Dragonflight Druid Talents - Add your constructive feedback

I am really excited about the new talent system.
I believe this phase is crucial for us to work together in providing constructive feedback to help trim some things that we think would improve it.

As a resto druid enthusiast, here’s my short list of the most important changes I would do.
I invite you to write down your suggestions too.

Druid Tree

  • Soothe and Hibernate should just be baseline for all specs. They are so situational that it feels like a waste to invest in them. While at the same time they should exist as they are very typical druid spells. I would even add Remove Curse to these two as baseline.

  • From what I undestand, Rake stun from stealth only happens if you’re feral. That’s a bummer, for pvp and pve, I like to be useful with an extra stun. I would either make it baseline or provide a possibility to update it down the tree.
    Primal Fury seems a little underwhelming for anything but feral spec. I love the theoretical hibridity it brings but I would change it for improved Rake for example.

  • I am not a fan of automatic get out of jail free cards such as Well-Honed instincts. I would simply replace this for something else that could be used offensively (I feel that there’s already many defensive talents e.g. renewal).

Restoration Tree

  • Too many not-exciting options, especially in the first 75% of the tree. Probably because there are too few baseline spells. Also, many of the standard spells are split, which makes us spend points on things that we used to have and are not very exciting (e.g. Ironbark has three cells and a total of 5 points to get what we now already have).

  • Convoke in resto spec - make it cast Starsurge and Ferocious Bite (MMarkers style). Otherwise it loses the versatility it brings in Shadowlands. Have the improved version be similar to Unity (less cooldown and less channeling time), instead of chance for exceptional spells which will probably be only possible to cast in a PvE scenario.

  • Wild growth seems to be in the Druid talent tree, however there are a bunch of upgrades you can get in the resto tree - maybe it should be baseline?

  • I feel like there are too many obvious AoE vs ST choices - I think it should be more balanced between talents that affect both aspects so we don’t have only a AoE spec and a ST spec, but instead have different playstyle possibilities (e.g. more damage with less healing, more dots vs more direct healing with Regrowth and Nourish, faster dots vs longer dots, etc). This would make us make choices between the playstyle we want and not between the content we’re going to do.

4 Likes

I will try to summarize from some of my other posts, mostly from a Feral perspective.
I am super frustrated about these new talent trees.

  • There needs to be more flexibility in paths you can take, which includes moving upwards in the tree.
    Considering the nature of the Druid class, I’m not entirely convinced the layout should be a tree at all. A circle where the Feral spec is adjacent to both the Guardian and the Balance parts would have been better.
  • There are many things in the tree that feel useless or unrelated that should not be pre-requisites for further talents / abilities. In particular for utility spells!
    You need to really reconsider what abilities should be baseline (I think you have put too much of those in the tree).
    You want to be able to stun people with Maim? Well, then you are going to deal damage with Rip.
    You want to be able to interrupt with Skull Bash? Yeah well, this means you are also going to do AoE damage with Swipe.
    You want to Wild Charge your enemy? Well, not unless you buy this nice Soothe feature first!
    Those are totally unrelated things!!!
  • One cool new thing is the Furor talent.
    However, a big requirement for that talent is that you have any forms to shapeshift into.
    Moonkin form requires a separate talent(s).
    “No form” is being activated all the time because of shapeshifting out of roots / snares (we would need a baseline Restoration form).
    Baseline Bear form lacks any useful attacks / abilities.
    The GCD of shapeshifting needs to be considered for this playstyle - perhaps it should be lowered to 0.5s?
    The availability of this talent should ideally be close to the center of the tree/circle to allow all specs to enjoy it (and not deep down in the Feral part).
  • Making Disorienting Roar and Mighty Bash a choice is a nerf to the current gameplay where you can have both.
    Disorienting Roar needs to be improved to a SPELL THAT CANNOT BE DODGED OR PARRIED and that MAY CANCEL ON DAMAGE due to all the bleeds flying about.
    Mighty Bash needs to be put on the same 1 GCD as the rest of the Feral abilities, right now it feels awkward.
  • Basically all talents regarding energy and Omen of Clarity need to be deleted. That they are even there is a testament to how broken and bad the fundamental energy regeneration and ability costs are. This functionality should be baseline and is a prerequisite for even playing.
    Ask yourself, is spending talent points on this fun?
  • Primal Wrath and Brutal Slash need to be removed from the game, and they absolutely should not be gatekeepers for further talent choices.
    That Brutal Slash exists is again due to the bad energy implementation.
    Why add Primal Wrath as an ability and talent, when Rip itself could do this at X efficiency to all nearby bleeding targets? A talent like that improving Rip would feel like a better synergy.
  • All of the Feral legendaries are really underwhelming and I was REALLY happy to get a new expansion where I would not have to play with them!
    Most other melee classes have better ones, and I’m tired of being disappointed and jealous.
    Right now I’m using Unity + The Natural Order’s Will - but they are of course not available!
  • That you have identified that Convoke (and Adaptive Swarm) are popular abilities is a good thing. However, consider adding the “Unity improved” version with 1 min CD.
  • Consider adding the Torghast power “your bleeds jumps to another target” as a talent. This has been broken for the entire expansion, but maybe now is a good time to fix it?
    Using bleeds has always been an annoying experience for me, because this is an MMO and other people in the open world or in dungeons will nuke down your targets and your DoT effects will basically be wasted. If they could at least jump to a nearby target it would feel better.
  • The “Rake” stun from Stealth should be baseline and available to all specializations. But maybe even better would be to introduce another spell for it with slightly longer range (and a proper stealth actionbar like Rogues have).

For the Feral specific part, I think you are mixing different “areas” too much, forcing irrelevant things to be pre-requisites and just giving the illusion of choice.
I would love if you could actually break the tree (which could honestly just be a circle or whatever, depending on entry point) apart a little more into sections focusing on different areas:

  • Combat downtime (jumping bleeds, resetting Tigers Fury etc)
  • Stealth improvements (basic Rake/Pounce stun should be baseline still, but things like “Vanish” and “Subterfuge” should go here)
  • Shapeshifting utility (other forms etc)
  • Damage type (bleed heavy, or more direct)
  • Damage balance (ST vs AoE)
  • Customizing your ultimate ability (Berserk is actually a decent example here, but you are spreading it out too much, and to be honest, it was always garbage for the 3 min cooldown you put on it)
    Typically, this would be a choice kind of like how you select your Covenant ability, but then you would have FURTHER talents based on that choice that can customize how you play.

If I want to forsake all advanced Stealth capabilities to invest more in Shapeshifting, then please let me. Right now I’m forced to pick it regardless, otherwise I’m not reaching Predatory Swiftness for example.

Furthermore, just put some effort into making interesting talents:

  • Follow-up talent(s) to Predatory Swiftness, with possible exclusive choices:
    Increase chance by 5% per combo point.
    Also affects Cyclone.
    It can now stack an additional time.
  • Improving Regrowth:
    Healing over time effect now radiates Nature damage to nearby enemies.
    Overhealing applies an absorb on the target.
    Also counts towards Blood Talons.
  • Improving Soothe:
    Now prevents the re-apply of Enrage effects for X seconds.
    Slows the target by 50% for X seconds.

Just some examples.
If the talents stay as they are, I’m very likely to not play Dragonflight at all.

Finally, consider expanding upon the roles that exists for dungeons / raids.
Imagine if one could play the specialization you like, but fulfil the required role for the group.

  • Tank: Reduced damage taken, increased threat generation
  • Damage: Increased damage done
  • Healer: Increased healing done
3 Likes

I’m a tank player so I’ll use Guardian for this since it’s the role/spec I know the best.

Let me start this by saying that I am 100% pro the going back to the old talent trees. I prefer trees and the customisation that they bring and I was over the moon during the Dragonflight announcement to see that trees would be making a return. With that being said, I have some major concerns about the current layouts of each of the trees and I have a solution that will help to resolve this problem.

So what are my concerns? Well primarily it’s that as of the time of writing I can make builds that are missing essential spells that a spec needs to perform it’s role. For example, I can make a build for Guardian that doesn’t have Ironfur, Improved Bear Form or Berserk: Ravage and only one charge of Survival Instincts. This would make that kind of player a nightmare to deal with in a random group as the amount of work that a healer will have to put in to keep that player alive compared to to someone who makes a more reasonable build will be extreme.

So what is my solution to this? Firstly, I would shift Ironfur up one row and grant it to Guardian by default. For Improved Bear Form and Berserk: Ravage, I would swap Improved Bear Form with Improved Mangle and Berserk: Ravage with the Brambles/Bristling Fur choice node. Lastly I think Gory Fur should be moved down one row and Improved Survival Instincts be put in it’s place.

These changes would mean that you can’t skip out on key defensive tools which are required for you to tank content while still allowing you a reasonable amount of choice. If there is a concern that there is a reduced amount of choice based on these changes, you could also consider drawing a line between Improved Survival Instincts (which is where Gory Fur is now) and Tooth and Claw. This would just allow for a little more flexibility.

An example of this really bad build would be something like this:

https://mythictrap.com/dragonflights-talents?druidClassTree=3,5,7,14,17,19,25,29,31,42-3,44,52-2,53-2,54,55-2,64,66,68,76,77,79,88-3,89,90-2,99,102,114&guardianClassTree=3,14,16,25-1,29,37,38,40,41,48-2,50-2,54-2,60,62,63,65-2,66,73,74-2,75,77,85-1,87,89-2,100-2

Image link: https://cdn.discordapp.com/attachments/692931808916144181/983403529299443782/unknown.png

1 Like

First of all: you can use ` at the start and end of a link (or the </> button in the editor) so it can be copy-pasted without the need to edit it.

Then: for open world play, I think being able to ignore some survivability for more comfort/damage might be a good thing.
I didn’t really look into the trees yet, so I don’t know exactly what you can do, or what your suggestions would change.

Sure, having a tank with nearly no defensives wozld be horrible in group content (at long as you’re not overgeared), but if someone doesn’t take the talents, what are the chances that he would use them if he had them.

Coming from a feral perspective, there’s a lot of positive in the new tree and also some things I’d like to see changed. Feral tree positives first:

  • I’m so happy that the NF and Necro abilities have been included in the tree. I think it shows that the devs have listened to our requests for both bite and bleed based options.
  • I like the fact that we can choose to take both convoke and adaptive swarm.
  • I like having the option to take both circle and apex (and having apex and draught on an ‘either/or’ talent option works well).
  • I like being able to choose which aspects of berserk I want, and where I’d rather spend the points somewhere else.

Things I’d like to see changed in the feral tree:

  • Infected wounds is a kind of ‘meh’ talent to have at such an important point in the tree (the incarn/convoke node is locked behind it). I really like the idea of infected wounds as an aspect of feral druid, but they should be caused by bites rather than claw attacks, and the effect should be more significant. Maybe a healing reduction, or a slow ticking DoT that stacks or increases damage until it’s dispelled or the target is healed to full.
  • Incarn desperately needs a rework to make it a viable alternative to convoke. Maybe make it buff the effects of berserk by x%. It’s very simple, and ‘x’ can be adjusted to whatever value makes it competitive. It also gains value as more berserk talents are picked. Or add some of the effect of the current tier set to it. As it is, convoke is the only option in that node.
  • Primal wrath and brutal slash should be on an ‘either/or’ node and further up the tree. Without one of them, feral has no AOE worth mentioning.
  • In addition to the above, primal wrath needs to be split from rip (it needs to apply a new and separate DoT) so that they can be tuned individually. This will remove the issue of not being able to buff feral’s AOE damage without making it OP in ST.

Main druid tree positives:

  • The number of things in it, to start with. I felt like a child in a sweet shop when I first started looking at it.
  • I’m happy that well-honed instincts has made it into the tree. (Sure, frenzied regen is there right at the top, but that requires finding a key to bind it to and druid specs get pretty busy with keybinds.)
  • I like having the option to take a range of defensive, offensive, healing and utility talents, and the flexibility to switch them around depending on content and group needs.
  • It’s great that feral can now choose to take innervate.

Changes I’d like to see:

  • Moonkin form and astral influence should be moved up and starsurge moved down. (What’s the point in having starsurge without moonkin form?)
  • The wild charge/tiger dash node needs to be moved so that it isn’t locked behind soothe. There’s no logic in putting a frequently taken ability behind a situational one. Either move it completely or provide an alternative path to it so that soothe doesn’t become locked in by default.
  • Improved stampeding roar should be directly after stampeding roar itself. Lycara’s Teachings isn’t related to stampeding roar and it doesn’t make any sense putting it in between.
  • The bottom of the tree needs to be brought together somehow so that Lycara’s Teachings and Heart of the Wild can be accessed from any path. As it is, they can only be accessed through guardian and resto paths.
  • Primal fury doesn’t seem like it will be much use to any spec besides feral, so it should probably be in the feral tree. Maybe put it in place of infected wounds, and add an infected wounds element to the taste for blood talent.

All that said, I’m very excited about the new talent system. People will say there’s still going to be a ‘default setup’, but if this is done well, and the trees are well balanced, that will only be for the very hardest levels of content where even the tiniest amount of extra damage or healing matters. For the vast majority of players, the new system has the potential to offer a level of freedom and choice in how we create and play our characters that’s been missing from the game for some time.

3 Likes

I think you put it well here. Especially on PW and BS.
However, Infected wounds should not be on bite, that would be the worst thing in the world. It needs to be on Shred. If not it has no use for PvP which is the only place it has any use. It could be baked into Improved Shred and Swipe. Losing Cyclone as feral is incredibly bad and should be looked into.

I’m with you that I’m excited about this. There will always be a default setup, no matter what, but this system allows those who want to make things themselves do that because there are enough things to choose from unlike before.

Other than that I think the best and easiest fix for some of the awkward things is to simply allow upwards connections.

1 Like

I didn’t mean about it having use (it doesn’t really have use in PvE, in any case), but about it making sense. Feral is a cat. Every cat owner knows that cat scratches rarely get infected, but bites often do.

Alternatively, if it’s going to be a claw attack related thing, and it’s going to be a slow that’s only useful in PvP, they should call it something else and put it somewhere else in the tree so that major PvE talents aren’t locked behind it. (Of course slows are useful in PvE, but it’s usually a whole pack of mobs that needs to be slowed, and typhoon is the go-to ability in that case.)

Yeah, cyclone looks as if it’s been put where it is because they didn’t know where else to put it. It doesn’t make sense to lock it behind something that feral never wants to take. It’s another one that needs to be in the middle so it has connections from every part of the tree.

I would have preferred to have something like the box of many things, where you can spend points wherever you like as long as you’ve spent a certain number in the rows above, but more connections and upward connections would be the next best thing.

1 Like

Sure, but from a practical point of view it needs to be on Shred. It’s quite a poor effect so a whole talent point for it honestly feels like a lot so baking it into another talent is what I want, but alternatively moving it as you say.

my feedback is simple!

Add new stuff, new interactions of spells/passivs into the tree. Everything we have now baseline should not be in this trees. This trees are just boring and pruning of classes. They could delete the class trees because it’s basically usless and only removes current abilities. You only have one choice and thats what you want to keep or lose.

give us our classes back and make the game new refreshing! This is just a downgrade. I can guarantee you the social medias will burn if this goes live in 10.0. Looking forward for the mage trees because it was always the good old op class blizzard and community loved. the outrage might be more impactful when they have to choose between iceblock and other stuff

4 Likes

Yes. What if it actually acted like an infected wound (I’ve had a few in my time) and reduced healing? It still wouldn’t be much use in PvE, aside from having a small benefit in M+ in sanguine weeks, but it seems like it would be useful for PvP.

‘Social medias will burn’ whatever they do because social media exists to stoke anger and controversy and set people against each other.

1 Like

Oh no, that would be way too good, but we can have a PvP-talent that does it for us… sigh

Unfathomably based.

I will do a more in depth review later, my biggest concern so far:

Ursol’s Vortex and Mass Entangle cannot both be used anymore. In current day, a boomkin can use both provided that they select ME over Might Bash or Heart of the Wild.

Vortex is/was a balance druid built in talent.

This makes it more difficult for kiting as a boomkin - thinking specifically about how hellish mage tower and pvp will be for us.

Some general thought on the trees here.

What Blizzard is trying to achieve, exactly ?

  • (1) hybrid gameplay (with a spec composed of main role + off-role), or…
  • (2) multiple and different gameplays that fullfill a single role for each spec ?

(1) hybrid gameplay (with a spec composed of main role + off-role)

In the (1)st case, the game content itself has to allow this, which is not exactly the case, right now for DPS. Nowadays, healers are expected to also DPS and (at least some) tanks are also quasi-(self)healers and DPS, so these two roles already feel hybrid somewhat. But DPS are expected to DPS fulltime with some occasional utility thrown inbetween (like CC, for example).
The question basically is : why would you bring a hybrid character whose main role is DPS with any additional off-role ? Should a hybrid main DPS/offheal replace the healer ? Then why take a healer ? Should a hybrid main DPS/tank replace the tank ? Then why take a tank ?
Right now, the game’s content design do not really work well with hybrids. And if they added mechanics that required hybrids or at least were completed in a much easier way by bringing an hybrid, hybrids would probably become mandatory. But is that a really bad thing ? I don’t know. Afterall, BL effects already make some fights way easier, and it’s not provided by every spec.

(2) multiple and different gameplays that fullfill a single role for each spec

If that’s case (2), then right now, it’s not working as intended, is it ?

First of all I’d like to say that I think the new talent system is better than the old talents+burrowed powers that we had the last expansions and I will enjoy playing around with it for sure!

However, I hoped blizz would be a little more ‘courageous’.
I would have really loved to see “leader of the pack” for feral return or “primal wrath”, “starfall” and “tranq” on the class tree.
Also, “maim” and “ironfur” on the class tree are things that I never want to invest a point in.

Last but not least: “force of nature” should rly be on the class tree!

From a very quick glance I must say I awaited more from this…
First we don’t get anything new at all which is sad… a new xpac means new spells and stuff to refresh the spec but instead we will get the same things we already have but its not a big deal maybe.
Second, I don’t see any fix to our bad AoE as Feral at all and there is no clear path for an optimal AoE build.
Also many usual combinations are very far apart and it seems now we won’t be able to have all the tools we already have which is a shame.
Speaking from PvP as well, having to choose Swipe to get to Skull Bash is very stupid and also Cyclone is buried under Balance stuff which we don’t need at all…
Also why is Infected Wound in the freaking center of the tree? its useless in PvE and kinda ok in PvP but its by no means a central talent to have it in the center like that…
Oh also why is Brutal Slash deep like that? Without Brutal Slash Feral will be unplayable as we will have only Shred with 40 energy as a builder lol.
Also having to spec Primal Wrath just to get to Feral Frenzy which is mandatory for PvP is also stupid… and all the dot build is on the left while Draught is far on the right.

I just hope they will rethink the placement of those talents but so far from past experience I am not optimistic to be honest.

1 Like

and good luck in the balance magetower when you have to choose between your utility. Ursols or mass root. Only makes it harder in 10.0 :joy:

I assume you’re speaking mainly from a PvP perspective. For PvE, we have swipe as a builder (it’s currently better value than shred in ST without an omen proc).

There’s actually an even bigger issue for PvE builds, and it’s that talents that are important for AOE are locked behind Brutal Slash. Currently, when you select BrS, it replaces swipe. Unless they intend to change that, we’re being forced to take a talent that badly hurts are AOE in order to get to talents that help it.

They’ve released this very, very early. It isn’t even in alpha yet. It’s likely that there will be major changes even before it’s available for beta testing.

1 Like

Really for ST fights Swipe has a better value than Shred? Or you mean in a mythic+ build where you pick PW instead of BrS and so you have Swipe as well?
Still in PvP BrS is the go and Swipe is kinda useless in all scenarios.

Thats what I meant why I am not very happy, because there is still no clear competitive AoE build and still it seems we have to sacrifice a lot of ST power to get mediocre AoE…

If you’ve had to pick PW for the AOE finisher, swipe is a better value generator than shred, even on ST fights, because it costs less energy for the amount of damage it does. I mostly do mythic plus, so I’ve only played BrS a few times.

I honestly don’t think we’re far away from having competitive AOE options. For example, I can create a build that includes apex, circle, fully improved adaptive swarm and savage roar (could drop one swarm point to take feral frenzy). There’s definitely more needs to be done, both in terms of moving stuff around and adjusting certain abilities and talents, but what they’ve done so far looks like a good start.

1 Like

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Mighty Bash got nerfed to 60sec CD, 4sec duration in SL. It is buffed with x% shorter CD by an optional conduit.

It should’ve never been nerfed to 4sec duration to begin with. Why are you even nerfing us like this? All it does it make the game even more zug zug and boring.

Mighty Bash needs to be reverted to 50sec CD, 5sec duration.

Stop pruning us.


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Just add Rebirth to Feline Adept already.


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Add Hibernate and Rebirth to Predatory Swiftness.

The only reason Rebirth was removed was because it interacted poorly with the (even worse) talent Bloodtalons. Bloodtalons has since been re-designed, so it’s time to re-add it.

Hibernate on PS gives amazing depth in Druid vs Druid match-ups, and also against Hunter pets. The amount of fun and skill this adds is 100% worth it. Stop being so angsty with hard CC. The game needs more of it, not less. There needs to be more ways to take control of a match, less zug zug.


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So this is a rant about multiple talents, but I’ll use only one example to explain it.

Cyclone being a choice means that in order to min-max (e.g. against comps where dispel is not needed, or in PvE) you will not be able to pick it because it’s too much of a waste and you will be forced to pick better talents for that particular scenario (Bear Form talents, Furor etc), even though it is one of the most depth-enhancing and iconic Druid spells.

This is the case for many mechanics/abilities. It is horrible to put things like Soothe, Remove Corruption, Hibernate, Cyclone, Predatory Swiftness, Infected Wounds, Survival Instincts, Skull Bash etc in the tree where they might not get picked depending on the situation, when they are abilities that the class or spec should have at all times.

You promised these talent trees wouldn’t be pruning. All I’m seeing is things that used to be baseline put in talents, and as a result some won’t be picked.

If you are going to go through with making these things talents, then you absolutely have to remove the ability to change talents in the BG/Arena starting room. Otherwise I’ll be playing what’s essentially an entirely new spec, utility/mobility/defensives/etc wise, every game. No consistency whatsoever, and I have absolutely no interest in doing that. I’ll just not play at all.

  • Why the is Cyclone behind 3 points of nonsense? Blizzard really doesn’t want us to pick Cyclone do they
  • Predatory Swiftness is waaaay too far down in the tree. I can easily see a mid/right-hand-side only build being BiS which means this ability which should be baseline won’t even be picked

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This talent unfortunately scales too well with other Bear talents (Ursine Vigor and Improved Frenzied Regen), causing them to, together, become essentially mandatory.

It is simply too strong, and it’s passive and requires no effort.


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Why are Brutal Slash and Primal Wrath talents? Feral needs to have adequate baseline AoE capabilities. Even Swipe is a talent.

Also, Brutal Slash should not be an ability you use for ST. It needs to be re-tuned. It should be lower DPS/DPE than Shred on <3 targets. Stop forcing AoE into the ST build.


Bleed vs Bite

I’m sorry, but shoehorning two entirely different playstyles into a spec isn’t going to make anyone happy. All it does is force people who like playstyle A to have to play playstyle B x% of the time, and vice versa for those who like playstyle B but hate playstyle A. And all this despite them hating it.

Instead of making everyone unhappy, just decide what the spec should be and make one camp unhappy - so they can move on and find another spec they like better.

This was already a problem in Legion, BfA and SL. But in SL it was slightly better because at least Covenants were not something you could change all the time (for part of the time there was the annoying cooldown, and for the rest of it you at least had to go to the city).

This is just escalating, if I wanted to play PoE, I would play PoE.

Just get rid of the bite spec, and clean up the atrocities in the bleed build (see below).


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A 4 second time window? 3 different abilities? Who came up with that? Bloodtalons is entirely unsuitable for PvP, and if you don’t pick certain other talents it’s even more awkward (e.g. Brutal Slash, Lunar Inspiration). Yet the power of the talent is of such magnitude that it is essentially mandatory if you want to play a bleed centric build.

Feral was absolutely fine throughout WotLK/Cata without Bloodtalons and in MoP/WoD there were mandatory, mutually exclusive, options which made Bloodtalons a no-go. Go back to this.

Bloodtalons needs to be either removed or reworked (yet again) as an active ability which is not absolutely and completely clunky. Maybe replace it with Force of Nature (from MoP, with Rake and Entangling Roots).

I don’t want to be forced to play this 50% of the time. I’d rather not play at all.


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SR needs to either have proper QoL added or be outright removed. Make it usable at 0 combo points, or automatically give a 5 combo point SR buff when opening from stealth.


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Tireless Pursuit is not powershifting, and it’s also so out of the way in the tree that it will never be picked. It’s a mobility pick competing with actual defensives and other utility.

Just merge actual powershifting into Feline Swiftness. The way you tried to solve the powershifting issue in SL (Tireless Pursuit) is not what we wanted and is not sufficient, you’re just repeating the same mistake.

Remove Tireless Pursuit and modify Feline Swiftness:

Then there’s Infected Wounds:

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I’m sorry, but just stop. It should be 50% and it should be Shred, not Rake. No, the PvP talent that adds Rip and +20% is not it. Just give us what we want and stop trying to come up with “creative solutions”.

I am so tired of saying “X is a problem, the solution is to revert it to Y” only to have the devs go “So players say X is a problem, but we obviously can’t do what they are telling us to do so we’ll give them Z instead” and then Z is not even solving the problem partly (see Tireless Pursuit for another reference).

Just let us have proper uptime. We are Ferals. We are supposed to have 100% uptime.
Just give us proper Infected Wounds and Powershifting. Stop trying to find work-arounds like Lunar Inspiration, nerfed Infected Wounds and Tireless Pursuit. And don’t put the things in the talent trees in such a way that it’s not possible to actually pick them 90% in of scenarios if you want to min/max. We are so done with this.


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Why is Tiger’s Fury only +20 energy baseline? In order to get to the juicy talents at the end people are going to just pick as few points here as possible (see picture above for example) and we’ll end up with a 35 energy Tiger’s Fury. This is another case of “this should just be baseline”.

Note: This depends heavily on tuning but my guess is, and I’m willing to bet on it, that the talents close to the bottom are going to outperform this one massively.


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Why is it possible to pick Improved Frenzied Regeneration, which improves Frenzied Regeneration, without picking the Frenzied Regeneration talent?


Talents to consider adding to the trees instead of the things I suggested removing:

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