Saturday, April 21, 2012

Some thoughts and suggestions about the patch

I played several hours in battlegrounds yesterday, and it was actually not too bad. Though now we can be rooted just like other classes, but we can also do much more damage every time our target gets into the melee range. This makes us the same as rogues and warriors. It is not that hopeless against frost mage, because counter spell has a 24 seconds cooldown so you can still root them while you are rooted. So maybe blizz did well, not right though, on balancing classes (this only applies on bg’s because when we become somehow the worst class against cc’s, we won’t be able to make us countable in arenas). However, I still chose to stop playing druid and perhaps level up another character in the future.

Here I just want to ask a question to whoever suggested the nerf, “Have you considered why people choose to play feral druids?”

We might randomly, or based on believes or something, choose our first class when we began playing the game, but this game already existed more than five years and most of the old players are choosing the class they think the most interesting to play. So why do some of us choose feral druids but not rogues to pvp? Don’t you think one of the biggest reasons is druids can jump out of roots while other classes cannot? Don’t you think it is because druids can have varies of strategies based on shapeshiftings? High mobility and continuous attack are the very important characteristics that make feral druids a unique class. if feral druids become the same as other classes, people may have no reason to continue playing it anymore because most of us are neither a catlover nor an adorer of Malfurion.

I also thought about some changes could be considered:
-Glyph of Entangling Roots can still make the skill instant, but with 30s cooldown time.
-Berserk breaks fear but no longer immune to fear (with same CD as before). (Or immune to fear for 5 seconds but not break the effect)
-Shapeshifts still break roots and remove snare effects.
Then, to balance:
-Infected Wounds reduce movement speed of 30% (or 20%) and attack speed of 10%. (And pvp duration reduce to 5 seconds if needed)
-Rip and Rake 10% damage reduction remains.
-Increase the time duration of Rake to 12 seconds, but total damage remains the same, which means less dps.
-Mangle (bear) damage reduction remains, but it should create more threat.
-lower mangle and shred damage to 410% and 400% from 460% and 450%. (or back to 360% and 350% if needed)
-Skull Bash's lockout time has been reduced to 4 seconds, down from 5s remains.
-Reduce Entangling Roots’ PvP duration to 5 (or 6) seconds. (Or 3 seconds with 15s cooldown while glyphed)
-Mana cost of shapeshifts increase 50%.
If these changes are applied, ferals pve dps will be reduced. Though I do not pve, but I am sure pve is always an important part of the game. So here is the suggestion: add a talent that ignores target’s 10% (or more if needed) armor when the target is not a player or pet. (Or when the target is level “??” and not a player or pet if you do not want to increase feral druids’ quests and aoe speed)
(All numbers above should be tested before actual using)

There are really so many ways to nerf feral druids w/o making them lose their identities. So please reconsider it.

Now I finished. I hope you can understand my English. I am sorry if you cannot=.=. And I found that I perhaps made a big mistake, i.e. I assumed that Blizz want to keep feral as a valuable spec. But anyway, thank you for reading.

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