Shifting Perspectives: Upcoming talent changes for balance

We are back for the first article post-BlizzCon, and as with many of the other writers for WoW Insider, it's time to talk about what the next expansion holds for balance druids. Mists of Pandaria looks to hold many exciting new features for the game on top of an entirely redesigned talent and specialization system. While how everything will pan out is still nothing but speculation, there are a few things in particular which are worth exploring, especially for druids.
I'm no stranger to hand-waving, crackpot theories; today's article is no exception to that. No one knows precisely what the next expansion is going to hold for WoW, not even the people working on it, but I can give you my observations from the outside looking in. Keep that in mind, however, this article is merely how things seem from the glimpse of the future that BlizzCon provided. Everything is subject to change, rebalancing, and various other changes. That over and done with, let's get started.
The first tiers
As with every expansion, Blizzard has opened with the same grand claim that, frankly, I am getting tired of hearing. Once more, it is being sworn up and down that the new talent system will not have the same min-maxing that we have seen throughout the entire history of WoW. It is getting rather cute that Blizzard is sticking to its guns on this issue, but I think that it is time to just give in. It may not be the most popular stance to take at this moment, but the idea that talents will be meaningful yet not fall into a standard cookie-cutter layout is pure self-delusion. Encounter mechanics can alter the expected norm, but there will always be a norm, there will always be a best choice, and there will always be a right spec.
Take as an example the previewed talents that we have now for druids. In the first tier, there is only one choice that so much as halfway appeals to balance druids: Feline Swiftness. The other two abilities, Displacer Beast and Tireless Pursuit, are both long-cooldown abilities that impact mobility, yet they both also require Cat Form (or at least force you into Cat Form). Tireless Pursuit has some merit in PVP, and it might become a feasible choice, but this seems unlikely -- yet for PVE, Feline Swiftness is hands down the only choice to take.

The third tier is the only time we actually see any measure of choice, but that is only due to PVP control. Every option is a form of control. You can add a slow to Faerie Fire, gain a mass root, or keep Typhoon. Suffice to say, I highly doubt many PVP balance players would want to keep Typhoon, with all the issues that we've had in the past. Whether the slow or the AOE root is better, who can say? I'd probably vote for the slow myself, given DR issues and the minute cooldown on the root, but I could end up wrong. Regardless, none of these choices matter in PVE. Typhoon will probably be the default choice since the knockback utility comes up from time to time, but other than that, you can pick whatever you want and you'll probably end up using none.
The middle tiers
Moving to the fourth tier, we're finally faced with something that actually holds an impact in PVE, since thus far which choice you made doesn't hold much weight in the matter. The first choice, Wild Charge, is an escape tool, not all that great for PVE and probably not worth taking in PVP either, with the other two options. Next, there's Incarnation or Force of Nature. We don't know what Incarnation will end up doing for balance druids, but it will likely be some form of DPS cooldown to increase our damage in some way. Force of Nature, according to Blizzard, is getting updated to change functions depending on spec, but for balance it too will just be a DPS cooldown. One of the two will be a better cooldown at the end of the day, and that will be the one we take. Case closed.
Tier five is the bear tier, and it is totally disappointing. For balance, you don't really get a choice. Demoralizing Roar is the clear winner in PVP, as it's a solid escape tool to aid us with those pesky melee players. Ursol's Vortex is a really cool ability, but it's not really all too stellar for a balance druid. In PVE, you don't usually want to draw things to you, although you might find use for it to assist tanks with on adds. For PVP, you really don't want to draw things to you. There is some uniqueness to it in that you could use it to help your teammates -- for example, bringing back a mage who Blinked away from a DPS train or pulling a pillar-humping healer out into the middle -- but the balancing choice is giving up a much better escape tool. Bear Hug suffers the same issue. It can have some situational PVP application with the right setup, but that's purely an Arena-styled matter that largely depends on team composition. For PVE, there is no choice in this tier because your choice is meaningless. UV is really the only one that offers any marginal amount of use, and that's an extremely limited situation.

Finally, we come down to the last tier. The tier that has the most awesome of the awesome talents, yet I am extremely disappointed in all of the options that we have so far been presented with. Let's start with Heart of the Wild, an ability that offers something we've been asking for since Moonkin Form was introduced. That's right, you gain the ability to heal in Moonkin Form! For 30 seconds, on a 6-minute cooldown. Not only that, but our healing abilities work in conjunction with Eclipse! It's a win -- or a loss -- all around. Let's face it: The cooldown aspect just isn't worth the talent. I can think of over a million different situations where I would kill for this ability, but against other options, it just doesn't hold up. Healing in Moonkin Form is great, but the limited effect that the cooldown aspect offers makes the ability weak overall.
Master Shapeshifter is a highly interesting talent. It adds a stackable bonus to your off-skill abilities every time you use them, meaning you use a melee ability and you gain a boost to spell damage, or you use a spell ability and you gain a boost to melee damage. At face value, it is interesting, but the overall talent feels extremely impractical. In effect, it would turn the druid into an enhancement shaman, attempting to mix melee and spells together, yet we don't have the support system that they do in order for this to function. A feral druid isn't really going to use three melee abilities, shift out to cast three Wraths, then repeat that process. A balance druid really isn't going to cast three spells, then go up and use three melee abilities.
At best, you could say it offers a nice perk when the situation forces to you utilize your off-spec abilities, but when does that happen? Using Dash or Stampeding Roar? Other than that, what melee abilities would we ever use? Ignoring how much of an impact the numbers hold, it just doesn't work the way druids are structured. Blizzard clearly wants us to shift more in this expansion, but taking a talent for the sake of having your other talents not be as much of a DPS loss is downright ridiculous. The original talents shouldn't adversely impact our DPS, and Master Shapeshifter should do something useful.
Last, there's Disentanglement, which I will admit is probably the single most overpowered ability I have ever seen for any aspect of the game. The base effect allows the druid to shapeshift to remove roots -- not slows, only roots, but even that is pretty amazing on its own. Certainly worth the talent point, particularly to feral druids, but even balance druids need that root escape. It's the second part of the talent that is clearly not balanced. Every 30 seconds, shapeshifting also heals the druid for 20% of their health. Forget how amazingly powerful that is for PVP – who needs the ability to cast self heals when you can just do a quick double shift and heal yourself for 20% of your health? But in PVE, that is drop-dead amazing. Tanks, obviously, would get the most benefit from it by power shifting between boss swings, but even for balance, it is amazing.
Disentanglement makes us the best self-sustaining DPS in a PVE group of any size. Couple that with our other self-healing abilities, and only warlocks would be more survivable than us. Large boss abilities that usually require stacking healer cooldowns? Bah! Who needs that? We'll heal ourselves through them. Our DPS may not benefit from these talents, but our ability to utterly sustain ourselves through ridiculous amounts of damage would mean taking one less healer, and that is worth more DPS than any talent could ever provide.
Shifting into shapeshifting
Balance druids will be strong going into the next expansion. We have a lot of awkward talents that don't quite work with the manner in which we're designed, but we will be one of the most survivable specs for PVE and PVP. Our sustainability is reaching absurd limits with these talents. I'm to the point where I doubt things will go live as they stand, but the other part of me sees that Blizzard has to give us something.
The new emphasis on shapeshifting is spectacular -- I love the thought of it -- but a few talents here and there to support it will never be enough. Druids would have to be completely redesigned from the ground up in order to create the type of playstyle that Blizzard is attempting to force upon us through our talents. In PVP, all of it works out fantastically because sustaining constant, high DPS isn't the goal, but it just doesn't translate into PVE at all. Perhaps there are far more drastic changes for druids in store. Who knows? Right now, there are so few choices when it comes to talents that it's a joke for Blizzard to think that players won't be forced into a standardized build. That alone bothers me.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 3)
trls Oct 28th 2011 5:20PM
this in most disheartening for a balance druid of 6 years….we deserve much more…I paid $25 to change race for a dps boost…if I'm willing to do what's needed to be a better dps ……blizz should show some care to..
lilywillylover Oct 28th 2011 7:29PM
Wow... overly dramatic much?
Most disheartening in your 6 years of being Balance? 'Coz I remember Vanilla sucking a lot as a Balance Druid and it wasn't all that much better in terms of both raiding or PvP in BC.
Kendro Oct 28th 2011 5:26PM
I had posted this on Graylo's blog, and I'll post something similar here. As you slightly grazed over in your post, the fifth tier is a largely bear tier, that said I think most people are heavily undervaluing Ursol's Vortex. I think back to any kind of aoe situation and Ursol's Vortex just screams, "YOU NEEEEEEEEED ME". The firs thought that comes to mind is Knock, Knock, Knock and XT. Nowhere in the description does it say that Ursol's Vortex actually taunts the things that are drawn in towards the druid. That means you can pull everything in to make sure optimal aoe'ing is done with relatively little harm. No more mob being half a yard outside of mushroom blast radius because of how a tank is positioned. Help draw a pesky caster mob to around a corner and root them in place. Also this could be used to further delay mobs that are chasing after players as a fight mechanic, like Prof P's slimes or even things like H-Nef's skeleton adds.
Ursol's Vortex has a ton of utility, just because it pulls the mob closer to you, doesn't make it bad.
Tyler Caraway Oct 28th 2011 5:34PM
And I agreed with you:
"Ursol's Vortex is a really cool ability, but it's not really all too stellar for a balance druid. In PVE, you don't usually want to draw things to you, although you might find use for it to assist tanks with on adds. ... UV is really the only one that offers any marginal amount of use, and that's an extremely limited situation."
UV does have a few utility applications, but it is extremely situational. You wouldn't use it for all of the things that you say; if the tank's positioning of adds is off, then that is something either your or the tank have to correct, you don't fix it by drawing all of the mobs to your location. UV will be a super awesome ability for add encounters to assist non-bear tanks in rounding everything up in a nice, neat pile for them, there is no denying that, and it will work wonders as another form of a knockback for when situations would benefit from that as well, but that really doesn't make it a super amazing talent choice.
There are plenty of times when you don't want adds or mobs close to you, and in those situations, the spell isn't of that much use. In encounters which completely lack adds or the adds already spawn in clustered locations, then the spell isn't needed at all. It's a highly situational ability that, while awesome, is only as useful as encounter design allows it to be. The truth is, that's fine. Not every ability, and I'm sure not every talent, needs to be 100% useful in 100% of the situations.
Yet this is true for virtually all of our talents, which makes it rather annoying. I look forward to having UV, I just wish that I didn't have to deal with the awkward mechanical restrictions it imposes on top of the situational utility it already has. At the end of the day, whether you take that talent or another from that tier won't impact your DPS in the slightest, nor will it even have that huge of an impact on your utility.
Lissanna Oct 28th 2011 6:32PM
UV is going to be useful for the one boss every tier that requires you to keep adds away from the boss, or to help you bring adds to your tank. At the very least, it's more useful than the other options on that same tier since the other options look like poo in comparison since they force-shift you to bear.
Grokmar Oct 28th 2011 8:07PM
UV + Typhoon = Me laughing in AB/EotS :D
Twill Oct 29th 2011 4:19AM
UV + The AoE roots + Solar Beam
In PvP & PvE there are always groups that have casters, and if you can pull them all together, root them together, then globally silence ALL of them... that is quite powerful.
The roots just need to be changed to work like the Shadow Priest talent where the roots are a mob you have to physically kill. Our roots are lame if you can just dispel them and are subject to diminishing returns.
Luke Oct 29th 2011 7:55AM
Druid Mage Priest
UV+Mass Entanglement+Lifegrip+Frost Nova +Blink+
Saeadame Oct 28th 2011 5:29PM
If people do, for some reason, take Heart of the Wild, it would probably be for a very specific situation in a boss fight, where having a moonkin heal for a while would be useful.
Anyway, I like these talents. Sure, there may be a "best" one, but I think it'll be fun to play around with which ones are situationally useful. And I'm super excited to have Typhoon as a resto druid.
Lissanna Oct 28th 2011 6:31PM
about half of the talents are never going to be useful for moonkin. I kinda think that druids need 4 options at each tier instead of 3 if they are determined to force some of the talents to shift druids into unwanted forms for no reason other than to make druids lose out on all the viability we've fought for over the years.
adam Oct 28th 2011 5:35PM
The issue that runs deep here is that fact that Blizz has a class that can preform all 3 roles but isnt sure if it wants to let them do it all at the same time in some respects. Blizz just needs to pick a stance and go with it. If Druids can be in any form and heal then so be it and balance it that way.
If you want a bear more like a pally and be able to pull some sort of bubble and heal type move then doo eet and balance it. If you want Fire Kitty to be able to shift to bear and boost armor, then shift and heal, then shift and go invs then doo eet and balance it.
In before plz remove Boomkin? lol :)
Dementron Oct 28th 2011 5:38PM
I'm still bitter we can't shapeshift out of roots by default like we used to.
And now I'm bitter that with so many former talent abilities becoming spec default abilities, I still have to talent into Typhoon and Force of Nature at the expense of something else.
I'm curious about Incarnation, but I probably couldn't give up my precious trees.
Also *hugs the sad panda in the second photo* Murmurs probably wouldn't like me either.
Dementron Oct 28th 2011 5:43PM
Also also, I so wish pandaren could be druids. A pandaren moonkin would be FREAKIN' HILARIOUS. Fat floof on top of fat floof, and black and white to boot.
I may need to recolor my avatar for a while.
Jim Griffin Oct 28th 2011 5:42PM
The most significant problem with this analysis of the talent choices (and the same goes for the other columns that are doing this same exercise) is that you are evaluating these choices without knowing what our specs are going to look like in 5.0. I would have to imagine that there will be significant changes to our skills and abilities which may or may not incorporate the currently available talent trees and those changes could interact with the proposed new talents in unexpected ways.
Lissanna Oct 28th 2011 6:25PM
People like Murmurs & I can actually evaluate a lot of the talents without needing to know what everything else looks like. A big pile of poo is still going to be a big pile of poo even if you put it in a shiny box and tie a ribbon around it.
Tyler Caraway Oct 28th 2011 10:17PM
I have a fairly good knack for knowing game design, most of all balance druid class design. I've been part of testing balance druids back since we were nothing more but a leveling spec, very little that Blizzard has done thus far surprised me.
Is it possible to make the current talents works? Certainly, but not under the current design of the druid class overall. The talents treat shifting as if it were nothing, as if we were akin to enhancement shaman, and we aren't. We don't have the level of hybridization built into our class, and it'd be fairly hard to do it at the drop of a hat. Plus, you would think something like that would be mentioned at BlizzCon. They took the time to say that Cat and Bear would be separate specs, making druids the only class with four specs, but they failed to mention that druids would get cross scaling capabilities where INT equaled AGI or AGI equaled INT? Not gonna happen.
Philster043 Oct 28th 2011 5:42PM
The new druid tree right now is definitely one that needs more work.
Bellajtok Oct 28th 2011 5:47PM
Tyler, it seems we have opposing opinions on this, and it shapes our respective views of these talents: while I believe that shapeshifting ought to be a major part of what we do, you would rather set-and-forget your form. Druids should be shapeshifters, and I think these talents are a really good move in that direction.
Lissanna Oct 28th 2011 6:29PM
I tried out Restokin builds (half DPS & half healer) for PvE in Karazhan. That's about as far as a "Hybrid" build made it in PvE because no one wants hybrids. They want people who are the best at doing their jobs (DPS, healing, or tanking). Raids require a lot of specialization and no one wants someone who sucks at everything to fill a raid spot. Nothing about encounter design will change the fact that "hyrbid role-shifter" has always equaled "unwanted in raids, get in the back of the bus you dirty healer".
Bellajtok Oct 28th 2011 7:33PM
I never said "hybrid". Hybrid is the last thing I want. But I still want to use more of our abilities, and shapeshifting is at the top of that list. I guess I'm coming at this from the point of view of a healer/tank rather than a DPS, which means I'm used to occasional downtimes where I can be doing something else, like taunt switches.
When we taunt switch now, I go into Cat to do some extra DPS. In Mists, that will be less of an option with our new Guardian spec. So what do I do instead? Well, maybe I drop Cenarion Ward on myself to help out the healers. If doing all that tank gave me a 30% boost to healing, it'll be a lot more useful. Or for that matter, if I use Renewal with that same 30% boost, I'm healing myself for almost 40% of maximum health, which is even more awesome.
Of course, I'm not saying the level 90 talents aren't bad as they are. Disentanglement _will_ get nerfed thanks to PvP, and Heart of the Wild is on way too long of a cooldown, while Master Shapeshifter is entirely useless because it only affects DPS and messes up rotations.
But what we have here is the framework to give druids, especially non-DPS druids, some much-needed access to the abilities of other specs in a meaningful fashion. And I, for one, am hopeful and confident that Blizzard will do well with that.