Shifting Perspectives: The forest and the trees

When the news hit on Tree of Life form going bye-bye, I didn't know what to think. To be perfectly clear, chopping the tree down is something that Blizzard's been kicking around for the better part of a year, if not more. We ran a Shifting Perspectives on it in May 2009 in the hope of drawing more attention to a forum thread where Ghostcrawler asked druid players if they thought the Tree was fun. To anyone who's new to the class and thought the developers pulled a fast one, that's not the case; they were open about the possibility that this would happen. When the discussion ended and nothing seemed to come of it, I (foolishly) assumed they had decided to leave well enough alone. The tree wasn't really adding anything to the druid's restoration spec, but it was a harmless addition to a class that considered shapeshifting its raison d'être.
Then the class announcement hit.
Like I said, I didn't know what to think. I sat back, thought about it, read the announcement thread again, thought more, reread the May 2009 thread, read through all of April 2010 class announcements again, noticed a fairly obvious trend, and finally realized something:
What Blizzard is doing with Cataclysm has almost nothing to do with what players have trained themselves to expect after Burning Crusade and Wrath of the Lich King. Pavlov's bell is ringing, but it ain't dinnertime.

There are two issues evident in the impending disappearance of the tree. One of them has a lot to do with Blizzard's evolving design goals and what it wants to do with classes that are increasingly starting to show their age. The other is specific to the druid class and the baggage it's carried from the time when it was one of the game's least popular classes. The tree, for better or worse, is a casualty of both.
The news that Blizzard was redesigning old-world Azeroth was greeted with near universal acclaim at the announcement of Cataclysm at BlizzCon 2009. Everyone applauded the decision to add better quests, get rid of annoying ones, move or add flight paths and eliminate things that just didn't make any sense. Very few people will contest that Blizzard has gotten amazingly better at both zone and quest design after two expansions and countless patches' worth of practice. By contrast, classic World of Warcraft content is an increasingly dated relic of an EverQuest-influenced era. While revolutionary for its time, its sensibilities are still informed by the expectation that MMORPGs needed to be a time sink.
While happy to see classic Azeroth given the spit and polish afforded its counterparts in Outland and Northrend, I'm not sure that many players (and I include myself) made what turned out to be a small logical leap. Azeroth is old content, but every single class in the game barring the death knight is equally old. We aren't used to thinking of them that way. A character that you play in modern content has an immediacy and relevance sorely lacking in, say, Azshara quest lines -- but you are still playing something whose core class design was determined more than five years ago. You may not equate your beloved toon with outdated content, but even new players learn quickly that their emotional attachment to a character is not shared by Blizzard's design team.

Expansions and design intent
As you read the class announcements, a fairly obvious trend emerges. Useless skills aren't being gussied up; they're being removed. Buffs that contribute an overweening amount to raid DPS or survivability are being yanked back. Talents that are just uninspiring improvements to existing skills are being eighty-sixed right and left. Stats requiring several years' worth of advanced calculus to understand are being booted or folded into simpler stats. Several classes with profoundly dysfunctional issues are the target of still-larger overhauls, though players are often so used to their dysfunction that the existing problem is less worrisome than the potential cure.
A tremendous amount of developmental time, in other words, has gone into "subtracting" from classes rather than adding to them. This runs counter to what players have come to expect after two expansions full of cool new toys, and the howls are loud. They are also misplaced.
In addition to moving Warcraft's story forward, each expansion seems intended to accomplish very specific things from a design standpoint. My guess is that Burning Crusade was intended to break, or at least ameliorate, the pure classes' chokehold on end-game supremacy -- and by extension, their grip on class population as well (the racial equivalent was giving blood elves to the Horde). BC gave raids a reason to bring hybrids in a non-healing capacity, even if it wasn't quite prepared to accept competitive hybrid DPS. At the end of BC, players didn't bat an eye at druid or paladin tanks, and hybrid DPS -- while obviously inferior -- wasn't unusual either.
Wrath was intended to do two things: decouple player desirability from class buffs (someone may even have coined a famous phrase concerning this), and increase damage done by DPS specs in proportion to the difficulty of the rotation that produced it. Guilds breathed a sigh of relief and /gkicked the jerks they'd tolerated for the valuable raid buffs their class provided, and players who had gone the length of BC topping the meters with the aid of a single macro were more than happy to switch to more interesting rotations (or, alternatively, aghast to find themselves at the bottom of the meters).
As the end of Wrath approaches, we say, "Nice job" to a 10K+ DPS retribution paladin. We nod at the idea that a skilled shadow priest will thrash a not-very-good warlock on the meters. We shrug indifferently at anyone who has the arrogance to believe that a raid slot is "theirs" for any reason other than player skill.
This seems normal today, but it's a state of affairs all but unimaginable to a player familiar only with classic WoW. It's the product of two expansions' worth of work poured into classes who were designed to be inferior and who have not entirely escaped these early constraints. Hybrid DPS is still notable for almost universally mediocre performance in arena. By contrast, anyone who has run into a halfway decent RMP team is already aware of their likely fate versus classes who were designed to be the best at what they did.

So what's Cataclysm supposed to do?
When the schedule for class changes was first announced, players were excited about all the goodies they were sure to receive. The previous expansions -- in which developers were still dealing with problems caused by class design exercising an unfortunate impact on player desirability -- buffed the living hell out of underplayed classes and specs, and perhaps it wasn't unreasonable to expect more. But that's not the situation we're in today.
Cataclysm has reaped the benefits provided by its earlier brothers, and it doesn't need to repeat what BC and Wrath sought to do. In fact, to do so would probably be counterproductive; the lagging popularity of pure classes nowadays is a sign that the pendulum may have swung too far in the direction of hybrid desirability. But excellent players of any class or spec are likely to find themselves desired by a raid, and unpleasant people are increasingly unable to coast on the benefits or buffs their class provides. That's a huge and hopefully permanent leap forward from the game's initial philosophy.
While this isn't something that's been widely acknowledged, Blizzard has largely solved the most pressing social problem in the game. As with their efforts to redesign and retrofit Azeroth, their goal for classes now is not to "fix," but to refine.
Class detritus
Each class (barring the death knight, obviously) has now had more than five years of changing fortunes in both PvE and PvP. Each has skills and talents that were implemented to address situations or design goals that no longer exist. In the transition to Cataclysm, I would be surprised if Blizzard's aim weren't to pare classes down from the pudge and detritus that remain after five years' worth of tinkering for acute problems.
While disruptive, it was inevitable. You can't keep adding new skills and talents to classes that will continue to gain levels for an unknown number of expansions without straining the limits of both the user interface and human memory. You can argue that certain classes were within shouting distance of this already (the "one-man army" syndrome attributed to the enormously popular paladin). Consequently, I doubt much effort will be made to spare talents or abilities that are not a direct contribution to Blizzard's modern vision for a class.
This is where we begin to encounter problems with the Tree.

The forest and the trees
Despite its virtual identification with the restoration spec, the Tree of Life is nonetheless a relic of a time when developers were trying to make a deeply unpopular class more attractive. The initial design for the druid saw it as an endgame secondary healer, and that's precisely the role it fulfilled for most of classic WoW. However, it wasn't a role in which most players had any interest. Innervating the raid's priests and Rebirthing the occasional combat death wasn't an exciting or fulfilling way to experience content, and players voted with their feet.
The Tree was introduced in the leap to BC as a way to increase the druid's capacity as a main-line healer, but the form was deliberately saddled with a number of annoying weaknesses. The once-upon-a-time speed penalty, inability to decurse, depoison, Barkskin (!) or Innervate, and lack of access to offensive spells made popping into tree form a choice for some encounters and a death sentence on others (e.g. Archimonde). You can argue that the tree had a reason to exist when it was more irritating to use -- at least in the sense that it was a clear choice between better HoTs or more utility and survivability -- but it's always left us in an awkward place relative to other healers, who have never been asked to make that choice.
The result was that druid has increasingly been balanced around the use of a form that has dumped weakness after weakness in an effort to make the spec less irritating to play. In Wrath, the form is a straight-up increase to the efficiency and power of the druid's healing at the cost of offensive abilities you're never asked to use in PvE content anyway. While that's great for all those of us who spent BC shifting in and out of form to cast utility spells, it also mean that the tree is squarely in designer crosshairs where players are used to having it, and many genuinely like it, but it's increasingly divorced from a point or purpose.
From a mechanics standpoint, there's nothing the tree can do that can't be yoked to another talent or simply baked into a mastery bonus, so there's little point to arguing that the class' game play would suffer in its absence. The sole exception might be the +armor bonus granted by Improved Tree of Life, but the additional armor is yet another bit of "pudge" added to the class in the effort to give druids a measure of survivability in return for losing the BC-era arena specs. That portion of the talent has virtually no PvE application and ironically did little to prevent a dismal season 5 after its introduction. Afterwards, the armor bonus was just one more incentive for the druid to remain in form and "tank" incoming damage, losing much of the dynamism and interest the class formerly held in PvP. In its current form, the tree is not a strength -- it's a prison.

One of the more unfortunate wrinkles to the problem is that the druid as a class didn't start to become popular until after the tree was introduced. While I can't and won't assert any causal relationship between the two (given BC class demographics, I think it's much more likely that feral improvements and the later success of resto PvP are responsible for the class' rise in popularity), it's less of a stretch to observe that few druid players today have any experience playing resto without access to the form.
As a result, I have mixed feelings about the change. Many in the "newer generation" of druids rolled the class specifically to play a tree, and it's difficult to fault them for resenting its loss. However, their feelings are often in direct conflict with the population that has played a druid since classic, many of whom hated being forced to play an ugly, low-resolution model to enjoy the same throughput as other healers.
Either way, Blizzard's in the uncomfortable position of eliminating something that, while essentially useless from a mechanical perspective, was nonetheless among the reasons why people picked the class. The tree is fun for a lot of players -- and WoW is a game, right? -- but I'm not sure that fun is enough.
EDIT: This may not have come across all that well because I wanted to keep the post as emotion-free as possible, but I'd rather keep the tree form around, even if only as a glyph option for the players who want it. If it doesn't have any impact on combat effectiveness either way (and that's one of the few things all parties can agree on -- there's nothing attached to the form that can't be bumped to another talent), it's hard to defend taking something that exists purely for fun out of the game in the name of streamlining class design or efficiency.
On a personal note, my feelings are as follows:
- I love healing as a tree.
- I don't like the Tree of Life graphic, which has been in the game since classic WoW's beta and is long overdue for an update. Playing a low-resolution model in a sea of players with Wrath-quality armor graphics is not fun. It wasn't fun on the feral forms before those were updated, and it's not fun on the older moonkin and tree models now.
- I play a female tauren as a main, and I love absolutely everything about them with the exception of their casting animations, which I think are incredibly boring and uninspired. She doesn't feel like she's doing anything when she's casting, and one of the principal draws of the druid class is that that was never an irritant due to moonkin and tree form.
- As a result, regardless of what Blizzard chooses to do (unless it's keeping and upgrading tree form), there is no situation here where I'm gonna win. I hope that accounts for the attempted neutrality in the post.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty and insight concerning the druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a Bear, Cat, Moonkin, Tree or stuck in caster form, we've got the skinny on druid changes in patch 3.3, a look at the disappearance of the bear tank, and thoughts on why you should be playing the class (or why not).Filed under: Druid, (Druid) Shifting Perspectives, Cataclysm
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 2 of 11)
catharsis80 Apr 13th 2010 6:57PM
@Johnathan
You say druids being a shapeshifters are a fallacy, yet you say they can shapeshift. You lost me there, man. Can't read the rest.
Eldoron Apr 13th 2010 8:16PM
people, have you even READ the article? did you understand why tree is obsolete?
VSUReaper Apr 13th 2010 8:35PM
Last year, when I was rolling an alt with my GF, I had the choice of a druid and a shammy. Both could easily tank or heal up to around lvl 40-50, depending on a gear swap.
I choose a druid b/c of tree form.
I choose a druid b/c of being in forms. Period.
My druid is a kitty first, a tree second. I love my tree form. Do I enjoy the model for it, not really. Its old, it needs an update, but it's still better seeing my bovine butt.
As for being able to see my gear, I want to see my weapons. The rest of my gear is ugly as hell. The only thing its good for imo is when I go to buff, people can look at me and see I'm not a fresh toon, they see I'm experienced.
Honestly, if you are going to take away TOL perma-form, take away Boomkin form. Turn them both into CD's. Honestly, there is no difference between the 2: both need talent points to gain it, both sacrifice part of the spell book to gain an increase in something (boomkin sacrifices heals for DPS, TOL sacrifices DPS for heals). The only difference is what they are aimed at.
If you are one of those glory hogs that want to show off their ugly ass gear (hasnt looked good since TBC) then lets give them a minor glyph to disable TOL/boomkin form. Lets bake the actual form INTO a talent they plan on keeping around.
On that note, I leave you this: http://i246.photobucket.com/albums/gg84/VSUReaper/gcthelumberjack.jpg
Psyche_DH Apr 13th 2010 9:14PM
I switched from my Hunter to my Druid during Karazhan. Other than leveling to 60, I've spent all my time as a tree. I hated it during BC. I spent as much time out of Tree form as I could. It is ugly, and it is boring. I'm glad I've finally got enough gear that I don't need tree form in heroics today. I run as caster on my frosties and couldn't be happier about it.
I will miss the tree's /cry emote. I will miss the tree's /dance emote. And yes, sometimes it's fun to run up and melee the boss with the rest of the boomkin's treants.
Maybe I'd be happier as a tree if my model were better. I'm not sure. I'm very sure that I enjoy looking at my character as she gains new gear or gets a new look at the barber.
Does no one remember the endless threads of complaints from cats and bears who had been 'stuck' looking the same ever since vanilla release? Whether they were killing VanCleef, Ragnaros or Kil'Jaeden, they looked the same.
As for the "druids are defined by what form they are in" comments... When's the last time you saw any of the Staghelms or Stormrages in anything but caster form? Go back to the original WOW trailer and watch the druid. She's in caster form until it behooves her to switch to a feral form. Druids in the lore don't spend 100% of their time in forms. I'm glad that I won't have to either.
Yes, we are shapeshifters. Give me flexibility on when to use each form, regardless of my spec, and give me reasons to use them. I'll gladly give up one of my forms for that. That would be much more preferable to the current playstyle where you shapeshift once after the buffs are done, and don't shift again until you or the boss is dead.
Wild Colors Apr 13th 2010 9:18PM
@Eldoron:
I'm perfectly willing to agree that the mechanics of tree form are obsolete. But the *tree* is not obsolete. It's like saying green neckties are obsolete. Maybe they are, but that doesn't mean the color green is obsolete. It can't be obsolete...it's a color. Tree form is the color green.
I think a lot of us feel that we have invested much of our identity as healers in the tree form, and while we don't think that taking away tree form will take away our *ability* to heal, we do think that it will take away our *identity* as healers.
Tree form means something to a lot of us (even many of us, like myself, who were druid healers in vanilla) above and beyond its actual effect on game play and healing. Thus, any argument that it isn't needed, or is even detrimental, from a game mechanic standpoint does not actually address our reasons for thinking that tree form is not obsolete and is, in fact, a core piece of our class.
brian Apr 14th 2010 12:56AM
With treeform how it is now, why don't they just make a druid "race" and remove it from Tauren and Night Elf. Now you can be in a shapeshift the whole time, without a pesky caster form to bug you. The core of the Druid class is that they are connected to nature, not that they shapeshift. It's true that they do, but it's simply one of the mechanics, not the core idea.
I do sympathize with losing something you've had for so long, but at the moment a permanent shapeshift for all forms makes players lose their association with their race, and almost makes meaningless the act of giving druids two new races. True, you'd get different racials, but visually you'd never see very much difference between a troll and a tauren druid, and isn't this argument about visuals?
However, I see no problem with putting in a glyph for those that are truly bugged by losing a permanent shapeshift, and I foresee a new glyph at the center of the glyph ring for visual effects such as that.
ash Apr 14th 2010 1:46AM
To fuck with making it a glyph. Why not just make it something accessible on the action bar that you can still pick if you want to use the form? It could have no effect except for cosmetic reasons, but look at the class already. Does anyone really use seal *cough* ugly *cough* form that much? I mean it's useful for those rare times you are swimming but you don't see Blizz taking it away cause of its limited utility. They could just tie tree form to whatever new bark-skin talent they end up keeping or just leave it on the action bar as is without tying all the extra utility to it, sheesh.
Gothia Apr 14th 2010 5:59AM
Excellent article and thank you for the last paragraph / trying to be impartial.
I can afford to be emotional because #1 I have nothing to lose, #2 I don't care what anybody thinks.
I LOVE my Tree: When you see a Tree, you know it's a Druid and you have one of the best raid healers in the game. You know in PvP when you see a Tree it must be your focus because left alone your team is at a huge disadvantage. The Tree is a Druid form and what exactly is the gain for removing this Symbol of Nature.
I can't help but feel that this is once again a PvE nerf to placate the crying of PvPers that can't kill a Tree in 3.3 seconds due to the armor bonus, high survivability, and immunities. I do not know for sure, but I am almost positive that all 3 of these traits will be removed with TOL, Blizzard will probably talent the +raid healing and spirit conversion, but any other benefits that we recieved in TOL will be pulled from the game.
This change totally breaks my heart and one thing that I have learned from the Wild Growth and Circle of Healing nerfs is that once Blizzard makes an announcement they will go through with the plan and ignore any pleas from the community.
RIP - TOL (December 5, 2006-November 14, 2010)
Dave Apr 14th 2010 11:19AM
Um, Wild Colors, you quoted Big Bear Butt at the end, not yourself. Sweet plagiarism!
Your post.
>>What it brings is Treeform itself. What he just doesn’t seem to grasp is that Treeform, for a Restoration Druid, is a goal in and of itself. Not something to be pity Glyphed, but an outwards symbol of a Druid Healer’s resolve.">I know that Ghostcrawler seems to feel that the Treeform mechanic doesn’t add anything to the game, it doesn’t bring anything special to the Restoration Druid’s table.
It does.
What it brings is Treeform itself. What he just doesn’t seem to grasp is that Treeform, for a Restoration Druid, is a goal in and of itself. Not something to be pity Glyphed, but an outwards symbol of a Druid Healer’s resolve.
Emwonabrams Apr 29th 2010 7:02AM
I have played every form of duid in end game content. I started as a moonkin back in BC when I could off tank in that form. I then switched to resto for wrath to fill in healing roles when I was recruited for my ability to heal heroics (in pre Naxx gear) without having the resto talents at all. I ended my playtime as a feral druid that could be top three dps in a 25 man PUG that would often end up being the main tank at the end of the fight (gotta love PUG tanks) My love of the druid stemmed from the ability to be diverse without having to retalent. The truth is, for a druid to really be what they are supposed to be, blizzard needs to implement talents in each tree that allow ALL forms to be used in a strategic manner. I agree with the cooldown polymorphs, I also agree that it wouldn't be TOO far fetched to do it to all forms.
In summary, if you feel removing persistent forms takes from the class because you are a "shapeshifter" you are lying to yourself. Because, being a bear 24/7 isn't shifting shapes at all. It is simply being a bear.
joshua.hornestein Apr 13th 2010 5:18PM
Amazing, well thought piece. Thanks
Rhabella Apr 13th 2010 5:43PM
LOL, I couldn’t agree more.
Oddly, given the title of this week’s shifting perspectives, Allison has a way of taking the troubles facing druids and simplifying them down so that they apply to all classes, that is she never misses the forest from the trees.
I have maintained almost since the crushing blow post that Allison wrote up a piece that would define the entirety of Wrath. I’m inclined to believe she may have just delivered the post for Cataclysm, and we aren’t even in an open beta yet. Very intriguing to say the least.
Dharmabhum Apr 13th 2010 6:56PM
Indeed. Brava for a well-phrased and tempered article that makes a lot of important points.
"In its current form, the tree is not a strength -- it's a prison. "
QFFT. Though it is an endearing prison :)
TheChocodoctor Apr 13th 2010 5:22PM
I'm hoping that GC was right when he said they might make a minor glyph to let us keep the visual, even when not using the ability. I won't be too upset if it does go away though.
catharsis80 Apr 13th 2010 6:25PM
No. That's stupid. Don't make us use a glyph slot. Just let us stay in form if we want to. Put the buffs about the new CD in the new CD, but let us keep our tree if we want, or not to, if we want. The solutions are so simple, yet Blizzard never does them.
rosscoe43 Apr 13th 2010 5:22PM
I was in an uproar when first reading the changes, however reading article after article has done quite a bit to calm myself down. One lingering question I have is how much of the metamorphasis like ability are we getting? Is it just that we are getting improved healing while in the form or do we get different abilities? As far as the form issue, I really feel that as GC mentioned in the preview thread, there is little holding them back from creating a minor glyph that would allow people to remain in ToL form outside of the new ability. I would probably buy the glyph, albeit extremely overpriced after if/when it's available.
Arbolamante Apr 13th 2010 5:23PM
I played resto druid back in the day, back before trees were available (despite my avatar name). My main objection is not the change in the form, but rather the reasons given, which made no sense, to be kind about it. Your analysis makes more sense, and I have already adopted a wait and see attitude. I'm a bit bugged about a signature ability effectively becoming a trinket, but we shall see.
There's also the problem with druid shorthand:
Tank=Bear
Melee DPS=Kitty
Caster DPS=Laser chicken, chicken, bird, etc.
Resto= well, I guess not tree anymore.
Oh well.
catharsis80 Apr 13th 2010 7:04PM
Your druid shorthand part is one of the best comments here, and I call attention to it. It's as simple as that, despite all the long wordiness people are trying to put out there. I'm not afraid to call Blizzard insane on this point.
tim Apr 14th 2010 12:26AM
Heals-The form formerly known as tree.
novus82x Apr 13th 2010 5:24PM
Good read and perspective. I definitely am excited to gain back the excitement of "seeing" armor upgrades on my character. Sure you can pop out of form to see the armor, but it just isn't the same.
I welcome the change and also have felt kinda trapped while in the form myself.