SoD Changes - An open discussion

Just a place to share some ideas for changes you believe could/should be made to SoD (either this phase or future phases) - my own ideas are more “this phase” type of additions.

Druid:
Wild Growth - Decrease healing by 15%, decrease mana cost by 20%

At the moment, Wild Growth feels too powerful as a healing ability, which wouldnt be an issue as it has a high mana cost, but sadly feels a bit too overpowered when used with Omen of Clarity.

Living Seed - Change (maybe just until later phases) from When you Critically heal to a set % chance from heals.

At this stage, low crit chance makes Living Seed very unviable, especially when compared to other abilities.

Skull Bash - If you have Feral Charge talent, increases the range to match Feral Charges

Essentially, just removing the need to have two similar abilities on your bar if you spec into one and have the rune for the other. Another idea I had, was instead of increasing the range of this ability, removing the rage cost of Feral Charge.

Sunfire - I don’t know if this is possible, but combine the ability into one skill or at least normalise the names

At the moment, due to this being multiple spells, you cannot use a single ability hotkeyed for each form that you may want to use this ability on, meaning you have to use macros… however, when using macros, the abilities name for macros does not match the name of the actual skill, which causes a lot of frustration for people who are not aware of this.

Lacerate - Lower the bleed damage, give it an initial hit of damage

Bleeds will be a bit weak in Gnomer - this will make this ability usable against mech enemies.

Priest
Homunculi - Add a pet bar

These summons are very dumb at the moment - their usability when solo can be very hit and miss - sometimes they will run off and attack enemies at random you are not fighting, and sometimes you can be in a fight and they just stand there, even at melee range. A pet bar will add some consistency and control to them.

Hunter
Beast Mastery - Combines yours and your pets health, armor and dodge chance. All your threat is transferred to your pet. Reduces chance to be critically hit by 6% for your pet.

Basically turns hunters (and their pets) into a viable tank. Would probably need a bit of adjusting of other runes to run with this though, which can be done in future phases.

Warlock and Rogue

Switch tank rune with a different rune.

Allows us to tank earlier on so we can do levelling dungeons such as DM as a tank. Warlock rune is notoriously hard to get until high level, and rogue one is locked behind the new rep - many players dont hit friendly until max level (luck of the draw with the crate drops)

Shaman

Duel Wield rune is great, but basically makes the two-handed axes and maces talent useless. Some people love the classic shaman 2h gameplay and a new rune should be added in the future for these players.

3 Likes

I think the BM rune change could be good but the problem with a Hunter tank is that the pet would be insanely difficult to control and manage. Like the raid boss in BDF where you need to move her out of her ice patch? Yeah that’s hard to do for a hunter controlling their pet. However, if eyes of the beast was turned into an instant cast, removed the 1 min duration and made hunters turn into an AI instead which kept on attacking with auto attack then I could see it being feasible.

A tank needs to be able to control the mob and move it around.

Also… I would like to propose another additional change to this… Remove Lone Wolf and replace its chest rune with this new tank BM rune and add in something else for gloves. If the rune is changed into a tank rune then it isn’t necessary a go to rune for DPS for gloves but it doesn’t solve the issue of chest runes paling in comparison to Lion. But if you wanna be a tank then you gotta sacrifice that Lion and hope for another hunter to bring it for 10%.

And turn Explosive Shot into an interupt on target + 5-10% chance to cause interupt on any adjacent aoe effected targets per tick as we need an interrupt.

(however, this is just the beginning of Hunter changes, the entire rune set needs to be altered EXTREMELY heavily for Hunter runes to be worth a damn beyond just 2 or 3, and melee runes outright just need to be fixed or removed as the waste of space they are)

Blizzard already confirmed that they’re making runes for 2h enhancement.

They did? When/re?

Right at the very end, at the 13:15 mark

1 Like

Every rune devoted to making 2h on par with dual wield is one rune less to make dual wield on par with other dps classes. One or several runes for 2h might be good for those that want it, but it’s bad for the spec as a whole.

I hope the rune will be for chest slot but its good to see this is happening

If I get misdirect rune. I’m 100% main tanking on hunter!

Pet movement Is easy enough with a lil practice

Hard to say, Blizzard said that eventually there’ll be runes available for every slot.

Every slot?

head
shoulders
wrist
waist
feet
back

Those are the main equipment items.
yeah I would not be surprised if we get 2 new slots for 40, 2 new for 50 and finally 2 new for 60 leaving rings, trinkets, necklaces and weapons without them as I can’t see them doing literally every equipment slot.

If every equipment slot gets 4 runes then we’d be at 15/16 x 4, meaning 60-64 runes.

Entirely possible, although I don’t see weapons being done because it means people that miss an equipment slot due to not dual-wielding or using a offhand/shield are missing out on a rune.

Unless they give 2handed weapons 2x slots ofcourse

Or just main hand and ignore offhand.

You need healing as needed. It’s unlikely to have Omen of Clarity stacked and ready for any raid-wide damage pattern - and it would be only for one cast, not the subsequent ones on other groups. And without runes druid healing is meh or even bad. Slow HT casting the end while other classes have actual AoE or better setup of spells based on cast time and healing.

Group wide buffs - bringing them forward (get them earlier) seems a pretty sensible QoL change seeing as 60 could be the better part of a year away

I thought it was a bit of a weak joke to give level 25s Living Seed on the same slot as Free Wrath+insta cast HT.

It really, really needs to be something other than crit.
Why not just guaranteed 100% all the time adding the 30% extra on hit?

I probably have around 7% spell crit as druid, compared to shaman’s overload rune…
7% of the time my heal can add an extra 30%.
50% of the time my heal can add 50% extra, as shaman.
?

Molten Blast, perhaps the worst cone hitbox ever?
Change this to AoE like thunderclap, the hitbox is awful.

I agree that the Living Seed is extremely situational.
I am even considering to take it away from my WLK druid in favor of flat mana efficiency.

I know that there are some environments where HT is the way to go (using lower ranks), but I fell in love with the HoT druid (she is also hot, but) and simply use a combination of those to enable regeneration. My only real use case for HT is together with the instant cast ability to recover from a deep crit on the tank near death.

I could be different but I feel that’s the resto druid design, being spirit based and having only 30% regeneration available. Casting a bit, then whacking with my staff and activating that regeneration. Rhythmic.

There is a spec or two designed for long casts: holy paladin and maybe priest.

Starsurge reduce the range to 30 yards and increase its mana cost…Its the best ability in the game at the moment…
Druids just run around wild growthing and spamin 1 button.Kinda bad imo

I think Rogue could finally get some AoE ability like Fan of Knives.

Warlocks could get a rune that turns Fire damage into Chaos damage (and makes it green fire) so they could use their new spells and tanking spec in MC/BWL.

Hunters should get a rune that removes deadzone and improves archery skills if pet is not present.

Should just make that Hunter thing part of Lone Wolf.