Shifting Perspectives: Balance spells redesigned in Cataclysm

Greetings, team! BlizzCon has come and gone, with little passing for balance druids. Unfortunately, there wasn't that much information for World of Warcraft all around, for us ... Well, the most exciting announcement was a joke about moonkin getting boobs for female models and another joke on removing the balance spec completely. I wasn't all that amused, but I suppose my perspective on the issue is a little skewed. On the plus side, I did get to meet an amazing person in the best moonkin getup that I've ever seen; to whomever you are, you were the best thing at BlizzCon 2010.
All of that aside, let's talk about balance druids -- because let's be honest, we're way more cool than anything else that might be going on right now. I'd like to talk about a few of our spells that have been redesigned for Cataclysm, how they function best now and what spells might still need a little TLC in order to work better. In a strange turn of events, I'll also try and work some PvP balance into this -- I know, the world is probably ending ... But no worries, I have a fully stocked bomb shelter.
The specific spells and talents that I feel still need the most work done on them are Owlkin Frenzy, Thorns and Force of Nature. In some cases, the spells just lack the right amount of power to be useful; in others, they just need a little something extra to make them stand apart from the crowd. The more extreme examples that we'll be dealing with simply don't have a useful niche and need to be adjusted for the sake of making them worth something.
The issues with Thorns
To call Thorns the red-headed stepchild of spells would be harsh -- accurate, but harsh. Thorns has seen the exact same roller-coaster ride every single expansion, and frankly, I'm tired of riding Scooby Doo's Adventure Land. I'm ready to try something else.
Every single time we go into an expansion, Blizzard realizes that no one cares about Thorns, and I mean no one. You never hear tanks asking for Thorns. It has never amounted to anything in PvP. The best reason for Thorns' existence is that it was a fodder buff to protect more important things. The start of TBC went the same as the start of Wrath and has gone exactly the same as what we've seen in Cataclysm; Blizzard buffs Thorns to be useful, everyone cries, and Thorns is nerfed to be useless. I'm ready to bust this broken record.
Thorns has a very basic premise that's prevalent in many games. It's a rather basic, shield-like spell that says, "Hey, don't hit this guy." In previous expansions, one of the major things holding back Thorns was that it had a 100 percent uptime; this meant that not attacking simply wasn't an option for many classes, which is why the damage was kept low. For Cataclysm, Blizzard realized this flaw and corrected it by boosting Thorns' damage significantly while giving it a cooldown. I agree with the concept, but Blizzard really didn't follow through with this implementation. The biggest flaw was the Glyph of Thorns, which essentially gave Thorns a 5-second cooldown -- not nearly long enough if we expect for Thorns to deal respectable damage. This all lead to Thorns' damage being heavily reduced to the point where it just isn't that noticeable, once again.
In order to fix Thorns, the most important thing is to realize the niche that Thorns needs to fill. Thorns is a defensive ability that has an offensive componentant to it; the point of using Thorns is deter players from attacking you. We don't really see that right now in the game. In PvE, it's used as an offensive cooldown to help tanks generate AoE threat while dealing damage, while in PvP, it's used to punish fast-attacking melee targets. We need to get back to the basics.
A very common suggestion for Thorns has been to have the reflective damage be based upon the damage the player is taking, rather than a flat amount. This is a change that must be done. Without this stipulation, fast attacks will also suffer far more damage than slower attackers, to the degree that either fast attackers are going to kill themselves on Thorns or slow attackers aren't even going to care that Thorns is up. Thorn's should reflect 5 percent damage, period. If a rogue hits you five times for 200, then he should take the same damage as a warrior who hits you for 1,000.
Turning Thorns into a true defensive cooldown
The first thing that should pop into your mind at this is that the damage would scale far too well in PvE, where boss mobs hit for far more than players are capable of. That's why there should be two restrictions placed upon Thorns in order to limit its use in PvE. The first (also a common suggestion) is to cap the reflective damage based upon a percentage of the player's maximum health. This way, a boss isn't going to be able to hit itself for some absurd number when a tank has Thorns.
That's only half of the solution, though. Thorns, as a DPS cooldown mechanic, really shouldn't exist. The mechanic is far too specialized in terms of boss ability usage, and the damage contribution becomes wonky. Not that meters are everything, but Thorns does not report to the druid's damage done, so even if it is a DPS increase to use, this isn't reflected. Either way, the basic premise of Thorns is that it is a defensive cooldown, and there is nothing defensive about plopping it on a tank to eke out slightly higher DPS.
To this end, Thorns should function exactly like Hand of Salvation does, reducing the player's threat by a certain amount while it is active. This gives Thorns a more unique, or partially borrowed, PvE mechanic for threat management. It would also allow for balance druids to have a threat tool to use in the case of emergencies, something we're lacking at the moment.
Yes, we would all mourn the loss of keeping Thorns up on the tank, and I understand that it was a useful mechanic. But Thorns is not one of our offensive tools. It's a defensive tool, and it should fullfill that defensive role in all aspects of the game -- not just in PvP, when we pray that melee player stops hitting us due to the damage he is taking while continuing to turn us into chicken nuggets.
Giving Owlkin Frenzy a purpose
Oh, Owlkin Frenzy, I do not think there has yet to be a more conflicted talent that you. I often wonder if you have mother issues, but I'm not Freud enough to go into that conversation. Owlkin Frenzy is a purely PvP talent that every druid and his mother has been trying to work into PvE since it was created. We've come up with some pretty fantastic ways of doing it, too. Suffice it to say, these methods don't work any more; every time that a brilliant druid finds a way to work Owlkin Frenzy into a PvE build, Blizzard finds a new way to nerf the ability to make that useless. No more standing in lava during Sarth, no more procs from BQL's pulsing aura, and so many more casualties that came with it.
But why wouldn't balance druids want to keep Owlkin Frenzy for PvE? All the talent does is increase damage done, provided you are taking specific forms of damage.
For a PvP talent, it's rather strange that it would increase damage done. Blizzard has been very careful in forcing the fact that yes, Owlkin Frenzy is a PvP talent down our overstuffed throats; we get the point by now. Every time a PvP issue has come up for balance druids, Owlkin Frenzy has been the go to fix. Mana issues? Owlkin Frenzy now restores mana! Simply put, despite players' best efforts, Owlkin Frenzy doesn't work in PvE -- and despite Blizzard's best efforts, it doesn't work in PvP, either.
There is nothing wrong with a reactive PvP talent that increases damage done, but the way in which Owlkin Frenzy does it isn't practical. If you want Owlkin Frenzy to be useful in PvP, then it has to do something like making Starfire an instant-cast or provide temporary stun immunity (which is probably too powerful, but, ehhh) or at least have charges instead of a duration. Personally, I see Owlkin Frenzy more as a defensive talent, and I would push it more in that direction.
First, Owlkin Frenzy should be a charged-based ability that procs the same as it does now but with a different effect. Each charge should impact our primary nukes in different ways to allow the druid the choice of how he wishes to defend himself. The first portion of the ability should be to add a 2-yard knockback and a 15 percent slow to Wrath per charge of Owlkin's Frenzy, essentially making it an extra Typhoon to peel melee away, should Typhoon be on cooldown. The second effect would be to reduce Starfire's cast time by 33 percent per charge. With a limit of three charges, Wrath would have a 6-yard knockback coupled with a 45 percent slow, while Starfire would be instant. This offers the druid a choice: He can try and get a melee player off of him with a Wrath cast or deal out some pain with a hefty Starfire.
Owlkin Frenzy and Eclipse
In a shocking new development, Eclipse is still a horribly clunky design for PvP balance. There's been a cadre of druids that believe that Eclipse's poor implementation for PvP is more acceptable due to the fact that Eclipse was never really a PvP talent to begin with. I laugh at these people. Eclipse is the cornerstone of our DPS. It is our source of mana regeneration. It's our flippin' mastery effect! To say that balance druids shouldn't care about Eclipse in PvP is denying the central concept of our class to an entire area of the game. Eclipse must be functional in PvP.
The most painful part of Eclipse in PvP is actually generating eclipse power itself. It's hard to stand around and cast multiple Wraths and Starfires without someone thinking that it would be a swell idea to stop you from doing that. Even though I think these people are two bits short of a box, we must plan for all contengencies. A very good solution would be to allow each charge of Owlkin Frenzy to increase the eclipse power generated by a spellcast by a factor of 1. Basically, with a single charge, Starfire would generate 40 solar power; with two charges, it would generate 60 solar power; and with three charges, it would generate 80 solar power. With a full stack of Owlkin Frenzy, it would only require two Starfire casts in order to go from 0 Eclipse to a Solar Eclipse proc, or only just that single cast if Euphoria also procs -- plus that first Starfire would be instant.
A stipulation to this design would be that the additional gains only occur if you currently don't have Eclipse up -- this way, you do not consume your current Eclipse proc faster than you should. I'm of the opinion that the design is a rather smart way to deal with the Eclipse issue. If you aren't being targeted, then you should be more free to cast, so the lack of Owlkin Frenzy charges isn't that big of a deal. When you are being targeted, it allows for a great method to generate Eclipse as you want it and use it as you see fit.
What's up with Force of Nature?
Serious question, folks: What is the deal with Force of Nature? Force of Nature and Summon Water Elemental came out in the same expansion, and I don't think anyone can argue for having treants over the water elemental. In Wrath, enhancement shaman gained Spirit Wolves, which were arguably even better than both of the previous temporary summons. Throughout the course of Wrath, there have been a updates and changes for the elemental and wolves to only make them shinier, yet we haven't seen a single thing for Force of Nature; in fact, Force of Nature has pretty much been overlooked for everything.
There is so much wrong with Force of Nature that I'm not even really sure where to begin. The treants do not scale from crit, haste, or mastery, which is a pretty big hit as far as scaling is concerned. Their base damage value is excessively high and they scale rather decently from spellpower, so they certainly don't run the risk of being useless, but the lack in scaling from additional stats makes them feel bland. The more important issue is that they do not scale from your personal hit, meaning their attacks are capable of missing. Nothing is more annoying than seeing a string of miss, miss, miss, miss, dodge, miss, dodge, dodge. Even worse, they do nothing. Our treants are nothing more than wailing little children throwing a temper tantrum, wildly swinging at a creature's face and hoping that it goes away. They have no special abilities, and they have no added little benefits; they just sort of fling their arms around.
As far as improving Force of Nature, I do not having any big ideas myself simply due to the fact that I don't care. I don't care at all what additional ability Force of Nature gets -- but for the love of Elune, let them do something. Anything! Have them root things, cast Rejuvenation on you or other party members, cast Moonfire, leave a stacking debuff ... It really doesn't matter. Just give them something. Heck, Blizzard even added the Glyph of Mirror Image for mages to allow their mirrors to cast the spell associated with their specialization; why on Azeroth can't Force of Nature have some form of update? It's a bland spell and suffers for it.
Every week, Shifting Perspectives treks across Azeroth in pursuit of druidic truth, beauty and insight. 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






Reader Comments (Page 1 of 3)
Centar Oct 29th 2010 9:32PM
I LOVE your articles, Everything you say about us boomkins is true. I hope blizzard looks at this and sees
Reinder Nov 1st 2010 6:17AM
I enjoyed reading your post, and even though i don't pvp some of your suggestions seem to make balance increadibly overpowered.
Especially the ones regarding owlking frenzy and eclipse.
Summarising you propose to change the owlkin frenzy mechanic to a stack based effect. Effecting both wrath with a knockback, and making starfire and instant when having 3 stacks.
In eclipse you propose to fix the mechanic by making owlkin frenzy increase eclipse generation. Eclipse is as far as i know generated by both wrath and starfire...
Meaning that implementing both changes as proposed would have a massive stacked effect.
In reality your proposal leads to a druid having a massive instant nuke, generating 80 solar eclipse when owlkin frenzy is up with 3 stacks. In my opinion this would make druids in balance spec a tiny bit overpowered.
Not to mention the insane dps soar resulting from that in pve. Boomkin finds a way to get some owlkin frenzy stacks, instant starfire that puts the moonking in guaranteed eclipse i gcd after the instant. And soaring damage, as a result from that eclipse state. In essence druids in pve would end up spending far more time in their eclipse state providing a substential buff to their damage.
Not to mention the effective loss of the usage of wrath during solar eclipse in this mechanic. The 6 yard knockback is lovely in pvp, but it would also start kicking back bosses and adds in that content. I'm sure tanks will not appreciate that. There is a reason typhoon has a glyph to remove its kockback effect for pve content...
All in all i like the originality of your idea's but it seems you've just run into the same balancing issues blizzard always has. Implementing the changes like you propose would effectively make druids lose one side of their eclipse mechanic in pve.
If you're looking to increase the effectiveness of both owlkin frenzy and eclipse i think it would be wiser to make owlkin frenzy usefull to abilties that have no synergy with eclipse. Because i'm pretty sure you'll agree that an instant spell giving you 80 eclipse power is a bit over the top, and in reality no matter how you fiddle with the numbers it messes too much with pve gameplay increasing boomkin burst by way to much not even considering the messed up wrath for that type of play. And like it or not, pvp is not the only balancing that needs to be adressed in such changes.
cocoboom Oct 29th 2010 9:44PM
If they are as useless as you say, just remove those talents/abilities.
Saeadame Oct 30th 2010 12:51AM
Okay... and replace them with what? It's not like we don't need SOMETHING, the point is, what we have right now isn't that useful.
cocoboom Oct 30th 2010 1:10AM
why replace it with anything? Druids are competitive in healing, tanking and damage. If these three abilities don't get used you lose nothing when they are removed. If they are made a lot more potent other abilities need to be nerfed or all other classes buffed to compensate.
Astetic Oct 29th 2010 9:49PM
I have a half decent Idea to make treants useful-ish
the treant glyph needs to reduce the number of treants summoned by 2 but make the treant a perma-pet, kinda like how unholy dks have the talent that makes their one ghoul something that they can actually command instead of letting it run around like a chicken with its head cut off.
could give the treant entangling roots, wrath, and insect swarm, and maybe a weak rejuv or regrowth or any 1 heal spell so that all its spells are nature just like all the water elemental has is frost.
Vulcanx Oct 30th 2010 10:55AM
This is absolutely the best idea I've heard in a long time in regards to Druid spells. +1
Legault Oct 29th 2010 9:59PM
What I figured they'd do with thorns is just make it a copy of ret aura. Makes sense since it was an aura back in WCIII and at least that way it's not useless. Also shaman got concentration aura so may as well give ret aura to druids.
Hih Oct 29th 2010 10:12PM
"But Thorns is not one of our offensive tools."
Well who said it can't be? What if it were a 5 second duration 45 second CD that did a lot of damage in that time. Your argument is that its damage doesn't get attributed to the right person. Big ****ing deal. I'm fairly certain that if it was a big enough deal that people couldn't just go and move the thorns damage from the tank to the moonkin themselves that Blizzard could find a way to get thorns damage attributed to the moonkin instead.
You complain about the Balance rotation being boring a lot here. Adding a mediumish CD to the mix to keep track of should make it more interesting.
Tyler Caraway Oct 29th 2010 10:24PM
The damage atributing to the person with Thorns is of minor consequence, the true reason that Thorns cannot really be made into an offensive cooldown is because there isn't much of way to make the damage feasible in both PvE and PvP settings. When Thorns damage is high enough to have a higher DPET than our other spells -- by a significant factor at least -- then it's going to be high enough to where any fast attacking melee is going to kill themselves on Thorns to a point where they feel useless.
In your example, Thorns would have to deal around 20,000 damage a hit for it to contribute a nominal DPS increase to use -- in a span of 5 seconds, a rogue would kill themselves on a single cast of Thorns. Not to mention that half of their health ould be gone before they even had a change to react to the buff being up.
Not to mention how horrid it would be to plan around a 5 second duration in PvE. Boss swing timers are usually 2 to 2.5 seconds, which means you would have to time it near perfect in order to get that second swing in. That amount of precision for a rather low DPS increase isn't worth the design and balancing time.
The balance rotation wasn't so much boring as it was simplistic, and, yes, it still is. That isn't to say that it's a terrible rotation, just more predictable than before; which can be good or bad.
Zaros Oct 29th 2010 11:04PM
How about:
"Thorns"
Applies thorns on you, decreasing threat generated by 20% for 10 seconds and applying Brambles Aura to all party and raid members affected by your Moonkin Aura, Reflecting 5% of all damage dealt to all party members back at the attacker. The damage dealt cannot exceed 10% of your maximum health. Lasts 25 seconds. 45 second cooldown.
Glyph of thorns:
Increases the damage reflection effect of brambles aura by 5%.
And I love your idea of integrating owlkin frenzy to eclipse. Amazing idea.
abulurd Oct 30th 2010 12:22AM
How about this:
You cast thorns on a friendly target, decreasing their threat and when they are struck in combat their damage taken is reduced by x%.
Xaklo Oct 30th 2010 1:52AM
On thorns having a percentage reflected, this can totally work. The mechanic is pretty much already in game anyway, just look at the Discipline priest's talent: http://imgs.xkcd.com/comics/alternative_energy_revolution.jpg
No, I'm not a druid, and yes, the only reason I came into this thread was because I thought it was an extra spriest story (having seen Shadowy-overlord Van Allen in your pic).
Xaklo Oct 30th 2010 1:53AM
lmao.... errr. fail link on my part:
/script DEFAULT_CHAT_FRAME:AddMessage("\124cff71d5ff\124Hspell:33202\124h[Reflective Shield]\124h\124r");
Xaklo Oct 30th 2010 1:55AM
REFLECTIVE SHIELD. Providing 22/45% damage reflected back at the attacker when PW:S is up.
I give up on linking in here. /sadface
gamerunknown Oct 30th 2010 7:51AM
Thing is, reflective shield is balanced on max health. If a boss has a soul reaper like attack, he could commit suicide with a few well timed thorns. It would have to do a max of 10% of the HP of the person its being used on per attack as well.
Meatwadz Oct 31st 2010 9:15AM
I happen to really like thorns the way they are. A situational ability is intended to be situational. You can't QQ about a spell because it isn't the spell YOU want. Unique abilities are growing far and few between and it would be a shame to have ours stripped away or turned into something some other class already brings. Is it better for pvp? Yep. Does that make it a bad spell? Nope. Adapt and move forward.
Sterb Oct 29th 2010 10:13PM
I'd settle for Force of Nature no longer being a targeted spell. It's a total pain and gives barely (any?) benefit. Make it a simple button push like wolves.
Dutchbelly Nov 20th 2010 5:37PM
While I agree having Force of Nature as a targeted spell can be annoying, In pvp it can be very handy. If you suspect a stealthed opponent, you can spawn your treants past where you believe them to be, whereupon they will run back to where you are standing, and possibly bumping your stealthed opponent and bringing him into view. It doesn't always work that easily, but when it does, you've taken away your opponents upper hand.
aercane Oct 30th 2010 5:51PM
I disagree. Nothing I like better than dropping some tree's right on top some unsuspecting healer in PvP and watching them run round for ages trying to lose them.