Upcoming changes to the Feral Druid

Upcoming changes to the Feral Druid


Aloha! List of upcoming general changes to the Feral Druid during this and the next few weeks in the Battle for Azeroth expansion.

Upcoming changes to the Feral Druid

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[blue author = »Blizzard» source = »https://us.battle.net/forums/en/wow/topic/20767558923?page=10#post-195 ″]

    Upcoming changes to the Feral Druid (this week):

    • Energy regeneration rate increased by 10%.
    • Rip damage increased by 15%
    • Rage duration increased from 15 to 20 seconds
    • Brutal Slash cost reduced from 30 to 25 Energy
    • Swipe cost reduced from 40 to 35 Energy
    • Thrash cost reduced from 45 to 40 energy and damage proportionally reduced
      We are reducing the energy cost of Thrash but also reducing the damage proportionally. The goal is an easier acceleration time in AOE situations, preventing Thrash from being added to single target rotation (as it is close to the Shred energy / damage ratio), which we think would not improve overall rotation .
    • The hidden 50% specialization increase for the Haste secondary stat value is reduced to 25%.
      This helps alleviate a secondary stat scaling issue, and both the energy loss and damage loss should be offset by the increased base energy regeneration rate plus the other listed changes. We eventually want to remove this hidden bonus entirely, but since players have already made team choices based on Haste being their best secondary stat, we don't want to alter that in the short term, so we'll do this in two parts.

    The sum of these changes is intended and expected to be an increase in energy, pace, and damage in all situations.

    Other issues we've been talking about (upcoming patches):

    • Increase consolidated energy and important talents in the same row, and reduce the impact of rhythm that a single talent has
      The goal is to reduce the energy / pace change between different talent builds, allowing us to move up without letting higher energy / pace talents build with the expansion end to get closer to the overflow range.
    • Better separation of individual talents and multitarget talents in their own ranks
      This is more of a challenge in Druid specs than most specs, because Druids have only 4 ranks of performance talents (compared to most specs that have 5), but it is a goal we have. for all specializations.
    • Provide Better AOE Talent Choices
      Echoing the suggestions: a combo point consumer is one possible direction. There may be an additional opportunity to do something with Thrash here. It works as an enabler, but could be doing even more for specialization.
    • Bloody claws
      Bloody Claws does a great job of adding complexity to the rotation, but we're not sure the method in which it does so is suitable for long-term specialization. Bloody Claws asks you to frequently activate Regrowth in exchange for its advantage, which in a group / raid, means that you should either keep an eye on the group / raid frames (which is too much to ask) or create a macro to activate Regrowth on you. same without thinking (which is not great).
    • Remove the Specialization bonus for the Haste secondary stat (currently live 50%, soon to be 25%) completely. Energy / rhythm readjustment to compensate.
      Mentioned above, but now that Bleeds scale with Haste, it is no longer required to make Haste a Feral-relevant stat, and is also contributing to scaling issues throughout the expansion.
    • Remove 40% feline form bonus to auto attack damage.
      This contributes to the feedback that skills are not damaging enough and have a low energy rating.

      Please note that, as mentioned above, we are studying the general class adjustments and plan to do an adjustment run next week.

    [/blue]

Original text


[blue author = »Blizzard» source = »https://us.battle.net/forums/en/wow/topic/20767558923?page=10#post-195 ″]

    Feral Druid changes coming soon (this week):

    • Energy regeneration rate increased by 10%
    • Rip damage increased by 15%
    • Berserk duration increased from 15 to 20 sec
    • Brutal Slash cost reduced from 30 to 25 energy
    • Swipe cost reduced from 40 to 35 energy
    • Thrash cost reduced by from 45 to 40 energy, and damage reduced proportionally
      We're reducing the energy cost of Thrash but also proportionally reducing the damage. The goal is easier ramp-up time in AOE situations, while avoiding causing Thrash to be added to the single target rotation (since it's close to Shred's Energy to damage ratio), which we think wouldn't make for a better overall rotation.
    • The spec's hidden 50% increase to Haste secondary stat value reduced to 25%.
      This helps alleviate a secondary stat scaling issue, and both the Energy and damage loss should be overcompensated for by the increase to base Energy regeneration rate plus the other changes listed. We eventually want to remove this hidden bonus entirely, but since players have already made gearing choices based on Haste being their best secondary stat, we don't want to upset that in the short-term, so we'll do this in two parts .

    The sum of these changes is intended and expected to be an increase in Energy income, pacing, and damage in all situations.

    Other issues we've been talking about (future patch timeline):

    • Better consolidate Energy-increasing and heavy pacing-impacting talents into the same row, and reduce the pacing impact that a single talent has
      The goal is to reduce the Energy / pacing swing between different talent builds, which allows us to bring up the bottom without letting the highest Energy / pacing talent build with endgame / late expansion gear to get near overflow range
    • Better separate Single Target talents and Multitarget Talents into their own rows
      This is slightly more of a challenge on Druid specs than most specs, due to Druids having only 4 throughput talent rows (compared to most specs having 5), but it's a goal we have for all specs.
    • Provide better AOE talent options
      Echoing suggestions - a combo-point spender is a possible direction. There may be an additional opportunity to do something with Thrash here. It functions as an enabler, but could be doing even more for the spec.
    • bloodtalons
      Bloodtalons does a great job at adding complexity to the rotation, but we're not sure the method in which it does that is right for the spec long-term. Bloodtalons asks you to frequently cast a Regrowth in exchange for its buff, which in a group / raid, means either you're required to keep an eye on group / raid frames (which is a lot to ask) or you make a macro to mindlessly cast Regrowth on yourself (which isn't great).
    • Remove the spec's bonus to Haste secondary stat (currently on live 50%, soon to be 25%) entirely. Re-adjust Energy / pacing to compensate.
      Mentioned above, but now that Bleeds scale with Haste, it's both no longer needed to make Haste a relevant stat for Feral, and is also contributing to expansion-wide scaling issues.
    • Remove cat form's 40% bonus to auto-attack damage.
      This contributes to feedback that abilities don't hit hard enough and have low Energy to damage conversion ratios.

    Note that as we've mentioned before, we're watching overall class tuning and plan to make a general tuning pass later next week.

[/blue]


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