It's that time again: A new alpha build of WoW: Shadowlands is waiting in the wings and brings with it various other adjustments to the classes of Blizzard's online role-playing game. This time, we're looking at the changes for druids, which the developers have explained in more detail in an official bluepost (via Wowhead).
The adjustments affect the Wildness specialization in particular, but also the Balance Druid:
The full bluepost from the developers reads in detail:
"Various changes in an upcoming build:
Feral: Various talents are buffed numerically, to try to open up some choices a bit ( Feral Frenzy, Lunar Inspiration, Savage Roar), as well as a baseline buff to Rip that's related to the below discussion.
One notable talent is nerfed: Sabertooth. This has been the subject of much discussion in feedback. While we like the idea of a talent in this slot that simplifies the rotation somewhat, we generally agree that infinite Rip extension has a lot of downsides. It additionally tends to cause balance problems, as an infinitely-extended snapshot-buffed Rip tends to outpace other options for sustained damage. Sabertooth will extend Rip by a smaller amount-keeping a similar mechanic to now, but requiring it to still be occasionally used on a single target.
Relatedly, we're adjusting Bloodtalons to make it easier to proc-we've seen a lot of feedback that sequencing Rake, Shred and Thrash that tightly is a big hassle when you have competing interests of when you need to refresh your Bleeds, when you have a lot of energy, when you need to use a finisher, and so on. Trying to find the sweet spot where it's not too onerous to use, but still provides a reward for planning your rotation.
Balance: Notably in this build, starting Eclipse requires 2 spells rather than 3. Doesn't require a big explanation, but should be strongly felt. In particular, the windup at the start of combat is much shorter (especially when you can precast 1 of the 2 spells).
We're also trying a version of Celestial Alignment that's not extendable to arbitrary duration; it was simply going to cause nearly certain balance problems later on. It is now a fixed-duration cooldown that still provides a large damage increase.
Thanks for any feedback, please let us know how this all goes. "
What do you think of the adjustments? Write us your opinion in the comments!
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