Shifting Perspectives: Why active shifting isn't the solution for druids

So on Wednesday, there was this small little thing that you may have heard about called a little live Q&A with the devs about classes and systems in WoW. While there were a few mentionings of things in the near future, most of the night's focus rested on the next expansion rising over the horizon. Highly understandable. There are a wide variety of changes coming in the next expansion for all of the classes, and I don't think that druids can claim to have a monopoly on the biggest ones.
The latest direction that Blizzard wants to steer druids, however, is certainly an odd one, and it may not be all that it's cut out for. After BlizzCon, I spent some time talking about the released talents and the design considerations that came along with it. I also spent a spot of time guesting (is guest a verb now?) on Team Waffle Cast along with Arielle and Lissanna, when we talked about the druidic future. In the live chat, I fear that my suspicions were confirmed. Join me for a trip to the future that will never be.
The current shapeshifting model
As it stands now, shifting isn't actually a key aspect of the druid class, and the truth is that it hasn't been for quite a long time -- if, in fact, it ever was. Druids are a shapeshifting class in name only, though the truth is that is what classic druids have always been. We do not and we have not ever used shapeshifting as a mechanic to alternate our roles or abilities on the fly. Instead, we specialize into a single shapeshifting ability, while the other forms are regulated to utility purposes.
Overall, this isn't a bad design scheme. Balance druids specialize in spellcasting, and a part of that is shifting into Moonkin Form. For combat purposes, we stay in Moonkin Form as often as we possibly can, just as any other class would prioritize its higher-damage abilities, stances, presences, or what-have-yous. The act of shifting in of itself only occurs when we need something from our other forms, some form of utility that they offer.
If you were to roll a fresh druid (or any hybrid class) today, you wouldn't really expect to play a jack-of-all-trades. Despite the fact that druids are the single most versatile class in the game -- we are the only class that is capable of filling every single role, after all -- we temper that benefit with specialization. Such is how the game has been since The Burning Crusade was launched.
Why we do shift, why we don't
This is not to say that we never, ever shift at all, merely that shifting in of itself is not a form of utility. Going into Cat Form doesn't inherently offer the druid any reason to be there. The same is nearly true for Bear Form as well; it is more defensive for feral and restoration druids, but balance druids get equal if not better protection out of Moonkin Form. Even not being shifted carries its own brand of utility in being the only means through which we can access our healing abilities.
It is not the basic benefits of shifting that we yearn for; it is the utility abilities that they provide. Cat Form gives us Dash or Stampeding Roar for when we need to escape quickly in the heart of combat. It also allows us to stealth when the skill is needed. As mentioned, not being shifted allows druids to have access to their healing abilities; weak though they might be for off-spec druids, they can still save your life. Bear Form doesn't have much to offer us, sadly. There's access to Bash, but that's been a long-standing joke for quite a good reason.
The point is, there is nothing inherently beneficial about shapeshifting to make us want to do it -- and that's fine! Specialized shapeshifitng is peachy in its own right.
Newest outlook on shifting
Blizzard, however, disagrees with this philosophy. From statements made at BlizzCon to questions answered at this week's Live Developer Q&A, the developers have indicated -- well, flat-out said -- that they want for druids to shift more. Their idea is that druids are master shapeshifters and should make use of those abilities. Look at how the system works now. Sure, Cat Form offers us some utility -- but outside of PVP, how often do you really see it? Is the need to Dash all that frequent in a raid or 5-man setting? Not really.
Blizzard's goal is for druids to make more use of all of their shapeshifting forms in combat. The problem is that the developers currently feel extremely direction-less as far as the means by which they want to do this. At the moment, they've shown the listed Pandaria talents as their evidence of what the new druid system will be like, of how they plan on creating incentives for druids to use all of their various shapeshifting forms. The problem, however, is that their solution does not deviate from the shifting model that we currently have.
Abilities such as Ursol's Vortex, Displacer Beast, Demoralizing Roar, and Tireless Pursuit are great utility talents to have. There's a wide variety of uses that you could find for all of them. The issue is that none of those situations has anything to do with DPS at all. Ursol's is great for dragging in loose mobs or fresh adds to a tank, or even to stack up a bunch of targets for your personal AOE while farming. But that's situational utility. It won't help you once you reach Beth'tilac phase 2, or any part of Baleroc, or Staghelm, or Alysrazor, or Shannox. Nor will any of those talents.

During the Live Developer QA, Wradyx liked to use many different examples of feral druids' using their healing abilities as reasons why a druid would shapeshift; in fact, this was the only example that was given, and it was used several times over. There's nothing wrong with that. In fact, it is the perfect example of when druids should shapeshift: situationally, in order to provide raid or personal utility. Healing is a situational tool for DPS -- it's a very powerful tool, but it is merely a tool, and it isn't one that is used during every encounter.
The only way you could force balance druids to actively make use of Bear or Cat Form aside from the random uses of Dash, Prowl, or Ursol's would be to create damage incentives. There simply isn't another option. You can toss druids utility until it's popping out of our ears, and it won't change the fact that being in Cat Form is a significant loss in DPS. So far, there hasn't been anything put forth by Blizzard to suggest this is being fixed.
What's good for the goose
What we face is an issue of transition. The developers see that feral druids actively shift between forms in order to make use of their healing abilities, and they want to emphasize that, which is a great thing. However, they also hold a belief that the reverse needs to be true as well, that balance and restoration druids need to make more use of their feral forms. This is where the problems rest.
The feral forms do not inherently offer any reason to be in them. You go Cat if you need to deal physical damage, Bear if you need to tank. Our ability to deal physical damage as casters is horribly low, and allowing us to have even a 100% AP conversion from intellect won't change this. It isn't a matter of balancing. It isn't a matter of being interesting. It's purely a matter of design. Either casting will deal more damage, or physical attacks will deal more damage; we'll use one, ignore the rest.
Master Shapeshifter as an example
A talent such as Master Shapeshifter, as it's listed for Pandaria, doesn't have a definable purpose for balance druids. MSS is a talent that isn't so much a talent as it is a core design aspect, the ability to mix-and-match melee with spell attacks. Tossing it in arbitrarily does nothing; it isn't situational, it's mandatory. With such a core talent, things can only go one of two ways. Either it yields a DPS increase, in which case it becomes mandatory and balance now becomes a weird hybrid in which we alternate three spells with three melee attacks, or it doesn't yield any DPS, giving us no reason to take it.
The idea behind MSS is solid, but the idea is one for an entirely new spec and way of playing, not for a fun little optional talent that you might pick up. Actively making use of all of your shapeshifting forms isn't a permeable class design direction; it's a spec direction. A druid that fluidly moves between casting offensive spells and shredding people's faces off as a Cat is an entirely new spec that we don't have at this time, and you can't impose it on the class as a whole. It would work if druids only had one DPS spec, but we have two, and two DPS specs can't operate under the same DPS scheme and be considered different.
We can't both actively shapeshift between using magic and melee; one of them has to give. In this case, it should be balance.
Offering solutions
All of the other tiers are focused in their design. There's a Cat tier, a healing tier, a Bear tier, a control tier, and a cooldown tier. Our final tier, though, is in dissonance with itself. Heart of the Wild is a healing cooldown, at least for feral and balance, whereas Master Shapeshifter is kind-of-sort-of a DPS talent, and Disentanglement is a mobility talent with self-healing tossed in.
Overall, this is supposed to be the "shifting" tier, but shifting is far too generalized to be used, especially in such a powerful location. Instead, just focus on making that tier a major healing cooldown tier and we'll all be fine with that. Non-restoration druids lack a solid raid cooldown to use -- here's a chance to give us one.
We've plenty of utility reasons to shapeshift as it stands now, and in the next expansion, we're only getting more. Blizzard doesn't need to add fancy bells and whistles to get us to shapeshift, and we don't need to convolute our DPS rotations in order to force it. Shapeshifting for utility as we do now, as we will continue to do, is the perfect balance of where we need to be.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 6)
JonasB Nov 11th 2011 7:14PM
"Abilities such as Ursol's Vortex, Displacer Beast, Demoralizing Roar, and Tireless Pursuit are great utility talents to have. There's a wide variety of uses that you could find for all of them. The issue is that none of those situations has anything to do with DPS at all."
Blizzard is intentionally trying to avoid giving direct DPS boosts through the MoP talents. If the talents are useful, but not capable of improving dps, then that's mission accomplished.
One problem I have with arguments made in a lot of these class articles is that a lot of practices or mechanics are dismissed as needing change because they involve a dps loss. Yea, damage dealers need to do their thing well to kill a boss, but they can still do it while helping out on other things. Would you rather have a dps in your raid that deals 30k, or one that deals 23k and also interrupts/dispels/etc.?
Nathanyel Nov 11th 2011 8:02PM
Rogues and Mages can Interrupt and have other types of utility. Dispels are similarly widespread, defensive magical dispels (the most widespread ones) are limited to healer specs.
Relevant boss fight utility of the druid at the moment: Rebirth, Innervate. Especially Rebirth is only used when someone else made a mistake, when the fight is not going as planned. Cast time is short, but even if it was longer, the player that is brought back is more valuable than that.
Stuff like the hinted Heart of the Wild (healer cooldown for balance and feral) have a similar prerequisite: "oh shit our healer died (and combat rezzes are already used up)" However, if that ability is not required in a boss fight, you just have your example of a damage dealer that can only bring 76% of the DPS that other classes are able to.
Harvoc Nov 11th 2011 9:43PM
You forgot Tranqulity.
Tyler Caraway Nov 11th 2011 10:27PM
That MoP talents have -nothing- to do with DPS is obviously not the stated goal that Blizzard has aimed for. Not every talent is going to deal with DPS, obviously, but that some of them will is entirely unavoidable.
In fact, we have an entire tier of talents dedicated to nothing but DPS cooldowns. There are still DPS talents, and utility is not as entirely irrelevant as you might think. Raid stacking, specifically in Cataclysm, has not been a result of the DPS that a class or spec brings, it has always been about the utility. The more defensive a spec can be while outputting the highest level of DPS, the more desirable the are. That's how the high end of raiding looks at things, whether you or the developers like it.
If druids, or any spec, sacrifice far too much DPS for their utility or their utility isn't relevant to the encounter at hand or they don't have enough utility, then they won't be raiding. Period. End. That's how it goes. The community can say and do whatever it wants, and while we love to think that this only effects the high end -- and the honest truth is that the balancing mechanics of it do only impact them -- the rest of the WoW community watches them like a hawk and follows every lead they give them.
If the world top raiders say balance druids are terrible and not worth bringing to a raid, you can damn well bet that finding a raid spot as a balance druid just got infinitely harder; regardless of how true the statement even is.
Lissanna Nov 11th 2011 11:19PM
I'd actually argue that some of the talents will actively lower our DPS without giving us a trade-off of actually useful utility. That ends up being a really big problem because it makes our talent choices largely meaningless as moonkin druids.
Snuzzle Nov 12th 2011 1:41AM
Tyler's right. Anyone remember the recent drama with a single, certain top world gild not bringing any resto shamans to a single, certain HM fight and suddenly, everyone in the community just "knew" that resto shamans sucked? I couldn't get a pug on my resto shammy to save my life. I'd send whispers linking achievement and with a good gearscore and then get back "Sorry, we're full." But five seconds later they'd be spamming they're still looking for heals.
Nathanyel Nov 11th 2011 7:14PM
Agree. There are people left and right that seem to be totally happy with this announcement, because it takes us back to the days of being what Vanilla meant by "hybrid". On the last part, they are correct. But being a druid in Vanilla meant you absolutely *had* to use every available skill during combat, especially PvP, to achieve some sort of success, and basically, it all ended with "heal as much and as often as you can, even/especially when you're not Resto".
And even if they somehow make the DPS specs use this "hybrid" model in an effective way in PvE without gimping our ability to actually perform the primary role, it will make us OP in PvP, which will (again!) lead to nerfs that affect PvE.
Bellajtok Nov 11th 2011 7:58PM
Happy to go back to what being a Vanilla-style hybrid? Hardly. I've heard the horror stories. But druids back then are completely different from druids now. We have a full functional toolkit for every role, and can use them all well. We're moving into uncharted territory of hybridization here, completely different from anything that's come before. The closest playstyle to compare it to is the current practice of Feral tank going cat when not tanking.
But from here on out, we define how powerful we are. Our talents are much more interesting and provoking than those of most of the other classes, and they're going to require a lot of thought to use correctly. I may even dare to say that they might be impossible to theorycraft. (not that people won't try their damnedest.)
And: are we going to be extremely powerful in PvP? Yeah. Will blizzard find a way to reduce that problem? I'm thinking yes. Will we like that solution? We don't know. But I get the feeling that the devs really, really like these talents, so I don't think we're going to them simply nerfed.
I leave you with this quote from soetzufit: "We'll do what druids always do- adapt."
Harvoc Nov 11th 2011 10:41PM
I doubt that ALL of them will be impossible to theorycraft. For the first tier, Displacer Beast is the pick for a feral DPS if Wild Charge is theorycrafted to be better than Incarnation and Force of Nature because it allows you to use Wild Charge again after the fight starts. In the second tier, the best depends on how much health your healing spells restore, including Cenarion Ward. In the third tier, it's all utility. In the fourth tier, you pick whichever one is theorycrafted to be the best for your spec. In the fifth tier, it's utility again. You might think that Bear Hug would be useful for feral tanks but there's no way that it'll work on bosses. And then we come to the last tier. Master Shapeshifter is the only one that can be theorycrafted.
Lissanna Nov 11th 2011 10:41PM
I wrote a story about what vanilla "Hybrid" really played like, and how it wasn't really fun as for explaining why "shapeshifting" isn't all that it's cracked out to be: http://www.restokin.com/2011/11/what-is-wrong-with-melee-moonkin/
jp Nov 11th 2011 7:17PM
the new talents are supposed to be for utility not dps.
also, pvp.
an aoe disorient for boomkins? and now it only requires one global cuz it puts you into bear form?
badassery.
Tyler Caraway Nov 11th 2011 10:38PM
And then a global for getting back into Moonkin Form.
Not to mention you're squishier (at least now) as a Bear than as a Moonkin, and the Disorient is a PBAoE that's not all that long lasting. It's a decent melee peel, sure, but that's mostly all that it's good for. From that tier, Ursol's would be better in PvP as a pseudo-interrupt and the ability to train in a healer or squishy to your melee -- and prevent things such as flag caps and the like if we're talking RBGs.
And, again, MoP talents are not exclusively about utility nor PvP. Have you looked at any of the other classes at all? Have you even looked at our own talents? Movement speed -IS- a DPS talent in so many ways, which is why DIsplacer Beast and Tireless Pursuit are terrible talents, they are actually competing against a DPS talent, not a utility talent. There's a DPS cooldown tier for druids. But let's go look at other classes. Warlocks have two tiers directly dedicated to DPS, so do Hunters, Rogues, and Priests.
It doesn't really matter though, I mean you can balance against anything, but the problem is you can't say "Here, take this talent, but using it is going to lower your damage output." That's not fun, that's not interesting, and it has the same net result that having DPS talents would. Instead of trying to find the talent that gives the most DPS, you seek for the talent that costs the least DPS.
Utility is all well and good, why does Druid utility have to cost additional GCDs and the annoyance of shifting? Other classes don't have to deal with these issues. The occasional shift is okay, if Blizzard really thinks we're going to be shifting every 20 - 30 seconds, or even less, then they're crazy, because we won't.
Harvoc Nov 12th 2011 12:32AM
Well for Balance, the first tier's choice is Feral Swiftness. For Feral however, if Wild Charge turns out to be better than the other two choices in the fourth tier, then DIsplacer Beast is better because it allows you to WIld Charge again after a fight starts.
Tyler Caraway Nov 12th 2011 12:58AM
@Harvoc
Not really at all. There would be far more involved in the calculations than merely Wild Charge.
Every raider needs a move speed increase of some kind, there is no avoiding it. Most melee currently have them baked into their specs while casters get them enchanted. Not all enchants are the same, though. For some specs, the run speed enchant provides the highest DPS because of the Mastery, for others, the Haste enchant would be better if they could take it.
You'd also have to look at the situation on hand. Feral Swiftness is better than the boost enchant, so it'd be slightly fight dependent. For a Patchwerk encounter, there potential for that to be correct, but on any movement encounter it likely wouldn't be the case at all.
Further, there's no current mention of what Wild Charge will do for Feral Druids. You also don't know whether or not it will have a minimum range requirement, nor do you know if Displacer Beast would even put you in range to use that ability.
Harvoc Nov 12th 2011 12:12PM
@ Tyler Caraway
Actually, they mentioned in the Class Balance Q&A that the current Feral Charge (Cat)/Ravage Mechanic of Feral Charge/Stampede will be present in Wild Charge (the following is from the recap):
Feral Charge and Stampede are becoming part of Wild Charge, so you can select not to have that complexity with Ravage.
Thus if we take the current incarnation of Displacer Beast and Feral Charge/Stampede, then we know that the combination can work out. You're in Cat Form in melee range and you Displacer Beast 20 yards away. Since Feral Charge currently has an 8-25 yard range, then you will be able to Wild Charge back, and Ravage the boss. If they keep all the current numbers, then it should be a DPS increase because currently, running out and Feral Charging in to Ravage again is a slight DPS increase. Since Displacer Beast shortens the running to range time, then it should be a higher DPS increase. This is all of course considering that they'll keep all the current mechanics/numbers associated with Displacer Beast, Wild Charge, and Ravage.
Elvgren Nov 12th 2011 2:08PM
"You're in Cat Form in melee range and you Displacer Beast 20 yards away. Since Feral Charge currently has an 8-25 yard range, then you will be able to Wild Charge back, and Ravage the boss."
Unless you happen to "Blink" into a cleave, fire, off the edge of Magmaw's floor (Killing Spree!), or any other number of "don't be there so you can't trust a random mechanic in a boss fight" type of things.
It's not a raid mechanic. It's pure PvP. And it is very sad that all the talent trees are, essentially, the pvp tree. They need to scrap MoP design changes and start over. They are NOT well thought out.
Harvoc Nov 12th 2011 2:36PM
@ Elvgren
That's exactly what I was thinking. Even if it is a DPS increase, the risks of using it are very high. I just wanted to point out that it can be a DPS increase.
sabretooth Nov 11th 2011 7:27PM
"If the talents are useful, but not capable of improving dps, then that's mission accomplished."
If the talents don't increase DPS, why would I want to use them?
ahsanali Nov 11th 2011 7:47PM
Because they provide utility. i.e. cc, knockback, snares, roots, escape, survivability etc.
krisiteenie56 Nov 11th 2011 9:22PM
Because they are meant to be utility. The whole point of the talent revamp is to give you more choices. If one talent is way better than other because it provides a significant dps increase than there isn't a choice anymore.