Shifting Perspectives: Moonkin abilities to look forward to in the next expansion

Once again, we're in another slow patch week. Oh, sure, there've been some good developments in regards to enchanting and alchemy, but nothing that really impacts balance druids (or any class) as a whole. If you're of those professions, grats on your gains, minor as they may be, but really it's all inconsequential. Oh yes, and there's some deal about Hurricane getting a new animation; it's pretty cool, if only I used the spell with any frequency.
With that aside, it's time to get serious about looking into the next expansion. Although we still have a raid to go in this one, we all know that Blizzard will be announcing plans for the next expansion at BlizzCon next week, and it's never too early to look ahead. That in mind, we'll be spending our time looking at things that balance druids lack. Getting new abilities is a mainstay of every expansion, and we all know that this is quickly becoming a touch-and-go endeavor; characters can only hold so many abilities. Given that, let's look at what it is balance druids are currently missing from their tool set, those abilities we could use to really flesh out our gameplay.
Solving the movement problem
One of the original premises of Cataclysm was to create better movement DPS for casters all around. It wasn't a shock to anyone that this was one area where casters all-around failed. When an entire skill set relies upon standing still, it creates a few complications when players aren't able to do this. More than the impact that this held on caster raid slots, it also restricted Blizzard in the types of encounters that it could design. High movement was virtually off the table if it ruins the ability for a significant portion of the raiding community to do their jobs.
For balance druids, our salvation was to be Moonfire via the Lunar Shower talent. We've been down this path quite a few times in recent history, primary with how Lunar Shower was changed. Blizzard wanted for Moonfire to be a solid movement DPS option, but it didn't like the ways in which we were using it. Fault can be with whomever you like. At the end of the day, it doesn't matter -- what's been done has been done. Lunar Shower in its previous life didn't meet Blizzard's expectations; the new design doesn't meet ours.
What's clear is that balance druids need to have a movement DPS tool added into their arsenal; what isn't as obvious is how this should be done. It's entirely possible for Blizzard to create a talent that modifies one of our abilities to fill in this role or even a glyph, as it did with elemental shaman. Blizzard could just as easily add in a new ability. There are arguments that could be made for both, but I think at this point in time, the latter is the best potential option.
A talent has proven to be ineffective in this expansion, so there's no reason to believe that a new one would work in the next. While it is possible for Moonfire or Lunar Shower to be adjusted to provide the function it is intended for, the complexities of our rotation have proven that this is a difficult task. In the end, simply adding in a new ability to specifically fill in this role is the best course of action. It can be worked into our rotation expertly instead of being awkwardly jammed in. In no way is this an easy task. Creating a new spell that is useful, unique, and viable yet specifically tied to an extremely narrow niche isn't the same as making a pot of tea. But Blizzard has proven their designers are more than up to the challenge when they put their minds to it.
Getting back to our roots
It is somewhat amusing to a player who has been around since the good old days to see the types of arguments that players and the developers get in around certain aspects of the game. One of those is tier set bonuses, with tier 13 being the most recent example. All the way back in the time of tier 5, our two-set bonus was rather strange; indeed, even our tier 4 set bonuses were fairly suspect. What do I mean? Oh, how about reducing the cast time of Regrowth any time that we shifted out of Moonkin Form? That doesn't exactly scream DPS. Funny enough, too, that tier 5 was considered one of our highest DPS sets; in the time of Sunwell, there was much debate over whether we should use four pieces of both tier 6 and 5 or tier 6 and off pieces. Odd how all that works out, huh?

Balance druid healing is long since a thing of the past. The more specialized talent trees of Wrath were a major blow in druid off healing, but the spec locking of Cataclysm was the final nail in the coffin. The added bonuses to heal passives given to restoration druids merely for being restoration druids, coupled with their massive talent support, set the bar for their skills far beyond the reach of any balance druids. Although our gear might be compatible, the lack of talents to back up that gear drives this to sheer meaninglessness. Try it at any gearing level -- balance druid healing is excessively weak.
That is the huge contradiction in design philosophy that needs to be addressed in the next expansion. One of the primary reasons Blizzard hasn't given balance druids better defensive tools for PVP is because of their ability to self-heal, yet that ability holds no water because it is so diluted from the lack of support behind it. The ability for balance druids to heal in general does not need to be increased, but our potential to keep ourselves alive in times of need does.
I'm not talking about creating a system where balance druids can heal themselves as well as a healer could, but enough so that they at least stand some chance of remaining alive -- a way for their ability to self heal to actually mean something. A talent or two that increases the healing that we do to ourselves, even if it's temporarily, would go a long way in helping our primary defensive tool live up to the name that it has been given.
A lesson in mobility
In a similar tone as the above, our healing isn't the only long-standing ability we've had that has suffered from a touch of neglect over the years. I've talked before about how druid mobility (particularly balance druid mobility) has deteriorated over time. Druids have long been noted as being a highly mobile class in PVP, regardless of the spec that we play, yet this long-held truth is no longer accurate.
As WoW grew older, more classes were fleshed out to fix up their flaws, while those things that they were already good at were generally left alone. For a majority of abilities, this works perfectly fine. Interrupts, for example, are rather the same in relative power now as they were back when they were first created, despite many new specs gaining access to them. Mobility, however, doesn't follow the same scheme. As classes such as paladins, warriors, and rogues gained additional mobility tools, druids (at least non-feral druids) weren't ever really given anything to compensate. What was once a shining paragon of the druid class has long since dropped to a rather pitiful excuse for what it once was.
Not all of it can be attributed to the changing power of other specs. A part of that is also the fault of the way the landscape of PVP has changed since times beyond yore. No matter the fault, the truth is there: Balance druids are just not as mobile as they once, or that mobility doesn't hold the same weight. Feral has gained several new mobility abilities over the years, and while we have access to those abilities, druids are not about shapeshifting the way people seem to think.
It isn't feasible for a balance druids to shift into Cat Form and make use of Dash or Stampeding Roar in an effort to make a quick getaway; to do so would prove that cats don't have nine lives. What druids need -- what balance needs -- is a mobility tool that isn't tied into Cat Form. We need to be able to quickly maneuver ourselves around a battlefield, and what we have just isn't cutting it.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 2)
nymrohd Oct 14th 2011 8:08PM
I kind of expect that in the next expansion we will see a lot more casting while moving. Blizzard started with spiritwalker's grace, added unleashed lightining and then Alysrazor's mechanic. They have tested movement while casting plenty. The problem with caster movement is largely PvP though and I have no idea how you could solve that. I do not want to imagine being chased by frostbolt spamming mages.
NSS Oct 14th 2011 8:25PM
Caster mobility is why melee got thrown under the bus in Cataclysm.
Sometimes the worst game design decision is to give the players exactly what they want. My melee characters want a 40 yard melee range. It doesn't mean they should get it.
Tyler Caraway Oct 15th 2011 9:21PM
Caster mobility has no PvE impact on any of the weaknesses that have plagued melee since the dawn of MMOs. Mobility, as far as casters are concerned, has no real impact on target swaps nor AOE, which is the only flaw that melee has.
While mobility does do is making things such as heroic Ragnaros possible. When you have constant movement, casters need to have something they can fall back to, otherwise you just further create a system that says "melee is good for X, casters are good for Y, that's all you should use them for."
The balance between melee and ranged damage is tricky to get right. Ideally, you want everyone to be the same if they do nothing but stand there and go about their rotation, no raid encounter follows that system, though, so you have to play cat and mouse with raid balance. It's easy to say that melee should have higher single target DPS to account for things such as multi-DoTing which ranged can do and melee cannot, and balancing the game around that would be perfectly fine. The flaw comes about when you get down to encounters. If one raiding tier has a lot of multi-DoTing encounters, then you're good, if you have a lot of single target encounters, then melee dominates.
There are no easy answers to these problems, all that can be done is the best within the confines of the system and the encounters that we have. Nothing more, nothing less.
xvkarbear Oct 14th 2011 8:26PM
They also changed how Wrath looks again. It's much better now.
And as for new abilities.. I still want another dps button to press.
Mir Oct 14th 2011 8:43PM
"Oh, sure, there've been some good developments in regards to enchanting and alchemy"
I missed something....someone fill me in?
Lolz Oct 14th 2011 9:16PM
eh... I think they got pets or mounts
Tyler Caraway Oct 15th 2011 9:14PM
Cataclysm Enchanting mats can now be sold to a vendor. Not that you'd ever really want to, but, hey, the option's there which I something, right?
On the Alchemy side, Cauldrons are no longer BoP instead being BoA, so you can make them on an alt and ship them off to your raiding main instead of having to do a silly raid group dance to drop one.
No big changes, just small stuff.
cmichaelcooper Oct 14th 2011 9:45PM
I've never played a druid beyond level 35 or so, but it occurs to me that the draw of the druid should be that all of it's forms have some purpose in each spec. The author says cat form shouldn't be an answer to the mobility problem, but I strongly disagree. I think it is a major problem that druid forms, which have such incredible impact on the aesthetic aspects of the class, are basically just treated as stances, which is a shame. Druid forms are the absolute most important aspect of the class. Stances are important to other classes, but they hardly define them like druid forms do.
The result is that most druid players don't get to enjoy the the results of their hard work (gear) because they are stuck in an unchanging form for the most important parts of the game.
If anything should happen, it is that the game designers should find ever more interesting and creative ways to empower druids to use all of their forms in every spec for quantifiable benefits.
Mage_Pro Oct 16th 2011 3:36AM
I have no enough thumb-ups!
Faar Oct 17th 2011 1:16PM
Problem with that however is that different druids value different stats. You can't shift into cat form as a balance specced druid and expect to be able to kill anything around your level, you'll just get smashed into tiny itty bitty pieces. It doesn't work.
Also, fight mechanics are seriously different for a cat and a moonkin. I don't play a cat because I don't particularly enjoy it, and I don't want Blizzard to spend lots of time to make cat form more useful for balance druids. I'd rather they spend that time on BALANCE to make it more useful for balance druids.
cmichaelcooper Oct 18th 2011 11:30AM
@Faar - I understand what you are saying, and under the current design of the game you are probably correct. Yet I find that design methodology boring, and kind of sad because it crams all classes, not just Druids, into very tiny holes. I think blizzard can do better. They need to figure out how to make classes a lot more dynamic.
underground_slacker Oct 14th 2011 9:50PM
can i just get a glyph to turn it into a druid of the flame talent tree instead?
kthxbye
Wally Oct 14th 2011 10:17PM
I haven't yet decided if this is a brilliant idea or an absolutely terrible one, but what i thought of was allowing Starfire and Wrath to be cast while moving when outside of an eclipse state. Blizz typically seems to want the movement casting abilities to be less effective. Aspect of the Fox weakens steady shot, scorch is weaker than fireball. With eclipse we have that functionality built in. Its an elegant solution, but i'm not sure whether or not it'd be an effective one, it has the issue of potentially adding even more eclipse gaming into our already frustrating state. Perhaps if they addressed the solar AoE issue, than this could serve as our new good vs. great advanced play.
will Oct 15th 2011 6:51PM
yeah i agree. balance druids have really looked a lot like the unloved stephcild. to balance out our ability to stay alive, i think we should get a heal castable in boomkin form that is on a 2 min cd that heals instantly for 20% total health and 50% of the insta-heal amount over 12 secs and restores 20% of total mana over 10 secs. also it cannot be dispelled. it would be truly for the oh-crap moment.
or give us a defense tree bark mechanism (derived from resto treeshape form and barkskin) that is on a 60 sec cd which halves all damage taken for up to 15 secs and increases all healing done to us by 25% (almost like a mage's mana shield or a priest's shield but different). i would like us to also be able to shift out of boomkin form to self heal but it feels like i would be asking too much while tree bark mechanism is up. on the other hand, shadow priests shift out of shadow form to heal themselves but their shield stays. ater all, they are like us, a hybrid class.
Lissanna Oct 14th 2011 10:53PM
All I want for Christmas is an Arcane AOE spell so that our AOE DPS can actually be balanced. That would have an impact on our reliance on Solar Cleave for AOE and could possibly even allow them to make Lunar Shower not suck so bad.
Also, I totally go in cat and dash/stampeeding roar to get away from meteors on Rag (normal).
Tyler Caraway Oct 15th 2011 9:25PM
Get a run speed enchant! You should run faster than the meteors so long as you have one. Although, it would actually be better to Dash to a safe location and then return to your rotation instead of running around spamming Moonfire, especially if Eclipse isn't up.
Dash is more useful since it doesn't cost any Energy, Stampeding Roar does though, so there's a good 3 or so second delay between shifting into Cat Form and being able to use it; unless you have Furor but that's tough to get in a lot of PvE builds, especially for hard modes when the damage reduction talents are so amazing.
PFDruid Oct 14th 2011 11:29PM
Moonkin Form healing restriction is a completely dated design philosophy in a game that has long evolved from support only specs, where healing is effective only with the proper specialization, and where almost all non-healing classes have ways to heal themselves more effectively than a balance druid can with all the global cooldowns involved. This restriction also brings to light the debated question of whats the real purpose of Moonkin Form for the spec.
Another thing that I think must be looked at is Eclipse itself. The mechanic is very interesting, managing energy for different situations and "balancing the power of the sun and the moon" by switching is fun. However, there are two issues that comes to mind. First, both sides are not balanced, Solar has a clear advantage for every situation, AoE or PvP, where Lunar only has 3 Spells to work with. They could fix it by making some spells deal spellstorm damage, however this would raise the following issue: What would be the purpose of having 2 sides of Eclipse if each one would become practically the same. I think this is a great opportunity to improve the spec playstyle by making some small tweaks to differentiate each Eclipse side more from each other and giving each side its own unique "personality".
stiubhart Oct 14th 2011 11:49PM
The PVP survivability has become a major issue when rogues and warriors are consistently out healing me in bgs. What if Lifebloom became a self castable only spell castable in all forms? A tier 3+ resto talent could be added to make it castable on others or bake that in to the primary resto tree. A 2 point tier 2 resto talent could be added that increased the number of stacks applied at once, like with fff in the feral tree? Would that add enough?
nick Oct 15th 2011 7:41AM
"there've been some good developments in regards to enchanting and alchemy"
What? What changes? Did I miss something in the patch notes?
brihelwigspam Oct 15th 2011 8:36PM
I would like to see lifebloom change for all specs into an aura/defensive cooldown. It would be like earthshield and be able to be cast on one target. Instead of rolling three lb which resto hates it would heal x per second and once the player hits a certain low health bloom and cause a 30 or so second cooldown even if it's just on the player on which it bloomed. Or it could be activated by the Druid at a moment of their choosing at which point the cooldown starts. Lifebloom is just a pita at this point for resto so do them a favor and make it a classwide defesive with minimal healing perhaps even blooming once it reaches a certain amount of taken damage depentant on a lower percentage of actual damage taken so it would not need a cooldown and be far easier to balance for the specs. Example being it will bloom each time a player take 80 percent of their total health per lifebloom cast.