Please use this thread to post feedback on the Druid class, once you’ve tested it in the Dragonflight Alpha.
Please use this thread to post feedback on the Druid class, once you’ve tested it in the Dragonflight Alpha.
Greetings, Feral Druids! We’re excited to share that there is a new version of the Feral tree in the next Beta update. These are some meaty changes you can really sink your claws into, with new talents, lots of revisions, and changes to the tree layout. Here’s some of what we’re intending with these changes.
At its core, Feral’s gameplay is about applying and maintaining powerful bleeds on enemies, then spending additional combo points on Ferocious Bites for more damage. In 9.2.5, Ferocious Bite is extremely powerful (and extends Rips with Sabertooth), which can lead to it taking over your rotation. Our goal for this tree is to get back to bleeds, especially Rip, being the center of your damage and gameplay again, with Ferocious Bite adding additional damage when you have the combo points for it. We’ve changed or removed any effects that dynamically extend bleed duration, so maintaining bleeds will always be a part of your rotation.
We’ve added several options to make Bleeds more interesting or useful in different situations. Primal Wrath has been moved near the top of the tree to give Feral an AOE combo point spender early. There are also new talents to do things like briefly increase all Rip damage, consume part of Rip’s duration to deal some of its damage instantly, or make Ferocious Bite hit nearby bleeding targets. These new tools should also enable you to get full value out of every combo point in AOE combat.
We’ve also returned a lot of Berserk’s current power to the first point you spend in it, while keeping some additional talents to make it stronger (and adding some new ones).
We pay a lot of attention to gameplay complexity. Feral has some talents that increase the complexity of its rotation in exchange for power. The challenge with these types of abilities, especially in Dragonflight’s talent trees, is that if they’re strong, they can feel required. In the case of Bloodtalons and Brutal Slash, we added alternatives for players who want most of the power without the complexity. In the case of Savage Roar, we removed it. We prefer Feral’s combo point spenders to focus on maintaining bleeds and weaving in Ferocious Bites when possible.
Many of the new talents are about giving Feral players tools to customize their gameplay in the direction they prefer. There are, of course, talents that strengthen AOE or single target damage (though you should always feel capable in both scenarios). But other options allow you to customize how much energy regeneration you have, how powerful your combo point builders are, how often you need to refresh your bleeds, or how powerful your Berserk & Tiger’s Fury cooldowns are.
We’re excited to hear your feedback on these changes and for you to have an opportunity to play them. Here’s what’s coming:
Protective Growth. New talent, row 2. Your Regrowth protects you, reducing all damage you take by 3% while it is on you.
Improved Bleeds. Changed to 1 rank (from 2).
Pouncing Strikes. New talent, row 3. Grants extra damage & combo points to Shred & Rake when striking from stealth.
Tireless Energy. Renamed from Max Energy, changed to 2 ranks (from 3) and grants 2% haste per rank.
Sabertooth. Now increases Ferocious Bite damage by 20% and increases damage dealt by Rip by 4% for each combo point spent for 4 seconds.
Piercing Claws (2 ranks). New talent, row 4. Critical Strike chance increased by 2%.
Double-Clawed Rake. New talent, row 4. Rake also applies Rake to 1 additional nearby target.
Sudden Ambush. Changed to 2 ranks (from 3) and grants 5% chance to strike as if from stealth per rank (up from 1%).
Dreadful Bleeding. New talent, row 5. Rip damage increased by 15%.
Berserk. Replaces Berserk: Relentlessness. Berserk now grants combo point refund on finishing moves and causes Rake & Shred to deal damage as if stealthed.
Tear Open Wounds. New talent, row 5. Primal Wrath consumes up to 4 sec of Rip damage on targets it hits and deals 75% of it instantly.
Taste for Blood. Changed to 2 ranks (from 3).
Ferocious Frenzy. New talent, row 6. Ferocious Bite also hits nearby enemies within 8 yds afflicted by Rip for 25% damage. Deals reduced damage over 8 targets.
Infected Wounds. Now also increases Rake damage by 20%.
Row 7 choice node:
Berserk: Heart of the Lion. New talent, row 7. Each combo point spent reduces the cooldown of Berserk by 0.5 seconds.
Berserk: Frenzy. No longer causes combo point generating abilities to reduce the cooldown of Berserk.
Wild Slashes. New talent, row 7, choice node with Brutal Slash. Swipe and Thrash deal 20% more damage.
Bite Force. New talent, row 9, choice node with Bloodtalons. Ferocious Bite and Rip deal +10% damage.
Row 9 choice node:
Feral Frenzy and Apex Predator are now standalone talents.
Ashamane’s Guidance. Was Modal Cooldown Bonus. Gives auto attacks a chance to trigger Incarnation for 6 sec, or reduces Convoke the Spirits’ duration by 25% and gives it an increased chance to trigger a powerful ability.
Thank you for your patience and your feedback!
And hello, Restoration Druids! A new Restoration tree will be sprouting into the next Beta build with spell changes, layout adjustments, multi-point node reduction, and new abilities! Players can also expect many previously Not Yet Implemented (NYI) talents to be ready for testing. We would like to give our thoughts on some of these upcoming adjustments.
Build Diversity and Support
A good amount of feedback for the Restoration Druid tree has been it felt very similar to the current Shadowlands build and there weren’t many variations to playstyle throughout the tree. To open build diversity we’ve focused on adding new tools to existing builds to change their gameplay and creating spells to support new playstyles. Lifebloom, for example, is seeing more talents throughout this tree now.
Restoration Druid’s Mastery is a very compelling stat, but generally does not have a lot of areas of the game where it gets to shine. We are looking at old bonuses and new effects to incorporate Mastery further into the spec and give players more reason to think about their Heal over Time placement as they parse their group’s damage intake.
The layout of the Restoration Druid tree has changed significantly from its previous iteration. The new layout is intended to provide more options and improved pathing. Here’s what players can expect to see:
New Talent Additions
Nature’s Splendor. New Talent, row 3. The healing bonus to Regrowth from Nature’s Swiftness is increased by 50%.
Flash of Clarity. New Talent, row 3. Clearcast Regrowths heal for an additional 30%.
Waking Dream. New Talent, row 4. Ysera’s Gift now heals every 4 seconds and heals for an additional 5% for each of your active Rejuvenations.
Nurturing Dormancy. New Talent, row 6. When your Rejuvenation heals a full health target, its duration is increased by 3 seconds, up to a maximum total increase of 9 seconds per cast.
Dreamstate. New Talent, row 6. While channeling Tranquility, your other Druid spell cooldowns are reduced by up to 10 seconds.
Verdancy. New Talent, row 7. When Lifebloom blooms, up to 3 targets within your Efflorescence are healed for X.
Budding Leaves. New Talent, row 9. Lifebloom’s Healing is increased by 6% each time it heals, up to 90%. Also increases Lifebloom’s final bloom amount by 15%.
Embrace of the Dream. New Talent, row 9. Wild Growth has a 100% chance to momentarily shift your mind into the Emerald Dream, instantly healing all allies affected by your Rejuvenation for X.
Regenerative Heartwood. New Talent, row 9. Allies protected by your Ironbark also receive 75% of the healing from each of your active Rejuvenations.
The complete list of changes will be released with the next beta build. Thanks so much for your continued feedback!
Hey there Boomkins,
We are working on the next iteration of the Balance talent tree along with some baseline changes that you should see in the coming weeks. Players will see some of our changes in next week’s build, but the full suite of changes will not be in the Beta until the following week. That said, we want to give you a quick preview in the meantime:
Druid – Balance:
The previous design of Eclipse and Mastery: Total Eclipse created a situation where the power of the spec was dictated by Celestial Alignment, allowing for double dipping the mastery bonus. While this is fun, it takes away from the power and feel of the spec outside of cooldowns. With this new Mastery our goal is to further reinforce keeping your DoTs active while continuing to allow for Starsurge, Starfall, and Stellar flare to be able to gain extra benefit from Mastery even outside of cooldowns.
From reviewing feedback and discussions, we found two common themes for Eclipse: 1) There is a lack of control with the rotation that can feel bad in both single target and AoE. 2) Having to cast 2 unempowered Wraths or Starfires to enter an Eclipse combined with their weaker base power and Starfire’s long cast time is underwhelming. With these changes our goal is to allow you to exit an Eclipse, say Solar, and then re-enter Solar Eclipse by casting 2 Starfires again. We’re also looking at adding talents to improve the feel of casting unempowered Wraths and Starfires between Eclipses.
We gave a cooldown version of Starfall a chance again for Shadowlands and we don’t feel it has played as well as we had hoped. Having a Starfall that moves with you is awesome and something we had hoped to keep, but for gameplay we feel it’s better to be able to choose to spend additional Astral Power for more Starfalls.
Improved Starsurge encouraged pooling resources more than we would like and the mechanic was hidden enough for some players to be unaware of the gameplay it encouraged.
While we do not have plans to increase DoT damage, we feel we went too far in toning down Shooting Stars, so we’re looking to allow for it trigger more so that Astral Power generation from DoTs is more noticeable in AoE. Stellar Flare’s lack of gameplay hooks has made it an underwhelming talent choice, so we’re allowing it to trigger Shooting Stars.
This is only a small peek at what we’re working on and by no means a complete change list. Our goal with posting some of our larger and more systemic changes is to gather initial feedback and take that into account when continuing to implement our remaining changes. We appreciate the feedback thus far and look forward to hearing more of your thoughts regarding Balance Druid in the coming weeks.
Hello again, Feral Druids.
We have some upcoming changes to the talent tree to share with you. Thank you very much for all your feedback on the current version of the talent tree. There have been lots of thoughtful, informative posts in places like this thread and the Druid forums that really helped us understand your experiences with the tree and what you’re hoping to do with it. It’s very much appreciated.
Left Side and Right Side of the Talent Tree
We heard your feedback that the left and right sides of the tree feel too heavily weighted toward single target and AOE respectively. We like the two sides of the tree having a clear identity, but we want players to have paths to get talents they want from either side in either situation, so we’ve moved talents around to facilitate taking some talents from both sides in both ST and AOE.
Energy and Combo Points
Opening up both sides of the tree to both ST and AOE builds also let us give the two sides of the tree different flavors of resource generation. If you want to empower Tiger’s Fury and generate more combo points, those talents are on the left. If you want more Energy, there’s more of those talents on the right.
We want investing in Energy or combo points to be intentional choices players make, rather than something they pick up automatically on the way to other talents. With that in mind we moved Tiger’s Tenacity (formerly Eye of Fearful Symmetry) and provided alternative pathing options to reach Feral Frenzy and Apex Predator’s Craving.
We want Berserk to be a powerful, broadly valuable, rotation-impacting cooldown. It currently suffers in AOE because none of Feral’s AOE builders benefit from Berserk, so we updated it to make Swipe generate a bonus combo point the same way Shred does. Changes to Tiger’s Tenacity (formerly Eye of Fearful Symmetry) and the new Relentless Predator also give consistent options to players who are looking for more resources during Berserk.
We’ve made tuning changes to some talents in this revision, and while there will be more tuning to come, we want to speak to some of what we’re trying to accomplish. In general, we don’t want any talent to be so powerful or impactful that all players feel obligated to pick it. That dampens choice and build diversity. This brings us to Convoke the Spirits and Soul of the Forest.
Convoke is an extremely powerful single button to press in Shadowlands, and it remains so in Dragonflight. Its current version with Celestial Spirits is too strong for 2 talent points. Our first attempt at tuning this was to not include the cooldown reduction from Celestial Spirits, but we hear you that a 1 minute Convoke is appealing and fits well in rotations, and that the Convoke bonus in Ashamane’s Guidance is underwhelming, so we re-added it. To bring down the power of the current version, we’ve removed the ability for Convoke to cast Tiger’s Fury. There are several talents that benefit Tiger’s Fury, and removing it from Convoke allows us to keep those strong because Convoke isn’t increasing its uptime dramatically.
Soul of the Forest is a power outlier because of the massive Energy generation it provides, pushing it into “obligatory” range. We’d like investing in Energy to be something players can choose to do at multiple points throughout the tree, so we’re toning down Soul of the Forest.
Double-Clawed Rake has been moved to make it easier to pick up. Lunar Inspiration has been moved to a more natural place for a DoT cleave build. Scent of Blood’s benefit was very niche, so we replaced it with Relentless Predator, which reduces the energy cost of Ferocious Bite, to provide an energy generation option with more general value. Infected Wounds has been moved under Sudden Ambush.
New Tree Layout
Primal Claws (formerly Piercing Claws) moved to Row 2.
Primal Claws no longer grants crit. Each point now grants a 10% chance for combo point generators to generate an extra combo point.
Merciless Strikes (formerly Improved Bleeds) now increases Swipe damage against bleeding targets by 10%, down from 20%. There are other talents to boost Swipe elsewhere in the tree, and we don’t want this to be an autopick in AOE.
Predator moved to row 3.
Double-Clawed Rake moved to row 3.
Protective Growth moved to row 4. Damage reduction increased from 3% to 5%.
Tireless Energy moved to row 4. No longer grants haste. Points now increase maximum Energy by 30/60 and passive Energy regeneration by 10%/20%.
Pouncing Strikes moved to row 4.
Lunar Inspiration moved to row 4.
Rampant Ferocity (formerly Ferocious Frenzy) moved to row 5.
Berserk now causes Swipe to generate an additional combo point during Berserk.
Infected Wounds moved to row 6.
Dreadful Bleeding moved to row 6.
Relentless Predator is a new talent in row 6. Relentless Predator reduces Energy costs of Ferocious Bite by 20%. This includes both the base cost and the additional Energy that can be spent for bonus damage.
Frantic Momentum changed to a 2 point talent and moved to row 8. Now grants a 3%/6% chance per combo point spent to increase your Haste by 10% for 6 sec.
Cat’s Curiosity now recovers 25% of energy cost for abilities it affects for each point, up from 15%.
Convoke the Spirits can no longer cast Tiger’s Fury.
Soul of the Forest now grants 3 Energy per combo point spent, down from 5.
Rip and Tear: Applying Rip to a target applies a Tear that deals 6% of the new Rip’s damage over 6 seconds. (Was a flat amount.)
Moved Feral Frenzy & Apex Predator’s Craving to row 10 and added some routing options.
Unbridled Swarm is now a single point talent and grants a 60% chance for swarms to split.
Ashamane’s Guidance now also reduces Convoke the Spirit’s cooldown by 50%.
Improved Bleeds is now Merciless Strikes
Ferocious Frenzy is now Rampant Ferocity
Eye of Fearful Symmetry is now Tiger’s Tenacity
Bite Force is now Lion’s Strength
Thanks again for all of your testing and feedback. It’s especially valuable to read about the builds you create, the thoughts that go into your decisions, and what you experience when trying to build for a certain strategy.
Hello Restoration Druids!
We’ve made a few adjustments to the updated Restoration Druid tree based on recent feedback, and we’d like to discuss the upcoming changes you can expect to see.
We’ve changed the positioning of a few key nodes to better reflect their power level. For example, Nurturing Dormancy will be moving below Gate 2 and Rampant Growth will be moving above Gate 2. These shifts are also intended to open a few improved pathing options for builds that may have seen some pathways particularly limiting.
The positioning of nodes in the final gate has changed quite a bit. Much of the same structure is in place, but there are more connections between nodes. We felt it was better to have nodes always leading you further down in this case. Unbridled Swarm has also been reduced to a 1-point node with its full effect.
The last Not Yet Implented (NYI) spell on the Restoration Druid tree will be ready for testing in the next build. Like the Feral Druid tree, this restores the full functionality of the Celestial Spirits legendary as well as offering a bonus to Incarnation: Tree of Life depending on your choice in the preceding node.
Here’s a look at the new layout:
We really appreciate the feedback you’ve provided. Thanks again!
Greetings Balance Druids,
In a future beta build, Balance Druids will receive an all-new talent tree but, in the meantime, we are excited to share a preview of what that new talent tree will look like. Our talent tree design philosophy has changed considerably over the course of Dragonflight’s development. Community feedback and the lessons learned through playtesting helped us identify good practices to follow when constructing a talent tree. Equipped with what we’ve learned, we set out to update Balance’s tree and bring it in line with our current design philosophy.
With this iteration of Balance’s talent tree, we wanted to increase the interconnectedness of the talent nodes to allow for easier access to different options across the tree. In addition, we wanted to avoid awkward positioning where it was mandatory to take a specific, unrelated talent to reach a desired, potentially gameplay altering, talent. Lastly, we wanted to avoid any situations where taking a talent would provide no benefit because a different talent wasn’t taken.
Feedback indicated that there was a lack of new abilities making Shadowlands and Dragonflight Balance play very similarly. With this iteration, we have introduced new options for players to be excited about. Some of those new options:
We appreciate the community’s thoughts on our recent change to Starfall and agree with the sentiment: Starfall has a unique identity by being tied to the caster and we want to retain that identity. In the next Dragonflight update, you’ll see our latest iteration of Starfall:
Thank you for your patience as we worked on this latest iteration of the Balance talent tree. We’re excited to get it into your hands as soon as possible and can’t wait to see what builds the community will come up with!
Greetings, Balance Druids.
After reviewing the performance of Balance Druids during yesterday’s raid testing, we developed a number of changes we’re implementing for today’s raid testing. If you encounter issues with your Talent Tree, please relog. Here are the changes:
Lunar Shrapnel has been redesigned:
Sundered Firmament’s Astral Power generation now correctly grants 25% of Fury of Elune’s Astral Power generation.
Stellar Flare no longer generates Astral Power when granted by Stellar Inspiration.
The chance for Shooting Stars to occur has been reduced.
Wild Mushrooms no longer have nameplates and are now untargetable.
Furor has been redesigned:
Protector of the Pack [Feral/Balance/Guardian] - Store 10% of your damage, up to a specific amount. Your next Regrowth consumes all stored damage to increase its healing.
Protector of the Pack [Restoration] - Store 10% of your effective healing, up to a specific amount. Your next Regrowth consumes all stored healing to increase its healing.
Note: The tooltip of Protector of the Pack will appear broken in-game. We hope to have this fixed soon.
Our main goal with these changes is to rein in the amount of Astral Power that Balance Druids are generating passively, as well as how much Astral Power is being credited to passives such as Primordial Arcanic Pulsar.
Thank you for your continued feedback and suggestions! We’ll continue to watch class performance across the board and adjust whenever the need arises.
Here are all of the tuning adjustments to Druids in today’s Beta update: