Topic
Why?
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I dont understand, why nerf druids and give every other healer a buff? I agree that we were fantastic at FL (apart from baleroc). But surely if you kept druids the same and just buffed the others then it would be balanced. If it aint broke dont fix it.
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Because resto druids were horribly, horribly overpowered in tier 12. Look at the top WoL parses for Firelands, and you'll find that the top 100 for basically every single fight (not counting Baleroc) are at least 90% druids, generally 15-20% higher than everyone else. The only surprise about the nerfs was that they didn't come sooner.
As for your other question, it's easier to change one spec than to re-balance four other specs and then redesign all content around the new numbers. Other specs didn't get blanket buffs, but rather got very specific buffs to cover for specific weaknesses, like the resto shaman Riptide buff intended to help with AoE healing when the raid is spread out. |
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Because resto druids were horribly, horribly overpowered in tier 12. Look at the top WoL parses for Firelands, and you'll find that the top 100 for basically every single fight (not counting Baleroc) are at least 90% druids, generally 15-20% higher than everyone else. The only surprise about the nerfs was that they didn't come sooner. It still seems to be an overkill nerf nevertheless. There's a difference between balancing and completely screwing up. The current patch leans towards the seconds. 1-2 weeks and we will see whether there is anyway for druids to be at least "viable". Right now we are mediocre at best. |
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Yes druids did need a Nerf. I think most healers will agree with the fact that they needed nerfing and I would hope some Druid healers can agree with that too.
However I do agree that they went a bit too far with it. It is no-where near as bad as the 'omg it is no longer viable to raid on a druid' or anything like that (and people that make threads like that don't help your case either), but the nerfs were a little too strong. I think it'll be noticed pretty quickly and I think druids will get a slight number tweak soon, but it's not like you aren't viable healers at the minute.. |
Keep in mind that "half the other healing classes are better" means you're perfectly balanced. I doubt this will turn druids into the worst healing spec. Give it a few weeks and then see what the numbers say. Until people start doing Dragon Soul heroic modes, we won't really know what each spec is capable of right now. |
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Edited by Pinus on 01/12/11 22:51 (GMT)
Right now we are mediocre at best. Not when the difference comes down to more than 2K differentials. Then I would call it at least fairly balanced. I think you are still convinced that druids are OP since 4.2 and that no nerf could really touch them. Well,like you said,give it a few weeks. You'll see it for your own. You might not realize it,but this nerf had a huge impact on our output and on top of that took away the mana efficiency advantage we had so far. 2 in 1, you can't go any worse than that actually... |
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This is what i was getting at, im not complaining that we are not viable, im simply stating that the nerfs were a bit too much, i can understand the +2sec cooldown on glyph of wild growth, but the 20% damage reduction is too far. And yes i understand that its just tweaks to other classes but with these tweaks they can, in some cases do a druids job, even holydins with are renowned tank healers. Also i dont agree with this 'druids have had their time'. So just because we were OP in 4.2 doesn't mean we have to be terrible in 4.3. |
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because a nerf was long over due
:D |
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Yeah we were above the others. But that dosent mean that they should give AoE to the main tank healing class meanwhile they nerf the main AoE and dont give us tank healing. And to the fact that the only possible thing druids gives to raid that any other healer cant to is Stamding roar (Ferals and Boomkins can) so that makes druids worthless comparing to disc priest and shamans. In the DPS perspective we are broken feral cats doing good damage on fights you can be behind the target Acording to logs balance falls behind other casters in this patch PvP perspective as a druid only class you avible should play over 2.2 ratings is Feral dps if you arent really skilled player you may come over 2.2k as balance ;_; stop qq |
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That's the point, it was broken. |
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Give it a few weeks before you say the nerf was too much. You have to realize that druids were far better than other healers. We're talking 15-20% on most fights. Even a 5-10% advantage would be considered game breaking for a lot of DPS-classes.
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Edited by Pinus on 02/12/11 15:04 (GMT)
Then I guess that right now holy paladins are breaking the game, A LOT. Since they have a much higher than 25% difference. And druids didn't have 10% difference with discipline priests on most logs(especially if you take in account their damage reduced),but you don't see them affected either. |
Take a look at holy paladins and come back to us with that claim chief. |
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Holy paladins are quite overpowered at the moment, aye. Doesn't mean you should go around playing the pot and calling the kettle black. Holydins do indeed need numbers tweaking, but I actually wonder if Blizzard will. After all, they let druids reign supreme in 4.2 without touching them (if my memory serves correct). |
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The glyph and 5-10% healing would be enough though. Glyph and 20% is a bit too much and has affected not only our healing, but also our mana efficiency that we were famous for. |
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Technically they did same to holy priests, since the circle of healing glyph has received the same nerf as the wg one, if I understood correctly (20% more mana cost for the 6th target), and holy priests werent even famous for mana efficiency, on the contrary.
So I'm guessing blizz mind works in mysterious ways? |
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I'm aware of the CoH glyph,but the WG doesn't affect us directly. The wild growth glyph just adds 2 seconds cooldown on wild growth. It is just a further nerf of the spell. (36% without the glyph, 38% with the glyph, the only reason I keep the glyph is because I can utilize the extra GBC for something else)
Now,the reason our mana efficiency has gone down the drain is pretty much our attempt to compensate for the healing loss we had. In total a druid have lost 12% of his total healing from 4.2. If we followed the same skill usage our healing output would be extremelly low. Which forces us to compensate with rejuvenations and regrowth. rejuvenation costs 3727 mana each and regrowth 6522 each,so you get the picture. :) For example,on our warlord kill,i used my entire mana pool in order to do 20.5K hps, which was extremely dissapointing. Our holy priest did 28K and had 35% mana left by the end of the fight. Practice makes perfect though and I have got used to my new mana handling model more and more, but I still fall behind the priests on the long run. The more time the fight takes,the more behind I will be left due to each divine hymn being godly. Generally I can't really complain about priests though, our difference is fairly close. Paladins are a whole other issue altogether. What annoys me is the skill cap our healing model requires since 4.3 and the outcome of being able to accomplish it. I can barely describe you how stressful and un-rewarding healing as a druid in 4.3 feels. |
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To the point that I dread the thought of doing more tries on deathwing spine this Sunday again. ^^
That fight is a bit !@#$ed up as well...since it completely screws smart heals with that healing absorb debuff. I want to use wild growth to remove it to those that still have it and I can't... Although my guess would be that shamans suffer a little more from that. |
