Shifting Perspectives: When healers run out of options
Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday, the upcoming Wild Growth nerf gets us thinking.
As with our previous Shifting Perspectives on tanking and healing the Zandalari 5-mans introduced in patch 4.2, I'd like to run an edition on tanking and healing the new Hour of Twilight, Well of Eternity, and End Time heroics. While I prep that, we've been left with an unpleasant but perhaps not totally unexpected nerf to Wild Growth as of last week's PTR patch notes.
Let us be frank, my brethren. Is Wild Growth overpowered? Yep.
Is it doing too much healing for too little effort? Probably. When even I can keep your ungemmed, unenchanted premade group's collective ass alive on my first trip into a new heroic despite getting lost and arriving at the group a minute late, a spell is way too good.
But is that completely irrelevant to why Wild Growth is really a problem? Yep.
Patch 4.3 PTR Notes
These are the changes introduced into the first patch 4.3 Public Test Realm (PTR) build that went live this past week. While this is something we try to stress with every new patch on the horizon, it should be repeated that nothing on the PTR is ever set in stone. Blizzard may revert the nerf, make it worse, leave the glyph alone, change the glyph but leave the spell alone, introduce a requirement that you /dance while casting, or put Deathwing in a Groucho mask.
But that's not ultimately what this problem is really about. Nerf or buff Wild Growth as you will, but either way, I think it's less important than the restoration druid's crippling dependence on this one spell in raids.
So why was Wild Growth nerfed?
As useful as the spell is, it's a pretty brainless way to do a lot of healing ... and Blizzard has shown an increased and marked dislike for brainless spells.
My initial thought on seeing the nerf was a touch of pique. The 3-minute Tranquility that restoration got in patch 4.1 in place of a damage reduction cooldown guarantees that druids will be putting out all kinds of absurd numbers for raid healing purposes. Consequently, it was tough not to bristle at something that Blizzard had to know was basically inevitable.
But from how Ghostcrawler (lead systems designer) described the situation in the most recent Dev Watercooler, my assumption is that Blizzard bypassed the numbers that Tranquility adds to druid healing while evaluating the issue. Everyone involved acknowledges that a 3-minute Tranquility pads the meters, but the developers are (probably) willing to tolerate this as long as druids are otherwise competitive but not overpowered raid healers.
We're now alone among the five healing specs in not bringing a damage reduction cooldown or other form of damage mitigation to raid survivability, and something else has to recommend the spec in its place. Rogues have long argued that, when you don't bring anything to a raid but damage, you had better be doing consistently higher damage than anyone else. If you find this line of argument compelling, the restoration druid could arguably be said to be the healing equivalent.
But given Blizzard's stated aims for how healers are meant to operate, Wild Growth is clearly hurting for a visit from the nerf bat. It does too much healing for too little effort on the player's part, and that's something that the developers have expressly been trying to avoid in Cataclysm. While it's possible that they'll reconsider the nerf after some testing, I would bank on something unpleasant happening to the spell in some capacity as the developers gear up for the next expansion.
Effects on the Dragon Soul raid
What effect will this have on the Dragon Soul raid? Your guess is as good as mine. As far as I'm aware, the raid isn't yet available on the PTR, so no one's sure what to expect from the various encounters. However, as we discussed last week, it's likely that heavy raid damage will figure prominently on the various boss encounters. While the last raid of each expansion has always made use of extensive and dangerous raid damage, the extra cooldowns that have been granted to each tank spec imply that you'll have ample opportunity to use them.
For the moment, I'm banking on the usual raid damage-palooza you'd expect of an end-expansion raid, and it'll be interesting to see exactly how the druid fares under the circumstances.
Why Wild Growth is a problem
How shall I describe this? Wild Growth is like running around naked in a house with a ceiling leak, broken windows, bullet-ridden walls, no fans, one moth-eaten sweater, and a top-of-the-line heating and central air system controlled by a remote thermostat. Sometimes you're cold, sometimes you're hot, and sometimes you're just right, but your only reliable means of temperature control is that thermostat. The developers can fiddle with it in order to make you warmer or lower it whenever you're too hot, and that's all very well and good. The thermostat has a demonstrable effect on your health, and you're glad that it's there. However, you can't help but wonder if you'd be better off if you weren't so reliant on that one dial for your overall comfort and if the root of your problems weren't the terrible to nonexistent options you've got outside of it.
Wild Growth could be the worst spell ever invented, scale terribly, gulp more mana than it already does, and add to the national debt each time it ticks. We'd still use it. Once WG is on cooldown, the druid's other options for AOE healing are all ... well, terrible to nonexistent.
Once you look at the rest of the druid's arsenal, an unhappy truth emerges: The druid is not well situated to deal with raid damage outside of its traditional overreliance on Rejuvenation and Wild Growth. In rereading a Shifting column I published more than a year ago when Cataclysm was still in beta, I'm struck by how much the description of what the druid brought to a Wrath raid is still true today. In the absence of significant changes to its mechanics, the class has resettled back into the questionable niche it occupied then -- providing massive, constant throughput. Except when it can't, and that's when the real trouble starts.
A heavily nerfed and longer-cooldown Wild Growth has already played a role in Cataclysm and mostly did so with very poor results for the spec between patches 4.0.3 and 4.0.6. Between an expensive Rejuvenation and an expensive WG with what was then a baseline, 10-second cooldown, the druid sank to the bottom of the healing meters and stayed there. We couldn't compete with priests' and paladins' throughput, mana efficiency, or cooldowns, and once RJ and WG were somewhat unnerfed, we could still only compete on the former two.
As Blizzard examines each spec in its approach to the next expansion, I think it might be worthwhile to consider adding another AOE heal to the druid's arsenal. Wild Growth is a problem, not because it's a bad spell or an overused one but because it's the primary means by which a druid can reasonably close the healing gap between itself and other specs and, in so doing, stay relevant to a raid.
Shifting Perspectives helps you gear your bear druid, breaks down the facts about haste for trees, and then digs into the restoration mastery. You might also enjoy our look at the disappearance of the bear.
As with our previous Shifting Perspectives on tanking and healing the Zandalari 5-mans introduced in patch 4.2, I'd like to run an edition on tanking and healing the new Hour of Twilight, Well of Eternity, and End Time heroics. While I prep that, we've been left with an unpleasant but perhaps not totally unexpected nerf to Wild Growth as of last week's PTR patch notes.
Let us be frank, my brethren. Is Wild Growth overpowered? Yep.
Is it doing too much healing for too little effort? Probably. When even I can keep your ungemmed, unenchanted premade group's collective ass alive on my first trip into a new heroic despite getting lost and arriving at the group a minute late, a spell is way too good.
But is that completely irrelevant to why Wild Growth is really a problem? Yep.
Patch 4.3 PTR Notes- Wild Growth healing value has been reduced by 20%.
- Glyph of Wild Growth now also increases the cooldown on Wild Growth by 2 seconds.
These are the changes introduced into the first patch 4.3 Public Test Realm (PTR) build that went live this past week. While this is something we try to stress with every new patch on the horizon, it should be repeated that nothing on the PTR is ever set in stone. Blizzard may revert the nerf, make it worse, leave the glyph alone, change the glyph but leave the spell alone, introduce a requirement that you /dance while casting, or put Deathwing in a Groucho mask.
But that's not ultimately what this problem is really about. Nerf or buff Wild Growth as you will, but either way, I think it's less important than the restoration druid's crippling dependence on this one spell in raids.

As useful as the spell is, it's a pretty brainless way to do a lot of healing ... and Blizzard has shown an increased and marked dislike for brainless spells.
My initial thought on seeing the nerf was a touch of pique. The 3-minute Tranquility that restoration got in patch 4.1 in place of a damage reduction cooldown guarantees that druids will be putting out all kinds of absurd numbers for raid healing purposes. Consequently, it was tough not to bristle at something that Blizzard had to know was basically inevitable.
But from how Ghostcrawler (lead systems designer) described the situation in the most recent Dev Watercooler, my assumption is that Blizzard bypassed the numbers that Tranquility adds to druid healing while evaluating the issue. Everyone involved acknowledges that a 3-minute Tranquility pads the meters, but the developers are (probably) willing to tolerate this as long as druids are otherwise competitive but not overpowered raid healers.
We're now alone among the five healing specs in not bringing a damage reduction cooldown or other form of damage mitigation to raid survivability, and something else has to recommend the spec in its place. Rogues have long argued that, when you don't bring anything to a raid but damage, you had better be doing consistently higher damage than anyone else. If you find this line of argument compelling, the restoration druid could arguably be said to be the healing equivalent.
But given Blizzard's stated aims for how healers are meant to operate, Wild Growth is clearly hurting for a visit from the nerf bat. It does too much healing for too little effort on the player's part, and that's something that the developers have expressly been trying to avoid in Cataclysm. While it's possible that they'll reconsider the nerf after some testing, I would bank on something unpleasant happening to the spell in some capacity as the developers gear up for the next expansion.

What effect will this have on the Dragon Soul raid? Your guess is as good as mine. As far as I'm aware, the raid isn't yet available on the PTR, so no one's sure what to expect from the various encounters. However, as we discussed last week, it's likely that heavy raid damage will figure prominently on the various boss encounters. While the last raid of each expansion has always made use of extensive and dangerous raid damage, the extra cooldowns that have been granted to each tank spec imply that you'll have ample opportunity to use them.
For the moment, I'm banking on the usual raid damage-palooza you'd expect of an end-expansion raid, and it'll be interesting to see exactly how the druid fares under the circumstances.

How shall I describe this? Wild Growth is like running around naked in a house with a ceiling leak, broken windows, bullet-ridden walls, no fans, one moth-eaten sweater, and a top-of-the-line heating and central air system controlled by a remote thermostat. Sometimes you're cold, sometimes you're hot, and sometimes you're just right, but your only reliable means of temperature control is that thermostat. The developers can fiddle with it in order to make you warmer or lower it whenever you're too hot, and that's all very well and good. The thermostat has a demonstrable effect on your health, and you're glad that it's there. However, you can't help but wonder if you'd be better off if you weren't so reliant on that one dial for your overall comfort and if the root of your problems weren't the terrible to nonexistent options you've got outside of it.
Wild Growth could be the worst spell ever invented, scale terribly, gulp more mana than it already does, and add to the national debt each time it ticks. We'd still use it. Once WG is on cooldown, the druid's other options for AOE healing are all ... well, terrible to nonexistent.
- Rejuvenation is a great spell, but each global cooldown you spend putting Rejuvenation on a player is one you didn't spend on someone else.
- Lifebloom is restricted to a single target, and you're not going to take it off the tank unless you've just blown Tree of Life.
- Nourish is a maintenance heal and only reaches its real potential on targets with HOTs already running.
- Neither Regrowth nor Healing Touch is designed for raid healing purposes and, over the course of a lengthy fight, can't be used with impunity.
- Efflorescence is great when you can Swiftmend someone who needed it within a small pack of people who could also benefit from some healing. Using it on the tank, using it on fights where people are spread out, or blowing Swiftmend on someone who needed quick healing among a pack of otherwise topped-off raiders means a portion of the yoked spells inevitably goes to waste. Actually, Efflorescence's dependence on an ability that shouldn't logically be yoked to it is one of the more compelling reasons why the restoration druid would benefit from a bit of an overhaul in the run-up to the next expansion.
- The druid's mastery is now entirely dependent on healing with direct spells or Swiftmend at least once per 10 seconds. A portion of your healing has to be occupied by these abilities to get any use from the mastery stat at all, so the druid is literally obligated to spend a portion of time on single-target healing (or keep Swiftmend on cooldown) so as not to waste the stat.

A heavily nerfed and longer-cooldown Wild Growth has already played a role in Cataclysm and mostly did so with very poor results for the spec between patches 4.0.3 and 4.0.6. Between an expensive Rejuvenation and an expensive WG with what was then a baseline, 10-second cooldown, the druid sank to the bottom of the healing meters and stayed there. We couldn't compete with priests' and paladins' throughput, mana efficiency, or cooldowns, and once RJ and WG were somewhat unnerfed, we could still only compete on the former two.
As Blizzard examines each spec in its approach to the next expansion, I think it might be worthwhile to consider adding another AOE heal to the druid's arsenal. Wild Growth is a problem, not because it's a bad spell or an overused one but because it's the primary means by which a druid can reasonably close the healing gap between itself and other specs and, in so doing, stay relevant to a raid.
Shifting Perspectives helps you gear your bear druid, breaks down the facts about haste for trees, and then digs into the restoration mastery. You might also enjoy our look at the disappearance of the bear.
Filed under: Druid, Analysis / Opinion, (Druid) Shifting Perspectives
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Reader Comments (Page 2 of 3)
Allison Robert Oct 4th 2011 7:38PM
Hi-res is also available by just clicking on it to get the gallery! I'm going to start doing this with any notable screenshot I get.
Bellajtok Oct 4th 2011 7:45PM
Oooooh, pretty..... *distracted by shinies*
Michael Oct 4th 2011 7:27PM
resto druid pve suffers more than other healers because resto druid pvp is often so dominant. All the things we don't have in PvE are absent largely so that PvP druids don't become more overpowered than they already are. Yet another reason to separate PvP and PvE into separate talent trees.
Allison Robert Oct 4th 2011 7:45PM
PvP's almost certainly playing a role here, although I don't know that Wild Growth is wrapped up in that too extensively. A portion of even the unglyphed spell is always likely to be wasted even in rated battlegrounds, unless you're surrounded by your own team and everyone's injured, and resto druids have never been really prominent in 5's, as far as I'm aware. WG certainly finds use in 2v2 and 3v3, albeit not a very efficient use.
But I really do wish that PvP exercised a lesser impact on PvE. This has not been a good expansion for the druid class in that respect.
Robby Oct 4th 2011 10:52PM
Actually, Resto druids have been suffering in arena with this expansion. With being CC'd and target switches/focuses, the 6 cooldowns it takes to start any real healing has hit us pretty heavily. Resto Druids aren't even included in most team comps anymore.
This is all arena talking, I haven't looked at RBattleGrounds.
Doulos Oct 5th 2011 10:01AM
Druid PvE healing suffers more than other healers because of PvP? Resto Shaman are the poster children for PvE suffering due to outstanding (overpowered) PvP. All classes suffer from PvP to PvE imbalance one way or another, so yes, there should be some better distinction. But druids are hardly the most severely impacted.
WeWhoEat Oct 4th 2011 7:11PM
Yep, that's the problem with both of the nerfs that they made. Ghostcrawler said that WG is too good for how easy it is, and druid choices in glyphs is far too limited. Both statements are on the money, but both these changes do nothing address either of these issues. We have no choice but to use WG for raid healing and making running with an empty glyph slot viable (HPS increase in most cases) is not really a new choice in glyphs!
Its funny, in back to back patches the design team has now taken two glyphs (innervate & now WG) out of the already limited resto selection. I'm sure the UI artists love them for making their work irrelevant :)
Allison Robert Oct 4th 2011 7:53PM
The glyph thing actually worries me a bit more than even the WG nerf: 10 seconds is an eternity to wait in a high-damage raid fight. Unfortunately, with the Innervate glyph going the way of the dodo, there's really not a whole lot of compelling glyph options out there. Then again, the WG glyph was arguably never compelling for players focusing on 5-man or, to a certain extent, 10-man content.
I have to say I agree with GC that the WG glyph is a bit odd, and should probably have been (or be) a prime glyph rather than a major. A straight-up increase, no questions asked, to the efficacy of a spell really belongs among the prime glyphs.
Lissanna Oct 5th 2011 7:40AM
We had a 10-second duration Wild Growth before. It didn't work out so well.
Tyler Caraway Oct 4th 2011 7:20PM
Allison, we need to talk. That hat on that cow? So not doing it for me.
Allison Robert Oct 4th 2011 7:57PM
You're not the boss of me, chicken. Oh, and earlier? I was lying. Tier 12 *does* make your butt look fat.
Bellajtok Oct 4th 2011 8:00PM
Wait, chickens can't see their gear. It has no effect on how we look. .......I'll just shut up now.
Bellajtok Oct 4th 2011 7:37PM
Yup. We need an overhaul. I love Efflorescence, but I almost always find myself using it as Swiftmend, without thinking about the Efflo after that. Similarly, I'm never quite sure what to do with my Rejuvenation, especially in pug raids, since it's so often heal sniped. Sigh.... I wub wub wub my healing, but despite hearing that we're the best raid healers, I just don't feel like that sometimes.
But what really annoys me is the glyph thing. Seriously, our other "good" options are Thorns and Innervate. Both of those are a huge mana no-no. My proposal for an alternate option is a Nourish glyph, which causes it to increase its healing by 6-8% per HoT instead of a flat 20% for any HoT. It'd make an interesting tank healing option. I'm not sure how to balance it, but I like the idea, and frankly, I'm going to be very pissed when I have to run with an empty glyph slot. It's like running with an empty meta socket.
Allison Robert Oct 4th 2011 8:00PM
Yeah. :/ Resto glyphs could use some love. Ideally nothing is nerfed to the degree that no one sees the point of using it anymore, and Innervate is pretty much in that exact position right now.
Given the number of complaints related to the Swiftmend/Efflorescence thing, I think the odds of Blizzard decoupling the two spells is pretty high, so Efflorescence might turn into a sort of Healing Rain doppelganger. Whether that's a good thing or not is probably a question better directed to our shaman colleagues.
It honestly feels like the druid is still stuck back in the Wrath mindset healing for a Cataclysm world. Good in some ways, not encouraging in others.
Bellajtok Oct 4th 2011 8:57PM
Sigh. Too true. We've been a great spec since vanilla, but now that we're roughly even with other healers, that lingering perception is holding us back, especially because our healing can be tracked as a very high throughput, even though that includes a lot of necessary overhealing and no damage reduction. So unfortunately, the natural result is that our healing looks better than it is, and we're also still very competitive even without that, which lends itself to making our class look overly nerfable.
Lissanna Oct 4th 2011 9:20PM
If enough of us run around with empty glyph spots, maybe Blizzard will get the hint.... Or maybe not. :(
Heather Oct 5th 2011 3:42AM
@Bellajtok: While I will agree that your throughput on meters is affected by the fact that some mitigation that other healers bring simply isn't capable of being tracked, it is -not- effected by your overhealing. Overhealing isn't counted on meters as throughput - the numbers that you are seeing is pure effective healing without ANY overhealing factored in. So I don't see how overhealing is padding your numbers.
What's more, you aren't "roughly even." You're miles ahead of almost every other class and spec at the moment. In particular, you are FAR ahead of Restoration Shamans and Holy Priests, both in terms of pure throughput, and in terms of mana efficiency. There is a reason why Resto Druids are dominating - by a large margin - the healing charts at the moment. Go look at World of Logs. Tell me what classes you aren't seeing on the rated parses. Tell me what class is dominating every single one except for Baelroc.
Then tell me again that you're "roughly even" with every other healer. When it would be better for a raid to, in almost every situation, sit a Shaman or a Holy Priest to take a Resto Druid, there's something wrong. It's just as wrong now as it was when it was better for the raid to SIT Resto Druids on Lich King.
@Allison - Re: Efllo = Healing Rain - That would be a blessing and a curse. Healing Rain is extremely strong...when people are stacked. When people are not stacked, it blows. If they make it targetable, or intend to make it used similarly to Healing Rain, expect a throughput nerf to it.
Lissanna Oct 5th 2011 7:46AM
We aren't talking about patch 4.2 numbers. We're talking about 4.3, where they gave really nice buffs to both shaman and holy priests to address their mechanic and output problems. They're also reverting resto druids back to the 4.0.1 Wild Growth version that caused us to get benched due to not having enough output at the same time that they're giving huge buffs to resto shaman and holy priests.
Bringing up the two specs that need help shouldn't come at the expense of neutering druids to the point of being useless. That's not fair to anyone involved, but everyone still asks for a nerf bat to druids because they don't understand how druid healing actually works, and how bad HOTs actually are in comparison to direct heals and damage reduction cooldowns.
What we all want is to be balanced. I would hapilly take the nerf to wild growth, and take a tranquility nerf if needed, just to have a direct AOE healing spell or a damage reduction cooldown.
Lissanna Oct 5th 2011 8:02AM
Also, Efflorescence used to be a healing-rain copy that was tied to our regrowth direct healing spell. For some reason, Blizzard wanted it attached to an existing spell instead of being it's own spell.
While we got mechanic changes that made it worthwhile (such as moving it to Swiftmend which caused us to have to give up our tank-cooldown to have an AOE heal), efflorescence as it stands is still a circle on the ground that people have to stand in to receive HOT healing from it and not really any better than Healing Rain in principle.
Heather Oct 5th 2011 12:37PM
@Lissanna: Re: Healing Rain = Efflo:
It is and it isn't.
The reason I say that Efflo will likely get a throughput nerf if it is converted to be used like Healing Rain is that, at the moment, Efflo is a) a smart heal, and b) heals for quite a bit each "tick." Healing Rain is not a smart heal, and heals for quite a bit, but for slightly less each "tick" than Efflo. However, Healing Rain has a much larger range than Efflo, so I would imagine that the lower "tick" value is due to the fact that you can stack a LOT of people in its range. It also has a longer duration, enabling it to heal for more, over time, if people are damaged within its range (and, again, because it is a larger area, you're more likely to hit someone who needs healing during that time).
For Resto Shaman, Healing Rain + Chain Heal on stack phases is one of the few things that makes us competitive on fights like Domo, Beth, and Rhyolith. Because we can control where it shows up (as opposed to what you guys go through, with the whole, "I SWIFTMENDED HIM BUT HE MOVED, THAT JERK"), we can basically set up exactly where we want people to stack (or where we KNOW people will stack, god bless raid markers) and know that we're going to get everyone in there, whereas a Resto Druid is going to use that Swiftmend WHEN NEEDED, regardless of whether Johnny Idiot is in the stack pile or not (because bars gotta go up, bro, whether that dumbass is in the fire or not, we needs everyone alive to get the boss down!).
Basically, Efflo is incredibly good when you can get it down during a stack phase, but is held back by its mechanics. If they DO decouple it from Swiftmend (and I actually think they probably should, because I have great sympathy for ANY mechanic that I can't control the placement off - see SLT for why), I'm just saying expect a change to the mechanics, a possible reversal of the "smart heal" part, and a slight nerf to the individual "ticks" to bring it in line with Healing Rain.
For the record, I -do- think that Regrowth should be buffed (even if it means a larger cost in mana), and I -do- think that Druids need some sort of tanking CD, or a buff to make them more effective single-target healers (although I have worked with an absolutely amazing Druid tank healer who was completely boss on many fights). However, until your raid dominance is addressed, I don't see how this can happen.
Which is sad, because I think Druids also need some help in the raid healing area. While it is true that you guys are a huge pain in the ass to OOM and lock down, once someone's on you, you are toast - your healing simply can't keep you alive long enough for teammates to help.