More Druid changes on the 3.1 PTR, part 2
MAIM: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Duration lowered to 1 second per combo point.
We've already discussed the Maim change, but the expanded notes here give a better sense of what Blizzard intended. As I've previously observed, the nerf (insofar as it is one) seems mostly aimed at slowing the lolmelee juggernaut in arena. Maim was previously an Incapacitate effect and thus not subject to the same diminishing returns as Bash and Pounce. While your abiity to "stunlock" people is getting a significant nerf, one of the strengths of a stun (as opposed to an Incapacitate effect) is that the amount of damage done to the target won't break it.
The duration change is a new one, however. It's a more significant nerf at fewer combo points -- as of now you get a 3-second Incapacitate for 1 combo point -- and is going to incentivize Druids to stay in form as much as possible to build CP's on a target for either a worthwhile defensive or offensive stun. With all feral healing and Cyclone in caster form, that's not necessarily a good thing. Thoughts from feral PvPer's?
LIFEBLOOM: Mana costs of all ranks doubled. When Lifebloom blooms or is dispelled, It now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
/poke poke
How ya doing after that bear nerf, buddy? Did it hurt?
/poke poke
/prod prod
How about now?
Ghostcrawler explained the reasoning behind the nerf/buff in a forum thread here. Where I differ from Blizzard on the issue is that rolling Lifebloom stacks on multiple tanks requires a fair amount of type-A multi-tasking on your end unless that's literally all you're doing. If you really are doing nothing more than rolling Lifeblooms on your tanks and letting the rest of the heal team pick up the slack on burst damage and raid healing, you pretty much fail at being a tree -- and there's no way you'll come within a mile of topping the heal charts unless the rest of the heal team fails as well (in which case the raid's probably dead and who came first on healing is a moot point).
I consider Restoration Druids to be the healing equivalents of Affliction Warlocks. They keep their DoT's up, we keep our HoT's up, and we are enormously effective and efficient at our respective jobs only as long as we continually refresh our spells when needed but not before. That requires a certain degree of skill, experience, and -- let's be honest -- the use of mods to watch what spells are ticking on whom and how quickly. On many fights, trees have the added difficulty of watching HoT stacks comprised (ideally) of more than just Lifebloom on multiple tanks, whereas DPS is typically focused on only one target at a time (unless they're using AoE abilities). And, if you're any good at your job, you're sneaking in direct heals to compensate for burst damage or account for a DPS who, say, got a little too close to Sapphiron's tail. Letting a Lifebloom stack bloom, however, is still a serious and costly mistake in PvE content. You waste time, mana, and GCD's re-applying a full stack, in addition to risking the lapse of whatever other HoT's you have running on that target or elsewhere.
If Blizzard is truly planning a number of multiple-tank fights where Lifebloom would have been overpowered in relation to the capabilites of other healing classes (and I have to wonder; there's been a lot of complaints on the forums as to the current overpopulation of tanks in relation to the raid slots that are actually available for them), then it's reasonable to reexamine the spell's design. Their intent, I assume from what I'm reading from GC here, is to make you prioritize which tanks will receive the stacks and which ones can't -- or how much you can actually do outside of rolling Lifeblooms on 2+ tanks, if you even roll them at all. My fear here is the return of multiple-add fights in the model of Moroes, High King, and Illidari Council -- because that's going to be sheer hell for a tree. Either you resign yourself to running OOM at some point in the fight and depend on the DPS' ability to end the encounter before that occurs, or you limit yourself to one or, at most, two tanks to roll LB stacks on and make the healing job more difficult and the damage "spikier" on the other tank or tanks.
From a PvP perspective, however, this is a significant buff in all respects barring mana cost. HoT removal in the current season is destroying Druids and their partners alike, to the point where queue-dodging versus Death Knight teams is a sad but common practice. Other classes will still be capable of removing Lifebloom even after DK's lose the ability to do so, and this punishes the purge rather more heavily than is the current case. Not only will the Druid gain some mana back on the bloom, but successive stacks of LB will punish a purge by healing for more. Between this and the efforts to nerf RNG stuns and the strength of DPS in arena, this may be enough to put Resto back into contention as a viable arena spec.
Actually -- I'm kind of worried that the Lifebloom change is too strong for arena. Once you've got 3 stacks up on yourself or a partner, the other team basically has to forget about purging it and will have to CC the Resto or burst the partner down. With the added resilience of Season 6 gear, the latter tactic is going to become more difficult. The doubled cost of Lifebloom may be enough to balance this, but Nourish is also getting considerable buffs in 3.1. Resto has done poorly in Season 5; I expect it to do much better in Season 6, in much the same way that Druids did significantly better in Season 2.
One more thing; will the Lifebloom change actually have the effect of making multiple trees more valuable for a raid? One of the bigger complaints concerning Resto Druids and Priests is that they just don't need to be stacked the same way that Paladins and Shamans do. Paladins bring different auras and buffs and Shamans bring different totems -- trees bring HoT's, the +healing buff (that doesn't stack),and MotW (doesn't stack). If it's not particularly mana-efficient for a tree to run a full Lifebloom stack on more than one tank, but the stacks are too valuable to give up and do too much to cushion dangerous burst, this incentivizes heal teams to bring multiple Resto Druids. Especially if a Resto is occasionally (or frequently) allowing Lifebloom to bloom (probably to overheal most of the time, as Syd cynically observes) in order to get mana back, that's a massively complicated thing for one person to manage if they're attempting to do it on more than one tank. Hrm.
Just as an FYI, this nerf doesn't actually seem to have gone live on the PTR just yet -- as of testing a few minutes ago as I write this (3:30 PM EST on Saturday), Lifebloom still costs 14% base mana and does not return mana upon blooming.
Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.
We've already discussed the Maim change, but the expanded notes here give a better sense of what Blizzard intended. As I've previously observed, the nerf (insofar as it is one) seems mostly aimed at slowing the lolmelee juggernaut in arena. Maim was previously an Incapacitate effect and thus not subject to the same diminishing returns as Bash and Pounce. While your abiity to "stunlock" people is getting a significant nerf, one of the strengths of a stun (as opposed to an Incapacitate effect) is that the amount of damage done to the target won't break it.
The duration change is a new one, however. It's a more significant nerf at fewer combo points -- as of now you get a 3-second Incapacitate for 1 combo point -- and is going to incentivize Druids to stay in form as much as possible to build CP's on a target for either a worthwhile defensive or offensive stun. With all feral healing and Cyclone in caster form, that's not necessarily a good thing. Thoughts from feral PvPer's?
LIFEBLOOM: Mana costs of all ranks doubled. When Lifebloom blooms or is dispelled, It now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
/poke poke
How ya doing after that bear nerf, buddy? Did it hurt?
/poke poke
/prod prod
How about now?
Ghostcrawler explained the reasoning behind the nerf/buff in a forum thread here. Where I differ from Blizzard on the issue is that rolling Lifebloom stacks on multiple tanks requires a fair amount of type-A multi-tasking on your end unless that's literally all you're doing. If you really are doing nothing more than rolling Lifeblooms on your tanks and letting the rest of the heal team pick up the slack on burst damage and raid healing, you pretty much fail at being a tree -- and there's no way you'll come within a mile of topping the heal charts unless the rest of the heal team fails as well (in which case the raid's probably dead and who came first on healing is a moot point).
I consider Restoration Druids to be the healing equivalents of Affliction Warlocks. They keep their DoT's up, we keep our HoT's up, and we are enormously effective and efficient at our respective jobs only as long as we continually refresh our spells when needed but not before. That requires a certain degree of skill, experience, and -- let's be honest -- the use of mods to watch what spells are ticking on whom and how quickly. On many fights, trees have the added difficulty of watching HoT stacks comprised (ideally) of more than just Lifebloom on multiple tanks, whereas DPS is typically focused on only one target at a time (unless they're using AoE abilities). And, if you're any good at your job, you're sneaking in direct heals to compensate for burst damage or account for a DPS who, say, got a little too close to Sapphiron's tail. Letting a Lifebloom stack bloom, however, is still a serious and costly mistake in PvE content. You waste time, mana, and GCD's re-applying a full stack, in addition to risking the lapse of whatever other HoT's you have running on that target or elsewhere.
If Blizzard is truly planning a number of multiple-tank fights where Lifebloom would have been overpowered in relation to the capabilites of other healing classes (and I have to wonder; there's been a lot of complaints on the forums as to the current overpopulation of tanks in relation to the raid slots that are actually available for them), then it's reasonable to reexamine the spell's design. Their intent, I assume from what I'm reading from GC here, is to make you prioritize which tanks will receive the stacks and which ones can't -- or how much you can actually do outside of rolling Lifeblooms on 2+ tanks, if you even roll them at all. My fear here is the return of multiple-add fights in the model of Moroes, High King, and Illidari Council -- because that's going to be sheer hell for a tree. Either you resign yourself to running OOM at some point in the fight and depend on the DPS' ability to end the encounter before that occurs, or you limit yourself to one or, at most, two tanks to roll LB stacks on and make the healing job more difficult and the damage "spikier" on the other tank or tanks.
From a PvP perspective, however, this is a significant buff in all respects barring mana cost. HoT removal in the current season is destroying Druids and their partners alike, to the point where queue-dodging versus Death Knight teams is a sad but common practice. Other classes will still be capable of removing Lifebloom even after DK's lose the ability to do so, and this punishes the purge rather more heavily than is the current case. Not only will the Druid gain some mana back on the bloom, but successive stacks of LB will punish a purge by healing for more. Between this and the efforts to nerf RNG stuns and the strength of DPS in arena, this may be enough to put Resto back into contention as a viable arena spec.
Actually -- I'm kind of worried that the Lifebloom change is too strong for arena. Once you've got 3 stacks up on yourself or a partner, the other team basically has to forget about purging it and will have to CC the Resto or burst the partner down. With the added resilience of Season 6 gear, the latter tactic is going to become more difficult. The doubled cost of Lifebloom may be enough to balance this, but Nourish is also getting considerable buffs in 3.1. Resto has done poorly in Season 5; I expect it to do much better in Season 6, in much the same way that Druids did significantly better in Season 2.
One more thing; will the Lifebloom change actually have the effect of making multiple trees more valuable for a raid? One of the bigger complaints concerning Resto Druids and Priests is that they just don't need to be stacked the same way that Paladins and Shamans do. Paladins bring different auras and buffs and Shamans bring different totems -- trees bring HoT's, the +healing buff (that doesn't stack),and MotW (doesn't stack). If it's not particularly mana-efficient for a tree to run a full Lifebloom stack on more than one tank, but the stacks are too valuable to give up and do too much to cushion dangerous burst, this incentivizes heal teams to bring multiple Resto Druids. Especially if a Resto is occasionally (or frequently) allowing Lifebloom to bloom (probably to overheal most of the time, as Syd cynically observes) in order to get mana back, that's a massively complicated thing for one person to manage if they're attempting to do it on more than one tank. Hrm.
Just as an FYI, this nerf doesn't actually seem to have gone live on the PTR just yet -- as of testing a few minutes ago as I write this (3:30 PM EST on Saturday), Lifebloom still costs 14% base mana and does not return mana upon blooming.






Reader Comments (Page 1 of 2)
Exploder Feb 28th 2009 8:15PM
GOOD GOD
Elvrag Feb 28th 2009 8:20PM
WHAT?!?!
Anyways...... where is the Moonkin love?!
JBurg Feb 28th 2009 8:53PM
Don't ask for attention. There doesn't seem to be much love for druids in the developer's heart.
Allison Robert Mar 1st 2009 12:17AM
I have two versions of my main on the PTR right now, one of whom is dual specced Balance/Resto to test moonkin changes. Balance really hasn't gotten a ton of changes for the upcoming patch (and the one big change to Owlkin Frenzy is likely to be retracted), but I've been meaning to look at Eclipse for a while.
I know the spell gets a lot of flak with the Balance community (and with good reason because the RNG can completely screw you over), but I hope they retune it rather than get rid of it. That thing has the coolest animation in the game. :)
boomless Mar 1st 2009 10:10AM
I KNOW! I thought this patch would supply us with some love to get us up from .3 (or.003 can't remember)% in 2200+ ratings and give us some love in other areas, but so far all i see is them nerfing a dead horse (and buffing in some areas, but small ones indeed.) :(
Dustybrown Feb 28th 2009 8:35PM
In case anyone cares -- I checked on the EU realms last night and earlier today at Freya, and I can confirm the Lifebloom nerf isn't in there either. Still 366 mana cost in tree on the tooltip and 366 mana cost when I cast it. No mana return.
Andrew Feb 28th 2009 8:54PM
This is the pretty close to the worst way imaginable to introduce the bloom effect finally also stacking.
Even if they reverse the mana changes, I doubt Blizz is going to get much praise for introducing that at this stage. I ' m pretty apprehensive about these healing changes, but willing to give them a try on the PTR before I throw myself in front of a speeding retadin.
Anelf Feb 28th 2009 9:21PM
Let's hope these changes die on the PTR before they ever go live.
On the positive side - if this does go live, I'll have a lot more time to work on leveling my alts :-).
Adam Feb 28th 2009 9:55PM
The lifebloom change is terrible, especially since GC assumes that we simply won't use it any differently and just accept the extra mana cost which absolutely won't happen.
The strategy I plan on trying is to put up one lifebloom wait until the end and see if the bloom is needed, if not put up a second stack wait to see if the bloom is needed, if not put up a third stack and let it bloom no matter what. So it'll be a nerf to throughput rather than mana efficiency. And, bonus, it'll take less insanely focused attention on my part because if I miss it and let it bloom it's not as much of a mortal sin as it is now.
I'd love for the bloom of LB to be put on Living Seed or become baseline a living seed-esque effect so it doesn't overheal so much but with all the nerfs I'm not hoping for any good news in terms of class changes before 3.1
Druidx Feb 28th 2009 10:44PM
As usual the druid nerfs keep on coming. Blizzard is so hot on pushing the use of Nourish, which I can't stand and consider a "filler" heal, that they are nerfing everything else (regrowth, lifebloom) that I prefer to use. Heck, they've already nerfed Wild Growth and Lifebloom in recent patches. But DOUBLING the mana cost of Lifebloom? DOUBLING? WTF? I could see maybe raising the cost 10%, maybe 25%, to see what the effect would be, but doubling? No thanks.
Druid tanking once again takes a huge nerf. Leaving as the only plausible spec Moonkin, which is boring and consists of basically 3 spells, repeated over and over, and not to mention the lack of HIT on most leather spell gear. Moonkin itemization is horrible.
I cancelled my recurrent subscription last week, and don't intend to renew. I love the game, but I'm sick and tired of Blizzard constantly nerfing the toons I built through hard work and dedication. Guess I'll see all the content I can on my DK before my subscription runs out.
Liltimmy Mar 1st 2009 5:24PM
Agree with Druidx, Blizzard is pushing Nourish way hard when all I want to use it for is a quick fillup for DPS or the tank if he's not taking much damage.
bundee Mar 10th 2009 5:04PM
@ DruidX
Don't diss the moonkin. I raid moonkin but I've tanked feral and you can't honestly say you're using more than 3 abilities at a time at any given time. Sorry to say, but every form that druids take is more limited than a "pure" class.
Mukter Feb 28th 2009 10:48PM
I think I'm going to give up healing. After 4+ years, I'm just getting too tired of this bull.
mistymoutainhop9 Feb 28th 2009 11:08PM
If I remember correctly, Eyonix said in a long thread about the LB nerf that it was to help make druids feel "not as punished for letting a stack bloom." To me, this just doesn't make sense and is a terrible excuse for -completely- altering the state of a spell which is integral to a resto druid's arsenal.
Because really, this makes LB a very different spell in terms of execution. Now I might not feel "punished" by letting the bloom stack, but I'll feel even more "punished" if I decide to roll it. The way Blizz is jamming Nourish down our throats is frustrating enough, and now they're whittling down our options for other spells. As it stands, this change effectively forces resto druids from rolling LB because it's terribly inefficient mana-wise. Keeping control of HoTs was at least more engaging than spamming a flash heal over and over again, but it seems like Blizz -demands- we use Nourish.
Someone on the official forums suggested making this LB change into a glyph of some sort, which would be loads better, and maybe increasing the mana cost for LB in general, but doubling it is too radical.
I can see why this is a PvP buff, but greatly nerfing the PvE viability of a spell in favor of improved PvP is just illogical.
Of course, I'm just going off of the current news; I know this is subject to change and (hopefully) they will take into account the general reactions, which by and large are negative.
ResidentBio Feb 28th 2009 11:11PM
wth is blizzard doing to my tank/healer dream... seriously why in the world do you make my job harder. Make the content harder, not my mechanics.
Right now my guild does not want feral druids as tank, and i can see why. So i was asked to be resto. Fine, otook me a while to feel confortable, and i still make some mistakes regarding mana management, so every 10 man run i make some tweaks.
But now, i feel like going full time mage dps to make my life easier and less critical.
Drad Feb 28th 2009 11:26PM
Where *is the Moonkin love? It almost seems its done (almost, pvp still lacks) something new please, Please, PLEASE!
@Druidx
Moonkin itemization isn't that bad, hit is lacking though i personally get imp. Faerie Fire since that +Balance of power practically cut the hit requirements im half. I have no problem with hit.
aaria Feb 28th 2009 11:28PM
This is a sad sad change if it goes life.
R.I.P. Tree Of Life
Druidx Feb 28th 2009 11:32PM
Nerf to spirit based mana regeneration (druid tree strongpoint) plus double cost of Lifebloom= FAIL on Blizzard's part.
Have any of you guys tried Warhammer yet? How is it?
Mike Mar 1st 2009 2:17AM
The least time they tried to introduce a massive nerf on lifebloom because of the pvp community it caused a massive uproar. What the heck are they doing to trees? Let's not overlook the boost in holy priest circle of healing, but no such boost to wild regrowth.
Sador Mar 1st 2009 3:35AM
I don't know about the bear part, but the lifebloom changes scream PVP based nerf to me.
Blizzard keeps trying to balance PvE and PvP as one entity and they keep failing. The best solution is to have separate rulesets for the main facets of the game. Make spells behave differently if the target is a player controlled defender/agressor so that changing a spell to make it better for PvE, IE Lifebloom, has NO effect on PvP.
Sounds easy, but I would imagine it'd be a pain in the ass on the backend.