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.