• May 28, 2023

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).

WoW Shadowlands: Alpha adjustments for wildness and balance

The adjustments affect the Wildness specialization in particular, but also the Balance Druid:

  • Savagery talents such as Savage Frenzy, Lunar Inspiration, and Savage Roar deal more damage.
  • Saber Tooth extends the duration of Shredding less than before. The developers want to avoid potential balancing problems that can arise from an infinitely extended shredding.
  • Bloodclaws should procc more easily in the future.
  • The passive spell Darkness on Balance Druids will only require two spells instead of three.
  • Celestial Alignment will no longer be able to be extended at will.

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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