Restoration druid mastery is bugged and healing for far less

This is all but confirmed since me and my friend even made graphs for this.

Currently I have 21.5% without pvp scaling. My rejuv by itself heals for 79700. When I throw in an extra hot, it goes up to 87000.

How and why? Apparently it increases my heal by a mere 12.3% instead of the stated 21.5%. Essentially it appears are mastery is stronger but it still much less in reality. After 5-6 hots there is NO INCREASE WHATSOEVER. This is an immense nerf for druids which is extremely apparent inside pvp.

I reported the bug and saw a few people mentioning this bug. But for some reason no big streamers caught into that.

This is a MASSIVE healing nerf. Especially considering we lose about 2.5-3% mastery per hot. Essentially we lose about 30% and more with just a few hots.

How didnt anyone caught up to this yet?

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Yeah, if this shiet is real, no wonder rdruid feels like it’s even more dogshiet than before, well done on the rework blizzard, impressive, really amazing, good job.

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This is intended but scaling and diminishing return has missed the mark quite miserably.

The redesign was meant to help spot healing, but without the delay in Mastery ramp up.

As a result, there is a (less than) moderate benefit at low stacks with a massive nosedive past 3 stacks.

Say you apply 9 hots to a target; in previous patch the complete cumulative bonus based on the gear of my character would be around 75% but in this patch it is somewhere north of 50%. This math is very hard to figure out properly

TLDR;

  • old mastery was scaling at 8% (8+8+8+8+…)
  • new mastery is frontloaded 24% and almost three times powerful for the initial stack and the decay kicks in really fast so by the time you reach 3-4 stacks you basically get nothing beyond this point

I’m not discounting the possibility that this might not end up working in PVE with significantly reduced burst mechanics and better tuning than in season 1, but the scaling is very troublesome for PVP because player burst damage has not received any attention.

Cultivation, Efflo, Harmonious Blooming, Gemination, Rampant Growth, Spring Blossoms, Symbiotic Blooms and Wild Growth from the trees all need adjustments because they lose so much value this way. They no longer have strong modifier value as before and offer nothing more than a insignificant amount of passive healing.

Tranquility with reduced channel time has been made much more attractive but like all other heals it also loses a lot of modifier value because of the HOT tax and ultimately based on the circumstances pressing it won’t feel as rewarding.

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The damage dealing aspects of a resto druid is even more frustrating. Since mid DF the playstyle of dotting up everything caught wind and it was relatively fun and easy to execute with little practice.

Since this patch, Blizzard does not want a versatile druid but instead forces you to specialize in either as caster or cat while playing a healer.

Everyone’s already gravitating into Skull Bash and Feral because of the Wildstalker tree. However there is one big thing that they have overlooked; resto unlike the majority of “best” healers does not passively benefit in healing from dealing damage, instead those are two separate activities.

Not only can shapeshifting be massively awkward at times but it is very easy to get distracted and because you don’t have powerful burst healing, your party will die much more frequently. There’s a 15sec window every minute where dealing damage provides some healing but it can’t at all be compared to discipline, holy pala or a mistweaver where dealing damage is directly connected to healing at all times.

And when I say the DF DOT playstyle I mean sunfire, moonfire on all mobs of each dungeon pull and whenever possible, add in some bleeds as well. You may remember that at one point Blizzard even reduced the cost of moonfire by 90% to encourage this.

There’s simply not enough energy for the cat form to be a sufficient form of damage. Sure you’ll probably beat every other healer tunneling on a single target, but overall your shapehift uptime won’t be very high over a half an hour dungeon run in semi-challenging content.

Blizzard says they don’t want a lot of shapeshifting in combat because it requires high APM and the player to pay a lot of attention. Hardcast spells, Shred or even cat melee attacks all need to be buffed HUGELY in order to discourage the player from this degenerate playstyle. Don’t touch the bleeds and magic over time at all because DOTs is what enables this in first place.

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That’s not the issue here. The healing increase received is MUCH lower than what it’s intended. With 21.5% mastery at Rejuv + 1 hot my rejuv should heal for 79500+21.5% correct? Problem is that it heals for 79500+12.3%.

That’s my argument.

Even if it were working as “intended” I don’t see how it would be any better for PVP when the net overall healing bonus is significantly worse than what it was past 3 Harmony stacks.

Just a raw numbers comparison.

Lets say my initial Harmony is 20% bonus.

Lifebloom ticks for 17,844 on its own
Rejuv ticks for 67,835 on its own

Two hots together, so assuming 2 stacks

LB - 19,874 which is an increase of only ~11%
RJ - 75,780 which is an increase of only ~11%

Solo LB with HB talent (makes it count as 3 stacks) grows into 21,662 which is a less than predicted net increase. According to my gear it’s not even a proper intended amount of 20%+diminished scaling for other two bonus stacks of Harmony which it should provide, but rather a flat 18% (2% less than you should get for a single stack).

Ultimately a 3 stack Harmony Lifebloom + Rejuv, so 4 stacks in total results in a total bonus healing of only 24% to both. With the exact same stats from gear in previous patch you would already be at ~33%+ cumulative bonus to healing.

Toss in additional HOT effects, which you’ve got 8-9 more and you will see a massive nosedive in expected healing values. It’s literally table scraps of the initial value.

So there’s not only the problem with initial frontloaded Mastery but in further diminishing effect scaling as well.

You may not have hit a brick wall relating to player power in dungeons yet but you sure must have noticed something feeling off in arena and battlegrounds.

Yeah, it’s just sad to see how yet again my class is dogshiet :frowning:

Currently on Live,

I have 26%~ Mastery during pvp

Rejuv heals for 146735~ on its on.
Rejun heals for 168119~ with another hot.

That’s a 1.145% increase, aka mastery is working at SIGNIFICANTLY smaller effectiveness.

Not only that the diminishing return value of mastery accelerates from the 14.5% point which means by the 4th hot you basically get NO benefit.

HOW CAN SUCH A HUGE BUG GET THROW LIVE?

Don’t worry the 5% pvp buff to healing will fix it >.>

Here’s an interesting infodump from US forums

Look at the bottom of Dwelknarr’s post on the comparison of damage output amongst healers, unsurprisingly resto druid is at the bottom at almost half the potential of the top performers.

Who would have guessed that SUNFIRE contributed to a significant amount of damage? Well, not only are your talent choices naturally gravitating towards SKULL BASH and other CAT talents to synergize with WILDSTALKER, but also three bottom branches of the the talent tree appear too attractive to pass so you’ll have to skip BALANCE talents entirely.

The 20% FLAT NERF to damage in hopes of encouraging the druid player to pick a side; spell damage or physical didn’t achieve the wanted result and never will, with these talent trees at least. You’re starving with energy in cat form, PRIMAL FURY is quit costly to access when you consider the relatively low uptime in your shapeshift form - so the 25%+ from CIRCLE OF THE WILD does not compensate enough.

You can avoid the “one trick pony” playstyle and take a little bit of everything; from BEAR spells for survivability to BALANCE filler in case you go MASTER SHAPESHIFTER - you’ll just have to replace some passives you used to pick before the patch with other ones; at the cost of skipping SKULL BASH and the very useful bottom right of the GENERAL TREE.

Playing a master all build doesn’t come without its own cost of losing different UTILITY and your damage output will increase only by a tiny amount so it is a poor trade over the “meta” choice of talents.


What resto druid needs is much better talent tree design with stronger buffs to a single SUB-SPECIALIZATION of choice (spell or physical) to discourage this degenerate and overcomplicated (DOT oriented with frequent shifting) playstyle that worked so well since Dragonflight, which Blizzard is actively trying to kill.

This is achievable by putting more power into WRATH/STARFIRE and SHRED/SWIPE/AUTOATTACK(?) - the damage which requires single form commitment which won’t keep ticking like spell dots or bleeds. Undoubtedly for this to work, energy regeneration in cat form would needs a significant increase as well, otherwise players will keep shifting to re-apply MOONFIRE/SUNFIRE while the resource passively refreshes in the background. If you buff energy regen, players could also be disincentivized to use MAGIC as filler because shifting forms would mean energy resource spilling over the cap.

Another thought - cat attacks for resto don’t even need to cost energy as is the case with SWIPE for bears as an example. Tuning is much easier to achieve without the resource factor. Just look at the no COST and CDR BASED damage toolkit of MISTWEAVER MONK which doesn’t even need to concern himself with MULTIDOTTING.


The main problem of druids, aside from many bugs and poor tuning, is healing and damage dealing feeling like two completely disjointed activities. This is no longer a problem for DISC, HOLY PAL and MW who are all superior in design and much more enjoyable to play in this modern game where healers are no longer imagined as bots who stare at the raid frames of their team for 90% of the time.

I’ve been told by people who tested this and it seems like RDruid mastery is nerfed by 50% in pvp.

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