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 4 of 11)
Rob Apr 13th 2010 5:32PM
I guess I'm still stunned at this notion that they would remove the tree form as it currently stands. It's not broken, its fun, its meaningful. Maybe this is a sign that the dev team is really out of touch and does not know what the community wants.
Anyway, I am voting with my feet. If they want to push this through; fine, its their game. But there are many other games out there, stuff that I'd be very interested in playing.
Perhaps people have a hard time appreciating it, but as a resto druid for all of BC/wraith, i'm pretty much wedded to the idea that I'm a tree, a glorious and powerful tree. Remove that is to remove my in-game avatar. If I don't have that, then I lost a core identity that I associate with the game. Then you have to ask why the heck are you still playing, if you don't have a core identity, and the devs seemingly don't care that this is so. Granted, I'll wait until cataclysm, but yeah, I'm not playing w/o my tree.
brianhcobb Apr 13th 2010 5:39PM
I think their philosophy of simplification and cutting is admirable. It takes a lot of balls to pull off, but in the long run it helps assure the game doesn't become too bloated further down the line. You have to admit, we're getting pretty top-heavy with stats, spells, abilities, etc.
Ever since they realized that they need to add a Spellpower stat to keep casters viable with the ever-increasing DPS of melee classes (no, it wasn't there at launch, it was patched in when people hit MC, until then casters' spells did the same damage whether naked or in full T1), they've just been adding. It's about time to start deleting.
I'm not saying treeform needs to be part of that. I'm just saying the philosophy that has led to this decision is sound and good for the game.
juicyjuice Apr 13th 2010 5:38PM
I havent been following this toooo tooo close, but if I understand this right, they're removing permanent tree status because it doesn't add anything besides passive benefits to stats and healing, and limits what the player can do.
I think maybe what have a lot of people up at arms is because they feel like they're being singled out and dismantled for something that is quintessential to their identity. We can look at the shadow priest who receives similar passive buffs but also limitations, as well as the moonkin, and when they get to retain theyre beloved identity forms while trees dont, it does seem a little bit foul.
As it stands now, i wonder whether resto druids tree form will become something like a demonology warlock with metamorphosis, which as I understand the warlock class (i dont) is an underused talent as well. But at the core, the demonology warlock does bring something unique in that the metamorphosis completely changes the playstyle of the warlock for it's duration. While I think this was something that a lot of people complained about in the beginning, I might like to see the same thing happen with tree form, wherein the mechanics of the class completely change when you shift into tree form, you're not just casting the same spells with added benefits.
Maybe something like spraying healing acorns or apples or something crazy like that. MAYBE something crazy like a "shady area" underneath the tree that heals or protects players, encouraging a close-combat healer for the duration. I know these ideas sound corny, and I'm rambling, but you get the idea... if youre going to make it a cooldown based situational spell, make sure its something that will be enticing for players and make them look forward to being able to use.
catharsis80 Apr 13th 2010 5:39PM
@Allison
I'm sorry, but I think this is very poor reasoning:
"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."
This is true of EVERY form. It is simply a graphic, that is all. We could just as easily use Swipe, Insect Swarm, Wild Growth, Rake, Mangle, etc. as a plain-old Tauren or Night Elf. It is a graphic. They could easily assign any graphic they want to any situation. Your reasoning applies to every form, not just tree form.
I mean, the tree is THE focal point form for restoration. It's like taking away a bee's stinger, or a bulls horns, or a cat's meow, or a lion's mane, etc. It's utterly ridiculous.
catharsis80 Apr 13th 2010 5:39PM
@Allison
I'm sorry, but I think this is very poor reasoning:
"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."
This is true of EVERY form. It is simply a graphic, that is all. We could just as easily use Swipe, Insect Swarm, Wild Growth, Rake, Mangle, etc. as a plain-old Tauren or Night Elf. It is a graphic. They could easily assign any graphic they want to any situation. Your reasoning applies to every form, not just tree form.
I mean, the tree is THE focal point form for restoration. It's like taking away a bee's stinger, or a bulls horns, or a cat's meow, or a lion's mane, etc. It's utterly ridiculous.
catharsis80 Apr 13th 2010 5:41PM
Before the nitpickers come...I of course mean that we could use those abilities in any form if Blizzard programmed the mechanics that way. That is all.
Tyler Caraway Apr 13th 2010 6:21PM
I am going to comment once on this issue, and that is all.
People have been consistently throwing out this strawman when it is honestly nothing more than hyperbole at best, and a complete lie at worst.
If you had said that Moonkin Form adds nothing to the Druid's play style and is just a pretty graphic to look at, then you would be correct. There is absolutely nothing special about Moonkin Form by any means which requires it to remain in the game.
The point on Cat Form and Bear Form, however, are utterly false. Tree of Life Form adds nothing at all to a Druid's game play. It does not grant any additional abilities, it does not change the resource mechanic, nor does it change the basic function of the standard humanoid model. The exact opposite is true for Cat and Bear.
To remove Cat and Bear Forms would be horridly complex to achieve - they are far more than simple graphics, they change the entire function of the Druid. Would it be -possible- to re-balance the entire class around these Forms not existing? Yes. Would it be an utter nightmare? Beyond anything you could imagine. The issues is really a matter of scaling and the basic operating features of the game.
To be clear, Cat Form functions completely different from the basic humanoid form. The reliance on Energy instead of Mana is a vastly different system. Altering this system to be balanced is feasible - see Enhancement Shaman - but requires massive talent support in order to do so. Not only is there talent support that currently does not even remotely exist within the game, there is the basic fundamental differences between DPSing within an Energy model and a Mana model. The two are so incomparable and require completely different structures that shifting from an Energy system to a Mana system would require more balancing time alone than probably any one class receives. Not to mention there is the completely different pros and cons between each model that would have to be addressed with specific talents or abilities for various aspects of the game that you're moving beyond a simple 'over-haul' of the class and talking about designing a new class entirely.
Bear is very much in the same situation using the Rage mechanic, although balancing this transition would be far easier, but brings up the entirely different aspect of the survivability issue. It would be impossible to create a working system for Druids that allowed them to continue tanking without some type of tanking form or presence. Although such a system works for Paladins, it doesn't transition to Druids because there is no leather tanking gear in the game. Either the Druid is entirely a tank out-side of any shapeshift, or they aren't capable of tanking at all.
To use the argument that all of a Druid's shapeshifting abilities are nothing more than pretty model changes is, I'm sorry to say, laughable. If you cannot see that absurd differences between the disparities in shifting into Tree of Life in comparison to shifting into Bear or Cat, then I'm honestly not sure what to say to you. Tree of Life changes nothing, nothing at all for the Druid. In the game right now, the change is purely cosmetic. The only tangible benefits from being in Tree Form are A) Increased Armor B) Conversion of Spirit into Spell Power C) A raid-buffing aura. All three of those things can be easily kept for the Druid by simply re-naming the talent and instead of requiring Tree of Life Form, they require being un-shifted. The same cannot be said for Cat and Bear. Cat and Bear are entirely different systems with entirely different mechanics that scale in entirely different ways. It would take far more than simply re-naming two talents in order to remove these abilities from the Druid class.
Shelly Apr 14th 2010 2:50AM
@tyler calaway: please refer to the upcoming changes in hunter class power model FOCUS which is also (from my understanding) a 1 to 100 scale similar to runic power and energy from the current power model MANA.
catharsis80 Apr 14th 2010 12:00PM
@Tyler
I'm sorry that made you upset, but if you read what I said here, you wouldn't have had to address that...
"Before the nitpickers come...I of course mean that we could use those abilities in any form IF BLIZZARD PROGRAMMED THE MECHANICS THAT WAY. That is all."
Obviously, they haven't, so no, it doesn't apply to cat and bear form. Someone simply doesn't like me posting here and systematically have downrated all my comments on this article. I should know better than to expect maturity and people actually reading what I've said before they respond.
bynde Apr 14th 2010 4:47PM
"Tree of Life changes nothing, nothing at all for the Druid. In the game right now, the change is purely cosmetic. "
So why in the hell do it? Leave well enough alone. Is Blizz getting tousands on emails begging for them to get rid of the Tree for some reason?
I'd say upgrade the graphics like they did the bear and the cat, but leve the form. What harm is it causing?
I don't get it.
murphy Apr 16th 2010 8:54AM
This article makes me feel soo good because it lets me know that there are people out there who think rationally and don't jump to conclusions.
That and this is my thought on the whole situation as well. Couldn't have written a better article if my life depended on it.
/salute
iceveiled Apr 13th 2010 5:40PM
I don't even play a druid but I love having those trees in my pugs, jumping around merrily while casting their HoT's left and right. The game won't be the same without them. Re-design the mechanics of Tree Form (and the character model as well) and everybody wins.
catharsis80 Apr 13th 2010 5:42PM
Damn right. And I love jumping around as one. :D Blizzard's smoking crack on this one.
Daedalus4096 Apr 13th 2010 5:41PM
There's a big difference between removing class abilities and removing art. The former is simply a button you push to make numbers happen. It's a means to an end, nothing more. The latter is its *own* point. People like, or in some cases don't like, art for its own sake. Art doesn't have to have a purpose. Art is its own purpose.
Frenzyheart Brew, Savory Deviate Delight, the Iron Boot Flask, and Noggenfogger's don't serve any point or purpose either, but I don't see any plans to rip them out of the game. They're art. While Blizzard recognizes their status as such, for some reason they seem oblivious to what tree form really is.
Hatchetchild08 Apr 13th 2010 5:40PM
I think taking out the tree form,kind takes out the fun of being a druid. I enjoy see a tree just as i get all slap happy when i see a bear tank or a thunder chicken. I been level a restoration druid one of the big reason i want to be restoration beside the fact that i like to heal was the fact that i could change into a silly little tree.It dose add a something different beside look at a big fat moo cow or one of the many many night elf.I many just have to go back to my shaman and say bye bye to my druid if tree form go bye bye.
If they want to change the restoration go ahead but take out a form >:( that is like take away are HOTS !!! hoping blizz change they'er minds and A) change the form look which is really need so it match how the cat/bear form or B) Keep it an update some of the talents an spells
SliceMessiah Apr 13th 2010 5:45PM
I like the objectivity of this article, It's hard to do in what is essentially a charged and subjective debate. However, what I didn't like about this article was the pure basis on game mechanics discussion. What about flavor? Personally, that's my entire reason for being in the "Save the Trees" camp. I identify with my character. I've logged hours and hours on her, always with the idea in mind that she's a giant tree that plants herself mid-battle and makes the earth come alive beneath the feet of her allies, rejuvenating them and regenerating them, and beneath the feet of her enemies as well, rooting them to the ground, forcing them asleep (uh oh, I'm out of form!), and overall helping my allies win the day. I love that form. It's "Home" for my druid. Yes, I like looking at my shiny Lasherweave pieces when I'm in Dalaran. But I don't fight in my dress. I like the way my class plays when I'm a tree, and then that add realizes that I'm the one keeping that warrior alive as he whales on him, and tears off after me, only to suddenly find himself snared to the ground as a dark blue cat sprints away and replants itself in safety... with a warrior hacking at that enemy's face.
I mean, I don't get all into the roleplay of things, breathing heavily inches away from my screen praying that someday, somehow I could get sucked into the screen and BE her. I just like having an actual character. I don't treat the game like CoD where I just hop online and as my friends say "F" "S" Up. And the way I identify with this character that I've spent two whole expansions levelling, and gearing, and theorycrafting... I honestly think next expansion she'll sit at level 80, in an empty Dalaran, wistfully remembering that Sindragosa fight where finally she was the main big shot, and she was good in that spotlight. It's not picking up my toys and going home. I'll just have my disc priest as my main, and my pally tank, and dps on my worgen lock (stay tuned). But I really don't think I could stand to play her just standing there, twirling her hands in a shrug like a high school stupid girl playing with her hair. It just won't be the same. I'm not a Druid. I'm a Tree Druid. Live free or die.
Side note: Oh Hyperbole, I love you.
Daniel Whitcomb Apr 13th 2010 5:47PM
See, here's my thing. I'm a caster Druid. I rolled my Druid before Tree Form existed. One of my favorite parts about healing is that I got to show off my awesome T1 and T2 armor. I didn't sign up to be a Tree.
Those of us who preferred the flavor of staying caster form exist too, just remember that.
Daedalus4096 Apr 13th 2010 6:03PM
@Daniel, while I can respect that you simply may not like tree form, your point about the "flavor" of caster form is perplexing. What flavor? Every other class in the game does stuff in their "caster form" too. Doing the same thing as everyone else isn't flavor, it's the *absence* of flavor.
Daniel Whitcomb Apr 13th 2010 6:19PM
The "flavor" of being a caster is to take on the basic look and form of a Druid. The Flavor of a Heavily Armored Death Knight with a giant mace is very, very different than that of a leather-clad rogue with 2 small daggers. Likewise, I very much enjoy the flavor of a wise, powerful Druid clad in the skins, horns, claws, and feathers of various animals and wielding a staff or mace, and I never liked that I had to hide that behind Teldrassil newbie zone models just to do some very basic casting of spells I could use in caster form at their highest possible level.
Bonewire Apr 13th 2010 5:48PM
Great article. I myself find it lame to get rid of the tree form and the angle I view it from is this: the devs that design models and such are LAZY. Recycling the same old armor/beast/form models and throwing on a different color is half-a$s. I found it refreshing that they took the time to make the newer flashier cat and bear models for druids; why not do the same for trees? Heaven forbid you should spend some of your time or resources on changing the system so we can have toons that don't all look the frickin' same. I love WoW don't get me wrong, but this is one area that bothers me (obviously).