been very anti-control in the sense that they want people to be able to play their characters, not be helpless and out of control. ive given and received complete lockdowns, and theres not much thats more frustrating. any druid with feral charge is capable of shutting down a melee 100% of the time. now druids will need to put themselves in a bit more danger and think about how they use cyclone to get its max effect.
#14 Mar 17 2008 at 8:07 PM Rating: Good
Quote:
they want people to be able to play their characters, not be helpless and out of control. ive given and received complete lockdowns, and theres not much thats more frustrating



Ahh yes, the not so fond memories of getting smashed by a warlock without even managing to get into melee range :)

#15 Mar 18 2008 at 2:27 PM Rating: Excellent
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yeah, warlocks are the closest thing to a counter class we have, but at least warlock fear can be dispelled. thats the rub; cyclone cant be dispelled by anything but the pvp trinket. so a druid with a supporting team is less vulnerable to fear than anyone else is to cyclone. the only way to stop cyclone is to stop the druid, which aint easy if the druid has a team of his own to back him up.

incidentally, cyclone is now on par with fear in terms of range. thats not how i personally would have chosen to do it, but ah well. it may work, it may not, but i can see the reasons why they chose to do what they did.

Edited, Mar 18th 2008 3:28pm by Quor
#16 Mar 19 2008 at 2:45 PM Rating: Decent
Quor wrote:
yeah, warlocks are the closest thing to a counter class we have, but at least warlock fear can be dispelled. thats the rub; cyclone cant be dispelled by anything but the pvp trinket. so a druid with a supporting team is less vulnerable to fear than anyone else is to cyclone. the only way to stop cyclone is to stop the druid, which aint easy if the druid has a team of his own to back him up.

incidentally, cyclone is now on par with fear in terms of range. thats not how i personally would have chosen to do it, but ah well. it may work, it may not, but i can see the reasons why they chose to do what they did.

Edited, Mar 18th 2008 3:28pm by Quor


These changes are going to make pally+dps the absolute counter to druids. The warrior/pally teams are already starting to show up in droves to counter all the druid/x teams (and warrior/pally/x teams in 3s) because BoF on their melee and JoJ on you is already great against druids. Now, being stuck running into intercept range because roots is useless is going to be backbreaking. I'm willing to bet even money that warrior/druid teams are going to go away in favor of druid/dps with a dispell (i.e Lock or Hunter)

Hunter teams get harder as well. Frost trap is and conc shots are already effective counters to druid speed, but spacing will now be a WHOLE lot tougher to deal with when hunters can get out of range of cyclone and still be in range to recieve heals.

Well... adapt and overcome I guess. If anything, I'd expect to see a lot more pally teams to show up as a result of these nerfs...

Edited, Mar 19th 2008 6:52pm by scrubmonkey

Edited, Mar 19th 2008 6:54pm by scrubmonkey
#17 Mar 20 2008 at 1:10 AM Rating: Excellent
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druids in 3's will be fine; just incorporate a priest and your JoJ problems are solved. im thinking druid/priest/hunter or mage would make a pretty nice combo, especially if the druid was an int-heavy feral or feral/resto hybrid. its very reliant on good teamwork, but you get two forms of mana drain, great anti-melee, good CC in general, and the capability to outlast and burst as needed.

it would require mixing in a bit of unorthodox gear on both the part of the priest and the druid (namely pve heal pieces) but if done right it could be quite devastating. war/pally+1 wouldnt be able to touch anyone for more than a few seconds at a time, and rogue/mage/priest would be hard pressed to deal with a poly immune target and two forms of mana draining or a counter poly.

will it hurt druids in 2's? ya, but thats the whole point.
#18 Mar 20 2008 at 8:51 AM Rating: Decent
Quor wrote:
i still dont see what all the hoopla about cyclone is. vs warriors and rogues you can still root from 30 yards, then move into range for the cyclone. for other classes, only shaman, mages, and warlocks can interrupt it, and 2/3 of those classes were able to interrupt it at 30 yards (or longer depending on where the fel hunter is) so really its just a slight buff for shaman. but then again, you can also root shaman from 30 yards, then move in, pull off a fake, and then cyclone.

i welcome this change. im sure ill get rated down for saying it (bring it ********** but im glad that more druids will be forced to think and move better in order to succeed. besides, feral and balance will hardly be hurt by this change; feral is already well within the 20 yard range as it stands (if theyre doing their job right) and balance druids can spam starfire. if someone interrupts the starfire, grats, your nature tree is now interrupt-free. if they dont, then youre going to keep knocking off large chunks of health with your sky lasers. if more than one interrupter is on you, then youre probably fighting a team thats worried about the wrong target.


I'm with you on this one. I don't think we'll be made as effective as a limp noodle by any of this. The most significant nerf is the 4-set bonus on the gladiator set, but with -20% mana cost on regrow, and -cast time at the same time, I might actually freaking USE it on occasion. Fine. Time to adjust and move along with life.
#19 Mar 21 2008 at 2:18 AM Rating: Decent
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RPZip wrote:
Cyclone range also dropped to 20 yards; was confirmed as intended by a Blue poster, just that it hadn't made the patch notes yet.


Is it still increased by the 20% range to balance spells talent?

Edited, Mar 21st 2008 10:18am by Micros
#20 Mar 22 2008 at 7:54 AM Rating: Good
Micros wrote:
RPZip wrote:
Cyclone range also dropped to 20 yards; was confirmed as intended by a Blue poster, just that it hadn't made the patch notes yet.


Is it still increased by the 20% range to balance spells talent?

Edited, Mar 21st 2008 10:18am by Micros


Yes.
#21 Mar 23 2008 at 6:28 AM Rating: Decent
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Well, that's something I guess. Wish I'd see a buff for balance occasionally, or any other change for balance. Haven't seen any druid changes for ages that have affected Balance.
#22 Mar 23 2008 at 7:06 AM Rating: Decent
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That may be because the dev's figure if the tree is called balance, it's already balanced, and is in no need of changes?
#23 Mar 23 2008 at 9:22 AM Rating: Default
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Or maybe it's just becuase druids are much worse at whining than e.g. warriors or warlocks. When lifetap was nerfed the warlock forum had 3-4 times more QQ than the druid community managed to produce when we got 3 nerfs (4-piece bonus, cyclone and lifebloom).

That's also why you'll notice that many of those on this forum plays a warrior hence the: "just root and then move into intercept range to cyclone - works wonders, true story! I promise I won't hit you with my mace, at least not in the head!" What they forget to say is that druids already have less armor than priests when we are in caster form, so taking the intercept is a kinda bad plan. Cycloning in is still wasted CC time, so this is indeed a nerf that changes our ability to lock out warriors (who clearly needed more advantages, am I right? the most represented class in arenas source yet recieves zero nerfs).

The run-speed nerf was fine, the LB nerf was bad, but not exactly devastating for restos, only really screwed ferals and moonkins, but the cyclone range nerf was an idiotic move. ******** both feral, balance and resto up. 1 of those nerfs would have been enough to let disc priests take over as the #1 healer in all brackets (noone whines about how badass they are in 5s, maybe because the bad players can only convince 1 or 2 to play with them?).

Edited, Mar 23rd 2008 1:22pm by krqllebqlle
#24 Mar 23 2008 at 3:33 PM Rating: Good
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Quote:
the LB nerf was bad, but not exactly devastating for restos


Actually, they changed the LB nerf because it was originally a HUGE problem for restos. Maybe because druids QQd?
#25 Mar 23 2008 at 6:13 PM Rating: Excellent
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oh god guys. dont turn this into a shaman forums lite.

Quote:
When lifetap was nerfed the warlock forum had 3-4 times more QQ than the druid community managed to produce when we got 3 nerfs (4-piece bonus, cyclone and lifebloom).


thats because the life tap change was something that would negatively affect every warlock regardless of spec, and it was a change that also forced a penalty on warlocks who specced into a certain talent. talents should be used to enhance your character, not directly punish you. the three druid changes dont affect druids at all before level 64, and two of them only affect druids at 70. sure, you can say most of the game is played at 70, but at the same time i know a number of altitis sufferers who will take umbrage at that.

the cyclone change *does* suck, but every scenario people have been highlighting (moving into intercept range, getting intercepted mid-cast and being unable to cyclone warrior as a result) is, quite honestly, ********* if the warrior intercepts you then he cant intercept his other target, and since youre at max cyclone range hes got to hoof it a decent distance to get back to his primary target (who now has at least 3s of time to run away, heal, conjure water, make a bandage, or just sit around with a thumb up their ***, whatever floats their boat). by the time the warrior gets back to his primary target, the druid can re-root or attempt the cyclone again, but this time without having to worry about the warrior intercepting.

wheres the freakin problem?

feral will hardly be affected by the range change because feral is usually up in the mix, meaning everyone is in range anyway. balance can take a talent to mitigate the range loss, which will give them an edge over restos in that regard. restos kinda get boned, but i think that was the general idea. nerfs arent done to make people stronger after all. its not how i would have opted to do it, but my personal idea may have been worse. this change preserves cyclone as an undispellable banish-like effect that can be used on anyone. the other options were to add some kind of dispellability to it, or allow targets under cyclone effects to be healed, which would really kill the uniqueness of the spell.

so really, given the alternative, losing 10 yards on the cast range is nothing.

as for lifebloom, its strength in the pve setting has been preserved, and its final bloom has been nerfed. not much of a change there, as lifebloom is still one of the best healing spells out there, if only because of its cheap cost and stackability.
#26 Mar 23 2008 at 9:40 PM Rating: Decent
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Quote:
thats because the life tap change was something that would negatively affect every warlock regardless of spec, and it was a change that also forced a penalty on warlocks who specced into a certain talent.


It also penalized warlocks in PvE and PvP, not to mention that the penalty was bigger as gear got better. Whereas like you mentioned, the cyclone nerf is only really gonna hit restos, and those who PvP. Myself, a resto who does 98% PvE, wont be affected by it in the slightest.
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