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New PTR changes 02/27/09Follow

#1 Feb 28 2009 at 2:04 AM Rating: Decent
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1,233 posts
mmo-champion wrote:
Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Duration lowered to 1 sec. per combo point.

Feral

Heart of the Wild: Stamina bonus changed to 2/4/6/8/10%.

Restoration

Intensity: Now grants 17/33/50% of mana regeneration while casting.


Why the Feral changes? Just... why?

I know the Lifebloom change is gonna **** off a lot of druids, but I don't tend to use lifebloom as often as most, so it's not going to affect my playstyle as much as others. And I was under the impression that intesity was already 50%?

strange....
#2 Feb 28 2009 at 3:14 AM Rating: Decent
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3,114 posts
Paracleets wrote:
mmo-champion wrote:
Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Duration lowered to 1 sec. per combo point.

Feral

Heart of the Wild: Stamina bonus changed to 2/4/6/8/10%.

Restoration

Intensity: Now grants 17/33/50% of mana regeneration while casting.


Why the Feral changes? Just... why?


A blue posted saying that they wanted to test Uldar with Druids having roughly the same health and armour as other thanks, and said "if they need buffing, they will be"
#3 Feb 28 2009 at 3:32 AM Rating: Good
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7,732 posts
See this post.

We should have SD on the PTR but don't. It makes it well worthless to test druid tanks. All the nerfs and none of the buffs.

I could go on but I have been drinking and it would get nasty.
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Drinking at home. But I could probably stand to get laid.
#4 Feb 28 2009 at 7:18 AM Rating: Good
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3,272 posts
Wow, that lifebloom change is going to be brutal.

Blizzard makes a class very hot orientated when it comes to healing. Now Blizzard is doing everything in its power to make it so that class needs to be more cast time heal orientated. Wtf?

Intensity being up to 50% isn't that bad though.

Edit: Forgot to mention this. With the LB changes it seems blizzard doesn't wan't people rolling hots anymore.

Edited, Feb 28th 2009 9:19am by ArexLovesPie
#5 Feb 28 2009 at 10:25 AM Rating: Good
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1,888 posts
Blizzard should make up her mind. Seriously.
#6 Feb 28 2009 at 11:28 AM Rating: Decent
The stamina nerf kinda implicates the power of SD.. atleast the way its intended
we are gonna be losing like a ******** of armor, a few k hp, and all we get to replace it is a crit/ap based shieldproc
i really wonder how awesome itll be.

Intensity is atm 10/20/30, so its a 66% buff to it, lifebloom double cost makes it a spell you want to spam on raid, not tank. WHich isnt bad considering it has a good heal per tick, and it lacks the casttime Regrowth has (rejuv sucked to use on raid imo, since 2.0 :P)

Maim getting nerfed.. we had that coming tbh, u been playing against feral in pvp? maim was kinda powerfull, cause it didnt share diminishing with bash. only the shorter time hits me in the eye tbh, its now worthless to use it on less then 3 points, cause 1 global cooldown will generally mean it allready faded with 1 or 2.
A price to pay i guess.

Overall its a pvp nerf, leaving tanking out of it for now, since we cant judge SD atm. But the intensity means they arent really nerfing us pve
#7 Feb 28 2009 at 1:07 PM Rating: Good
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1,433 posts
If I'm reading it right, the only situation where Lifebloom is nerfed is if you're continually refreshing a full stack, rather than letting it bloom.

Just putting up lifeblooms and letting them bloom will cost the same mana as before, since you'll get the extra mana spent back upon the bloom. If anything in those situations, it's a buff, since the double and triple stacks blooming will now heal for two or three times as much respectively. Even more so if there's truth to the rumor going around that it's currently working off the base mana cost, so you'll actually get back more than half the cost if you're in tree form.

So it seems like what Blizzard really don't want us doing is keeping full lifebloom stacks refreshed on multiple people, which isn't really a huge deal, considering that the way things are now, you can keep it going on one person and actually gain mana over time.

The intensity change is probably to compensate for the changes to spirit based mana regeneration. I'd expect it'll probably keep us getting about the same mana back as we are now, essentially negating the changes as long as we're casting.
#8 Mar 01 2009 at 11:39 AM Rating: Decent
Jibini wrote:
If I'm reading it right, the only situation where Lifebloom is nerfed is if you're continually refreshing a full stack, rather than letting it bloom.

Just putting up lifeblooms and letting them bloom will cost the same mana as before, since you'll get the extra mana spent back upon the bloom. If anything in those situations, it's a buff, since the double and triple stacks blooming will now heal for two or three times as much respectively. Even more so if there's truth to the rumor going around that it's currently working off the base mana cost, so you'll actually get back more than half the cost if you're in tree form.

So it seems like what Blizzard really don't want us doing is keeping full lifebloom stacks refreshed on multiple people, which isn't really a huge deal, considering that the way things are now, you can keep it going on one person and actually gain mana over time.

The intensity change is probably to compensate for the changes to spirit based mana regeneration. I'd expect it'll probably keep us getting about the same mana back as we are now, essentially negating the changes as long as we're casting.


That's how I read it, too...it's not a nerf so much as changing the mechanics in order to change the way that it's being used. Whenever possible (in my nubby resto way) I would keep a full stack of lifebloom going on the tank at all times, and the only time it would bloom is if there was a lot of damage flying around that forced me to focus my attention elsewhere. Now there's incentive to let it bloom and start over.
#9 Mar 01 2009 at 2:14 PM Rating: Decent
Quote:
they wanted to test Uldar with Druids having roughly the same health and armour as other thanks


Uhm, I think I can tell them what will happen - bears will get their tails handed to them due to their lack of shields and parry.

We've got higher health and AC for a reason - we can't block or parry. Give us those two skills and then sure, you can nerf our AC and HP down to what other tanks have and it wont matter.

You know, I have this sinking suspicion that this dual spec is going to be our curse - with bears nerfed to oblivion if this crap goes through Blizz will say "No need to fix - you can dual spec as a healer" while guilds are going to demand it if you want to keep raiding. O_o
#10 Mar 01 2009 at 2:16 PM Rating: Good
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64 posts
Im not really sure why this drastic of a change was necessary. Its basically blizz saying they dont want us healing tanks, well we sucked at that before hand and now we cant even add our little two cents either.
#11 Mar 01 2009 at 2:20 PM Rating: Good
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64 posts
I was just curious to see if people thought this was a little buff in pvp? the lb changes that is.
#12 Mar 02 2009 at 11:15 AM Rating: Good
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1,433 posts
lowgo wrote:
Im not really sure why this drastic of a change was necessary. Its basically blizz saying they dont want us healing tanks, well we sucked at that before hand and now we cant even add our little two cents either.

I'm not astonishingly well geared (almost done with Naxx10, working on Naxx25) and I was ******** around last night in heroic Violet Hold.

I managed to heal through the entire first third of the instance, including Xevozz as the first boss, keeping a triple stack of Lifebloom on the tank and applying single/double Lifebloom stacks to the dps when they took damage. I still had over 90% of my mana by the time Xevozz died.

I almost managed to heal the entire instance without using any other heal (I think I ended up with 87% Lifebloom, 7% Regrowth, with little bits making up the rest), and never went under 70% mana at any point.

Admittedly, I had a good tank, and good enough dps that things were dying fairly fast, but that, I would assume, is why they're changing it.

Edited, Mar 2nd 2009 1:16pm by Jibini
#13 Mar 02 2009 at 12:21 PM Rating: Decent
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422 posts
Well, that's not a raid situation. I don't think Blizz balances anything around 5 mans, and honestly heroics are ridiculously easy if you're raid geared. The issue is going to be in 25 mans, when you're job includes rolling LB stacks on multiple tanks while doing whatever else you're assigned to do. Doubling the cost of LB is going to put your mana regen in the toilet. People need to keep in mind that changing intensity to 17/33/50% is not a buff in any way. It's designed to counteract the massive decrease to spirit based mana regen that they have planned for 3.1. Supposedly as long as you stay in the FSR, you shouldn't see a decrease in you in-combat mana regen.

It will be interesting to see how bad this ends up being. I don't really buy the argument GC made about planning whether to let your LB bloom or to refresh the stack. It's silly to think that you can predict spike damage 10 seconds in advance in more than a few situations.
#14 Mar 02 2009 at 1:36 PM Rating: Good
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1,433 posts
CamelToad wrote:
Well, that's not a raid situation. I don't think Blizz balances anything around 5 mans, and honestly heroics are ridiculously easy if you're raid geared.

True, I was trying just to illustrate that lifebloom as it stands is an insanely efficient heal. Heck, you can keep a three stack up on a tank and gain mana quite quickly at the moment, if that's all you're doing.
CamelToad wrote:
The issue is going to be in 25 mans, when you're job includes rolling LB stacks on multiple tanks while doing whatever else you're assigned to do.

True, although at the moment (I'd like to hope it might change with Ulduar) there really aren't all that many fights that constantly need you to be putting up that much healing on multiple tanks.

Vault and EoE have none. OS might require it, depending on how many drakes you're leaving up and how many healers you have to start with. In Naxx there's only 3 or 4 fights where it's needed.

Admittedly, if your guild (especially the healers) is good enough to cut back the number of healers you have to below what some would consider the standard amount, then yeah, it's probably going to hurt you. It's possible that that's Blizzard's intention, of course, and they want people being more reliant on support and not being able to just blast through everything with an overly dps heavy group.
#15 Mar 02 2009 at 10:05 PM Rating: Decent
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422 posts
Jibini wrote:
True, I was trying just to illustrate that lifebloom as it stands is an insanely efficient heal. Heck, you can keep a three stack up on a tank and gain mana quite quickly at the moment, if that's all you're doing.


That's true at the moment, however the spirit-based mana regen changes that were already coming in 3.1 would have changed that. You're not going to regen nearly as much mana when you drop out of the FSR than you do currently. Only rolling 1 LB stack gives you 8.5s between casts, which is more than enough for 1 tick of out of combat regen.

I think we can all pretty much agree that Naxx is stupid easy. Ulduar is supposed to be much harder, and I guess I'm worried that with the nerf to mana regen and the nerf to LB, that we're going to have some significant mana issues. At the very least, we're going to have to strongly reconsider our healing style.
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