11.2 Feral Druid Tier set bugs/suggestions

First of all I really like what the tier sets are trying to do, but there are some bugs and suggestions I and others over at the feral druid discord have.

Druid Of the Claw

  • 2p: Ravage increases your haste by 10%, chance to critically strike by 10%, and the damage your bleeds deal by 30% for 5 sec.
  • 4p :Ravage has a 40% chance to make you Ravage your target again 4 sec later at 100% of the initial power.

The bonus ravage is represented by a buff that expires after 4 seconds and when it expires you will ravage your current target.
This has a few problems firstly, If you already have the buff you cannot trigger the buff again whilst it is activated, this is hugely problematic considering in berserk the whole rotation is trying to forcible trigger ravage procs with claw rampage, this severely limits the amount of bonus ravages you can get.
Second major issue i have with the tier set is, if you have the bonus ravage buff and you move out of range of your target the buff will expire at the end of its duration and you will lose the bonus ravage. This should be change to save the buff until you enter range of a target again or send on the nearest target if yours isn’t in range like convoke the spirit bites does.
Confusion on what is “100% initial power”: At the moment the bonus ravage copies energy consumed by the first ravage so if the first ravage consumed 25 energy the bonus will do damage as though it consumed 25 energy. But if you ravage at 3 combo points the bonus ravage will be a 5 combo point ravage which is obviously not 100% initial power. The bonus ravage also consumes bloodtalons to do bonus damage even if the initial ravage consumed bloodtalons.
Now for a few bugs:
The bonus ravage does not trigger ruthless aggression but does trigger most other ravage effects such as killing strikes or dreadful bleeding.
If you talent saberjaws the bonus ravage consumes bloodtalons but does not benefit from bloodtalons.
It also doesn’t benefit from saberjaws or trigger the rampant ferocity 100% damage increase from energy consumed but we are assuming this is expected behaviour since the bonus ravage doesn’t consume energy.

Wildstalker

  • 2p: The rate at which Bloodseeker Vines grow is increased by 40%. Tiger’s Fury causes Bloodseeker Vines to grow on up to 3 valid nearby enemies.
  • 4p: Bloodseeker Vines have a 20% chance to trigger Bursting Growth every 2 sec at 100% effectiveness. Each stack of Bloodseeker Vines on an enemy increases Bursting Growth damage taken by 30%.

Firstly tigers fury applying 3 vines to 3 “valid” targets, what is a valid target? Its a target with either rip, rake or vines on them.
Now this is problematic because if you open on a pack in m+ you will usually primal wrath after tigers fury and even if you are running double claw rake you are only putting out two rakes therefore tigers fury will only put out 2 vines, this would cause us at the moment to put out primal wrath before tigers fury which is purposefully putting out a weak bleed so the tier set gets full efficiency, this should just be changed to put 3 vines out on any nearby enemies regardless off having rip rake or vines.
The 3 vines do not work on a single target for example if you press tigers fury whilst only attacking a single target it will only apply one vine to that target.
Proc Rate of vines in aoe is still very low despite the 40% increase, because there is an aoe calculation in place that reduces its chance to proc on aoe the more targets there are, at the moment despite having twin growth and a 40% increase to vines proc rate you will usually only see 5-6 vines out at once.

1 Like