6k dps? check
45 sec ironbark cd? check
1min barkskin while stunned? check
Barkskin that gives you 30k absorb when used? check
spammable restealth stuns while your hots easily keep people alive in deep damp? check
unpunishable even when you run in on 60% hp in cat form with no trinket? check
I wouldnât say the spec is the easiest spec in the game. It definitely doesnât have the simplest, most straight-forward design or gameplay.
It is quite strong though, and historically almost always has been in PvP. Its inherent toolkit is just really solid for PvP gameplay in WoW. The mix of shapeshifting and HoTs is seemingly just a force to be reckoned with in any expansion or patch.
Barskin gives 30k absorb when u have it 3x. Which is probably rare.
If a rdruid did 6k dps on you you must have been afk or hitting thorns
Skin is only 20%, def stance used to be perma 20% check
Fury is immmune to slows, has a short def cd too and better selfhealing than druid has dmg, and this stupid sentence that you run in with 60% hp in cat unpunished is dumb af, druid was the worst healer in 8.0 now he isnât, in 8.2 it will be bad again. Whats the problem?
It was on steroids in the later parts of TBC as well. Like I said; historically itâs almost always been strong in PvP.
To Blizzardâs credit itâs actually a solid spec. If you play Restoration Druid, then you donât really go through that rollercoaster experience like many other specs. Itâs almost always a solid spec for PvP. And thatâs a good thing.
Design-wise the problem is probably more related to many of the other specs. They often appear fragile and go through a constant rollercoaster experience of being strong, decent, weak, terrible, unplayable, and so on, depending on the meta and the balance changes.
Restoration Druids are just solid.
I donât think itâs because of a lack of trying. I mean, Blizzard have made thousands upon thousands of PvP balance changes over the years.
Itâs probably more the origin, i.e. that classes and specs were designed before Arena was ever conceived of. And Druids were designed as a jack-of-all-trades class, and the toolkit Restoration Druid has gotten from that design just seems inherently strong in PvP.
On the flipside you have a spec like Holy Priest which has historically performed pretty badly in Arenas. And again, if you look at the core design, then itâs meant to be a very versatile healer â which it is â but the toolkit just isnât very useful in Arenas. Those large AoE heals donât have much of a function in a small-scale PvP format.
So yeah, I donât think it has much to do with balance. Itâs more rooted in the way Blizzard designed all the classes and specs to begin with. Some of those designs just work inherently better for Arenas than others. And some donât work at all.
Somehow they managed to not learn anything about balancing and created this abomination of season that we are in right now.
It is hard to balance, but I am not seeing any effort to try and balance it. Do it like other companies, lower the healing by 50 in 1 of the hots and see how it is. By Blizzard standards itâs not balancing if you donât decrease or increase stuff by at least 50%.
Oooor it has more to do with that classes are never designed solely for PvP. In fact, theyâve been progressively designed more and more for PvE since the end of MoP.
Because what they used to do, was to design encounters to fit classes. So it went classes>encounters. Like, for example the poison debuffs in the past. The encounters were designed to deliberately give specific room for certain classes/roles at certain times.
Ever since they switched it around, classes were instead designed from the ground up to fit encounters instead. So the encounters, now more innovative, are designed without a care in the world for the classes (not literally, but kind of) and then the classes gets adjusted to fit the encounters after theyâre planned out.
Theyâve also said over and over again that the class designs are in a constant state of compromise between PvE and PvP. That theyâve never gone full out âPvP designâ, which includes the talent templates and so on. Which is also when they became so proud of their ânew way to balanceâ in Legion, with PvP tuning of mechanics and abilities together with the honor talents that doesnât affect PvE and the templates.
But oh wait! They also came out and said a year after that announcement, that they wonât go too far with the PvP tuning, because if it would be too different then that would make it seem to people that theyâre playing two different characters depending on the content, instead of one character in different venues.
So in other words, to get proper PvP balancing and designs, they need to separate the two entirely.
Itâs not that theyâre unable to do it. Itâs that theyâre unwilling to do it. Which is a huge middle finger to PvP:ers.
They have done it tho, Arenas and BGâs have different rules than other content. I think the pvp balance team is pretty much just 1 monkey jumping around and throwing poop everywhere.
Theyâve never done it. Itâs all just slight adjustments to the PvE designs acting as a foundation. Just because thereâs a difference between the two, it doesnât mean theyâre separated entirely.
Think of it more as shades of grey.
How I see it is that it has never been closer of separated pvp and pve design. Since they can change mana regens for pvp and play around with pvp talents. They probably can change other stuff too for only pvp, but they are just so incompetent that they wont try to balance it.
Balancing has always been garbage with Blizzard games, I really think itâs just laziness or something. They have PTR they could try out stuff in there, but they wont.
Right⊠No. Everything is based off of the PvE designs as a foundation. They actively strive to not separate the impression players get from playing their char in PvP from how it plays in PvE. The system itself allows for a lot more than what little youâve seen, just fyi.