Shifting Perspectives: Notes from bizarro world

So there's a weird new bug on the beta causing people to disconnect whenever they hit a 5-man. I first realized this was happening around the time I finished a laborious sketch of what to expect in Stonecore to a group that hadn't yet seen the dungeon. I assigned group marks, went over mob abilities and gave a detailed explanation of how to handle the first boss. Around the time I finished this triumph of 5-man leadership, I noticed that everyone in the group had gone eerily silent. Moments later, they were -- to a man -- revealed to be offline.
Readers, I cried.
Crazy. But the disconnect bug is pretty common right now. As a reflection of the disjointed and surreal experience that is dungeoneering on the beta, you will find a collection of notes below that I've scribbled over the last week. I'm still not having a great time healing, but tanking's gotten better, and there's a wonderful bug with Ravage that I have thus far managed to avoid reporting in the forlorn hopes that it will stick around.

- I finally healed a successful Stonecore group, which took the better part of six (!) hours. The place has rarely been fun to heal; it features a murderous first hallway, two boss events with spawning adds, patrolling scouts and random spawns that will eat you alive if you're running back after a wipe.
- For all the grousing by players that we're "two-button healers" on the live realms, we're still two-button healers in the beta. Why? The effort to get us using spells other than Rejuvenation and Wild Growth, in tandem with the nerf to mana efficiency, has resulted in Nourish and Lifebloom's being the only two spells that won't leave you gasping for mana within 30 seconds. You can use both forever without going OOM, but whether they'll outheal tank damage is largely a gamble.
- Nourish and Lifebloom are also poorly suited to group and raid healing (Lifebloom is now for single targets only, and Nourish's output is explicitly designed around having HoTs on a target), which makes me nervous about raids at 85.
- My usual practice for beta healing these days has been to get a full stack of Lifebloom running on the tank, chain-cast Nourish to keep it going (Empowered Touch is now working), use Nourish to spot heal around the group (the new 10-second Lifebloom duration is a huge help here because you're not in constant danger of its falling off the tank while you direct your attention elsewhere), and use precious Clearcasting procs for anything else -- Regrowth, Rejuvenation, Wild Growth, you name it. With a decent group, this works -- but it's boring and frustrating. I don't like the feeling that most of my abilities are effectively off limits because they blow through mana like crap through a goose.
- On that note, seeing caster DPS blithely ending pulls with most of their mana pools intact is enraging.
- The nerf to Regrowth's duration (6 seconds rather than 21), coupled with the nerf to Efflorescence's area and healing effect, leaves the spell in an odd place. At 6 seconds, it's pretty useless for slapping on a target to contribute to Nourish's throughput, and the spell's expense guarantees you can't use it much despite its new status as the druid's only "flash heal." Something just feels off. There are so many things that Regrowth could be doing -- it could be a flash heal, it could be a melee heal with the Efflorescence proc, it could be a tank heal with the HoT component boosting Nourish -- and yet the design of the spell actively works against all of these potential uses.
- While this is idle speculation, I've been wondering if most of our troubles on the beta can be traced to one of the big design decisions for Cataclysm -- namely, letting HoTs and DoTs scale from haste and crit with no glyph or talent expenditure required on the player's part. We're arguably the best raid healers on live without that huge benefit, and getting it for "free" in the expansion was always going to be problematic for healer balance.
- I like the recent change to Thrash, which affords us some instant damage in addition to the AoE bleed. One of the things that worried me about bear tanking with the Swipe nerf (i.e., the 6-second cooldown) was the lack of any AoE threat ability in the event that Swipe missed anything. Thrash having damage up front cannily solves that problem for anything other than moving add spawns.
- Thrash also got a cute new icon. It also has a kind of cool bloody-swipes-everywhere graphic associated with it, although no new animations have appeared for the bear model itself. Mangle continues to make absolutely no sense whatsoever.
- Pulverize still hits for crap, although I'm not sure about the extent to which feral damage remains bugged or not. At level 84, I'm still not doing anywhere near the damage my main can do while tanking on the live realms at 80, and I don't know if that's intended.
- Savage Defense seems to be absorbing more than just one hit. I don't know whether this is intended, whether it's particular to specific mob attacks (I first noticed it happening with Vashj'ir mobs that frenzy) or if there's something buggy with Savage Defense itself.
- If I had to guess based on admittedly limited experiences tanking Cataclysm 5-mans, I would say that Swipe's threat modifier has been increased to reflect its cooldown (6 seconds) and is probably a decent chunk of burst multi-target threat à la Thunder Clap. Actually, Swipe is now basically Thunder Clap in everything but name only -- oh, and it doesn't apply the attack speed debuff. Having a copy of a warrior skill that is nonetheless worse than the parent ability is, of course, a shocking development for druid tanks.
- Rage generation is still fine. If you start a pull spamming Maul, you'll have problems. If you only start using Maul when you're edging toward a full rage bar, you'll be perfectly OK.

- I've started assembling numbers on cat damage with a look at what agility, haste and crit are doing for us now, but as with bears, I still think cats are the victims of some bugged damage. Nevertheless, I'll have a look at the beta cat's damage in Shifting soon.
- To be fair, with mob health and damage increases, there's still no way you're going to kill anything as quickly as you do on live.
- Curiously enough, it's that same health increase for mobs that makes mastery incredibly good for cats, and we've gotten too used to the idea that bleeds are of limited use for grinding and trash pulls. Not so; mobs will almost certainly be alive long enough for Rip and Rake to do some serious damage to them. With armor penetration going the way of the dodo, I suspect mastery is going to become the new must-have stat. At the very least, it'll be a serious contender.
- Ravage is significantly more useful, assuming you've picked up Predatory Strikes and Stampede. With a Clearcasting proc and/or King of the Jungle talented, you can land three Ravages on a target directly after a Feral Charge, and the damage is unbelievable -- you can easily do up to 40,000 damage within 3 seconds. However, I've resigned myself to the quite likely possibility that this isn't going to last, not least because the talent seems bugged -- you can use Ravage while the mob's facing you directly after a Feral Charge too.
- Grouper-type mobs in Vashj'ir have a huge nuisance of an attack that immobilizes players within their mouths and deals 5 percent of your health per second. For ferals, it also knocks you out of form (no shapeshifting back in, either), leaving you to flail around trying to kill the stupid fish with your pathetic spell damage or weapon swings before you croak. If you don't have a bunch of bleeds going before this happens, you will get acquainted with the local graveyard quickly.
- The final quest for Deepholm will give you the Blacksoul Polearm, soon to be the leveling weapon of choice for ferals everywhere. There doesn't seem to be an entry on Wowhead for it yet, so I've included two screenshots.
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, from a look at the disappearance of the bear tank to thoughts on why you should be playing the class (or why not).Filed under: Druid, (Druid) Shifting Perspectives
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Reader Comments (Page 2 of 3)
matt Sep 7th 2010 7:42PM
Seems like the development process for resto is completely off the rails. I'm starting to feel like they can possibility get it worked out before launch. A hot healer would be too good in the new "big health pool" world so they have made hits prohibitively expensive. But that's all nothing new, just took away all of our tools and left us with nourish to spam cast. Ugh I hope this gets worked put, I hate being this guy.
Lissanna Sep 7th 2010 9:08PM
It's funny because Allison & I have taken different approaches to dealing with it - she started using more Nourish to just not run OOM, and I gave up and just started using all the mana expensive spells and carrying around a hundred or two waters to each instance, making my guild group suffer by having to wait for me to drink up each pull.
Wally Sep 7th 2010 9:55PM
haha funny you said that liss. I definitely came to that same conclusion on my last stonecore run, the bosses for the most part don't really do much if any unavoidable damage so they're really easy to get by on nourish spam. Trash packs are usually short enough that i can just throw around regrowth willy nilly and just rely on the 20 stacks of black jelly that i've mailed over from my premades. It really does suck making the group sit around and wait for 1-2 minutes between every pull so i can afk while my poor guy drinks
Jez Sep 7th 2010 7:59PM
Considering Mana is a problem, is anyone going to take anything but Int and SP for their healers? Surely healing being more expensive means you want more healing 'currency' to spend?
If blizzard really wanted healing to matter, they should have made Spell power the key stat so that you needed enough to make your heals good, but not so much that you didn't have enough mana to start off with.
As it stands, heals are too expensive and we only have that Meditation crap to fudge things into place. :/
Lissanna Sep 7th 2010 9:06PM
Spirit is the stat that gives you in-combat regen, which is really important for a healer.
Jez Sep 7th 2010 9:14PM
Maybe for you, MADAM... but I am a great and noble Paladin and I worry NOT about Spirit and other silly things you might discuss in tree Club! I just spread my Holy Love (HL HL HL HL HL HL HL HL HL) everywhere and everyone is healed.... aaand in many cases over-healed... but my companions don't die thanks to my genius...
The thought of Spirit makes me want to throw up. It was nice that classes had different methods of regenerating mana. Just because something was overpowered doesn't mean it wasn't the right 'way'. Why not have Illumination work properly for Paladins (i.e. balanced) and have a sensible Divine Plea?
Honestly, IS THERE no real difference in healers nowadays? You cast Heal, I cast Holy Light. Same regen, same throughput, same solution to any given problem.
I just wonder if they're changing everything too much too fast.
Wally Sep 7th 2010 9:48PM
@Jez i definitely agree that blizz has taken this new design paradigm a bit to far. When first announced they were essentially saying that all your heal spells would cost significantly more so that you had to make more choices with your toolset, and that certain spells would be tweaked to work better. Some how, at some point along the way, 'spells should cost more' became 'all healers need the flashheal/heal/greaterheal model' The end result being a class that feels both stunningly awkward to play, and totally divorced from the feel of the class over the last 5 years. Nourish costs less at 83 than it does on live, and every other spells costs nearly 8x more (10x in the case of rejuv). The end result is so jarring because it feels extremely inorganic, the whole experience plays like your trying to be a priest but none of your spells fit right.
There was nothing inherently wrong with the way our spells were set up in wrath, there simply wasn't enough incentive to cast things besides rejuv in a world where Shamans could spam chain heal and snipe any direct healing you did all day long at 4x the efficiency.
The vast increase to rejuv's cost makes sense, as does the increase to wild growth, what doesn't make sense is regrowth, why is efflorescence tied to a spell that the stated intention is for us not to be casting very often? Why does it cost 3500 mana at 83 when nourish only costs 400? Why does greater he- i mean healing touch cost 4000 mana?
In my opinion, regrowth needs to see some design change it needs to decide what on earth it wants to be. More (perhaps most) importantly the Hot requirement for nourish needs to go, there simply are not enough GCDs to effectively keep the tank alive and any errant DPS when you have to cast a rejuv every time you nourish a new target. Not to mention that it effectively raises the mana cost of the spell, to nearly that of regrowth which seemingly defeats the whole purpose.
In the end healing a dungeon currently feels more like a fight with your own spells rather than internet dragons: a decidedly bad thing.
Draniest Sep 8th 2010 1:55AM
I, for one, think the limited mana is a horrible idea. At level 85, a Champion of the Frozen Wastes of Northrend, Adventurer to Outland, Conquerer of two Old Gods, Destroyer of the Lich King, Agent of the Dragonflights, and Challenger to Deathwing, I'm left wondering... why in Elune's name should I EVER go OOM? Shouldn't my character's worth at this point in the fight be based on skill and how hard I'm hitting/healing than whether or not my mana will last long enough? We're not gods in-game, but we're damn powerful. Mana at level 80-85 should not feel like that alt you've been running as a healer just past level 20. You know, when if anything slightly major happens you have to drink after a pull or two? The entire design philosophy is ridiculous.
That being said, I have to say this. As a constant supporter of Blizzard and critic of the nay-sayers of Blizzard, I have to say... they really just don't have a clue. The world in Cataclysm looks fantastic, but that's about it. The druid design team is doing a phenomenal job if their goal is to destroy the class. So swipe has been nerfed to actually make a reason to use our new aoe bleed? I'm still waiting for the explanation as to why we needed a new aoe tank ability in the first place with this new de-emphasis on aoe tanking. Why do priests have the HOT mastery? I thought HOTs were the druids' forte? Regrowth as a flash heal? 6 second HOT uptime on it? Regrowth was specifically designed to NOT feel like that. Hell, I could say that about the entire druid class! Blizzard says that they count it as a success when someone on the forums mentions how different the dps classes feel to each other (hunters complaining about the recent aoe changes for them), but then promote total homogenization among healers and to a large extent tanks? Even to the detriment of the class? Too much is being changed for change's sake. Complexity is being added to the game for no reason other than to add complexity, yet that complexity doesn't seem to be getting along with making the game simpler, which was a stated goal. Blizz should take what has worked in Wrath and run with it, instead they're breaking things that were tried and true to attempt to fit radical, unnecessarily huge changes to things that didn't work.
I'm sorry, but the more I see the more I think that a very large portion of the development team just needs to be fired. Bravo to the artists and world designers, and to the quest designers, though.
Scunosi Sep 7th 2010 8:10PM
Yikes, I'm not even Resto, but all I can hope is you guys are also posting all this info you've been collecting on the beta forums, from the sounds of things we really don't want some of this stuff to go live the way it sits.
Sanwich Sep 7th 2010 8:25PM
I strongly agree with this comment. I'm in the beta, but druid isn't my main class, so I haven't been able to provide much input myself. However... looking over the class forum, it's really hard to find any feedback for resto druids. Or even druids in general.
Tamarin Sep 7th 2010 8:31PM
Tree sob!
niko Sep 7th 2010 8:51PM
even though i have access to the beta, i've been very apt to avoid even trying to play the resto druid main that i've played all throughout Wrath.... there's just far too much work left to be done to the class that I'm better off not knowing til the end.
That being said, remember all you Trees: we healed a lot differently in BC, completely different in early Wrath, then now to what we are accustomed to in late Wrath. Let's just be calm here and wait to see Blizz's true hand on this. Thanks to the fact that most other specs are still incredibly under- or over-OP, I'd be remiss to not mention that this brings a new light to the situation that is resto druid inadequacy. While Blizzard may be releasing this expansion sooner than it looks, I'm still hopeful for a change that gets the numbers back in line with other healing classes. It might be different, but as long as it *works* I'm okay with the change.
After all, we "change" more than any other class in the game. Let's be "true to form" and go with the flow (for now).
Stephen Sep 7th 2010 8:53PM
As a non beta key person, I would love the chance to play-test my druid in Cata and provide constructive feedback. Alas, I don't seem destined to get a Cata beta.
I'm terrified for my Resto Druid, who has been my main since I started playing WoW, and was the first character I ever created. I doubt he'll ever cease to be my main, but I can definitely foresee changing him to Balance if things don't change.
Wally Sep 7th 2010 9:50PM
bad news balance is currently the office filing intern of DPS specs on the beta... it is so. incredibly. dull.
Lissanna Sep 7th 2010 9:03PM
In healing Halls of Origination, I found that nourish & Lifebloom alone weren't enough to keep everyone alive, so I resorted to having to use a lot of regrowth (with still a fair amount of rejuv & nourish), and I just went through multiple stacks of water in a single run because I'd stop to drink after every single mana pull, and I would hit completely OOM right around the time the boss died.
matt Sep 8th 2010 8:14AM
waiting for healers in 5-man dungeons is fun. isn't it? If I have to be OOM at the end of every pull, I would really like an ability that can restore all of my mana out of combat in less than 2s. There is a difference between progressing through without stopping and "chain pulling faceroll". Right now it seems like the healing design is meant to slow us down BETWEEN pulls, the completely not fun, not interesting part of the game.
Kuro Sep 8th 2010 12:32PM
This seems very familiar. Run Utgarde Keep with only heirlooms, AH greens, and gear that you get from chain running dungeons lvl 60 to 70.... with tanks and dps that have done the same.
I'm doing this on my third healer... guzzling down lots and lots of Pungent Seal Whey -- spam clicking on the drink icon waiting for the "-combat" to appear on my msbt. Cursing the tank when he chain pulls and keeps me in combat. Getting one shotted by Skarvald's ghost over and over becuase (oops!) DPS focus'd him down first.
Very familiar with wiping in regular UK over and over and over.
irish7497 Sep 7th 2010 9:22PM
Im not in the beta, so I rely on wow.com for my cata news. I REALY hope all this is over exageration or that Blizz just hasnt gotten around to tweeking tree numbers. My poor resto druid is shaking his leaves off in the form he is about to loose over this. (Im realy going to miss that animation, one of my favorite things about Tree of Life, next to the dance)
diljabar Sep 7th 2010 10:18PM
You forgot to mention the current bug with druids gaining attack power from strength rather than agility… it's annoying as hell.
Darky Sep 9th 2010 2:12AM
Druids always gained AP from strength?