Okay, so after faffing around with Follower Dungeons on Beta, here come my 5 cent (my 2 cent are free). I will echo a lot of points the poster before me made (Dreothal) and whose post I would have liked 100x if that were possible.
Before I go into the actual feedback, I have to vent a bit because some of what we are getting from Blizz made me … ever so slightly annoyed. I’ll keep it SFW, promise.
On the second part of the reasoning, I only see two ways to interpret this. Before, there were 3 dots Feral needs to actively track, Rake, Rip and Thrash. So either this means Blizz is not capable of creating plates that can track more than two dots reasonably well (I hope not) or they believe that we, the players, are braindead zombiemonkeys whose mental capacity cannot process more than two icons above a nameplate. I mean come on guys, do your changes if you must but please try not to insult us.
As for the first part, Thrash has been a Feral ability for a long, long time (came back mid BFA and it was there already). The reason it does not have a “strong identity” is that, despite this being an often voiced suggestion by the players, you never tuned it to do meaningful damage. Again, don’t try to BS us, it is not a good touch ![]()
Now on to the good stuff.
The UI
I am aware that there is a separate thread for UI stuff but a lot of my issues are very Feral specific, so I post this here. First, the current iteration of the UI on the beta is mostly okay. Setup is still awkward and there are a few issues but I could produce something that I think I can use (with a little bit of getting used to). My biggest gripes:
- Combo point display is bugged and requires reload before it can be seen. They circles are also way too small and I cannot change their position independent of health and energy bar. Make the HP bar, energy bar and CP display into three separate entities that I can move and customize individually.
- I was unable to find an option to show how much energy I have as a number in the bar. Since we have abilities that require to know the number of energy I have (Chomp, FB extra damage), this needs to be added.
- The enemy castbar is almost invisible in a crowded dungeon, it is extremely difficult to identify a dangerous cast that needs to be interrupted.
- Please let me change the width and height of nameplates separately.
- Debuff icons being behind other debuff icons when fighting many enemies sometimes makes it difficult to identify the mobs that require me to re-Rip or re-Rake. This might be a getting-used-to issue, though. But keep an eye on that!
- Damage meter keeps disappearing on me
The rotation
Oh boy, you really did a number here. In its current form, Feral’s rotation feels mind-numbingly boring. You were supposed to remove bloat, not dumb down the spec to (see above) braindead zombiemonkey level. To summarize, we lost Bloodtalons, Brutal Slash, Renew, Nature’s Vigil, Adaptive Swarm and Thrash. We got Chomp. What I really, really fail to understand is that BT, BS, Renew and Thrash were already completely optional: if you did not like them, you could choose talents that would make you not need those buttons. What is the problem, are you not trusting your players to select those talents if they don’t want to use those abilities?
Just out of fun I simmed myself using a loadout with BT/MC/BS (i.e. with Blood Talons, Thrash and Brutal Slash) vs LS/TC/WS (so no Blood Talons, Thrash or Brutal Slash). You know what the difference in DPS is? A whooping 4%! I am sure all those players who complain about too many buttons are in critical need of these four percent and just cannot complete any content without them…
Bring back Thrash. I strongly (like, really strongly) would like to see Thrash added back and improved to become a skill with “a strong identity and distinctive gameplay”. At the very least, bring it back and tune it to do meaningful DPS.
Loosing Thrashin itself is not necessarily terrible but together with all the other pruning it is just too much. Also, may be let Cat Thrash stack like Bear Thrash or something. You know how many dots Fury Warriors currently have? Four or five, I think. Ferals? Two! So who is the dot spec here?
Chomp. I like the addition of Chomp but found it difficult to trigger it reliably in Berserk windows or when picking energy talents like Tireless Energy and Savage Fury. Turning Chomp into an execute might be one option.
Or… how about you make it such that Chomp becomes usable after using three different builders? Kind of like WW Monk gets extra damage by not repeating abilities. This would bring back BT in modified form but avoid the awkwardness from Berserk or Apex procs. And when you do not put a time limit on triggering it (you just have to cast three separate builders without repeating one), even we braindead zombiemonkey players can handle it.
And suddenly you would also have a use for Thrash and some interaction between abilities.
Talents and abilities
Some comments on talents and abilities, old, lost and new.
- Adaptive Swarm: I get why this was removed and would agree. But I also really liked this ability, it was very thematic. Please keep this in mind for a comeback in a different role!
- Bloodtalons: Did not mind it myself but it could be a bit awkward in Berserk windows. Lion’s Strength offered a perfectly viable alternative but whatever. This is not a hill I would die on.
- Matted Fur: 12k absorb versus 128k HP. Still a strong contender for the most useless talent ever but now costing two points! Tbh, are you trolling us here? Make this 1 talent point and the absorb a percentage of health, then we might be talking.
- Fluid Form: You know what real button bloat in Feral is? That I have to keep Bear abilities (Mangle mostly) in my Feral loadout in order to make use of this talent. Just remove shapeshifting from GCD and add a very short (1sec) cooldown to prevent powershifting. That would streamline and simplify the rotation and also free up buttons but in a useful way.
- Forestwalk does not warrant two points. It was not so long ago that you overhauled our class tree to get rid of the excessive number of 2p talents, why are you bringing them back now? Make it 10% speed and self-heal for one talent point.
- Aessina’s Renewal: Not a bad talent per se but too weak to really compensate for the loss of Renewal and Nature’s Vigil and the even more sorry state the Regrowth is in now. I did a few M+ on live yesterday - NV accounted for around 33% of my heal, Aessina for about 8%, about as much as what I get from my Leech enchants on cloak and wrist. Therefore, by removing NV our healing takes a massive hit with no compensation in sight. I suggest to substantially reduce the internal cooldown of Aessina.
- I like the new Heart of the Wild but it is woefully undertuned right now. A group heal of 9k over 7 seconds on 120k HP every two minutes is a joke.
- Our Regrowth is also now even weaker than on live (even though there we have Renew and NV to compensate). In Beta, it heals 6.7k of my 128k HP or about 5%.-