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3.1 Lifebloom and Restoration Changes
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Post by
Celdhyrean
And if I wanted to heal with straight heals that crit for a lot I would have rolled a pally (19k crits anyone?). I find it somewhat contradictory to see that argument used whereas you complained about the nerf to crit chance for Regrowth earlier. Because appart form the main tank, all the druids using Regrowth on the raid weren't mainly using it for the hot part but for the direct heal.
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146856
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217439
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217439
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Post by
greenpower
I'm sure everyone will either find a way to compensate for the changes or will switch specs - I have no problem personally to adjusting to the Lifebloom changes but when it comes to being forced to spam a straight heal... that may be straying too far from the fun Druid HoTs.
This is really how I feel about the matter. Restos will still put up good numbers, but I feel the spec is about to lose most of it's flavor. I have no real interest in using straight cast heals, and will avoid using nourish/HT, even if it ends up keeping me from being a great healer.
If Blizzard didn't want us rolling LBs on several targets, I really don't understand why they added Nature's Splendor and the glyph.
Post by
Celdhyrean
If Blizzard didn't want us rolling LBs on several targets, I really don't understand why they added Nature's Splendor and the glyph.Probably because we'd have done it anyway, except we would have had less time to do other stuff between refreshes.
Post by
razzem
I think it's sad, personally.
Every class *had* their own unique style. Then Blizzard decided they wanted to complicate every classes ability to play the game in order to make it "more challenging and more fun". Personally, I'm getting sick of paying attention to proc-watching, 7 spells to keep an eye on that all lose something, efficiency or hps, if I'm not very careful.
It's happened to almost every class now. I'm finding it more and more difficult to enjoy the game, instead, I'm now watching so many add-ons that I hardly see the screen. Perhaps this is just me, but I'm running out of buttons and add-on watching ability.
Seems like Moonkin is the least affected tree of Balance... I'll prolly have to stick with that or Bear I suppose :D
Post by
219211
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Post by
Kaitain
Given the various facets we discussed in this thread, I thought it was worth quoting GCs latest comments on the subject. She basically answers most of the QQs ppl here had. You might not like her point of view, but she does answer them.
Lifebloom changes in 3.1
Rolling Lifeblooms on 2-3 tanks is just hands down one of the most -- probably the most -- efficient heals in the game. We didn't want to nerf the amount Lifebloom heals, but we were concerned druids would jump to the top of the healer stack pretty quickly with the recent mana changes.
We added the bonus to the bloom to improve its use in PvP, where you can't always keep 3 stacks rolling, and for say throwing a single spell on a rogue where you don't plan on keeping it rolling.
Keep in mind that yanking the hot removal of DKs is also a druid buff for PvP.
Edit: I meant to add that we discussed getting the same effect by having the 2nd or 3rd application of the spell on the same target increase in mana cost. But that becomes pretty complex to explain in a tooltip and might be too mathy for quick calculations when deciding whether you want to roll blooms or not.
We think rolling is a fun part of the spell. It's just too efficient and makes Lifebloom the best heal per second and heal per mana. We don't want you to change the way you use the spell, at least in terms of single tank healing. The bonus on a bloom or dispel is just supposed to be a bonus.
If the numbers aren't right, we'll continue to tweak them. It may be that the cost needed to go up by 75% instead of 100% for example. (
Source
)
Resto druid role
Someone asked whether we were intending to change the Resto druid's role. We aren't. All of these changes fall, in our minds at least, into the realms of balance or polish.
Fixing mana regeneration and Lifebloom efficiency are balance problems. Both were too good. Separating the roles of Nourish and Regrowth a little is a polish issue. They were too close together.
One of the things I still feel works the best about the Resto druid is in how different players can heal using different strategies and still be succesful. We have a long way to go with some classes and specs to give them that level of variety
. (
Source
)
I highlighted the bit in at the end because I think it sums up how I feel about the "i'm gonna re-roll if they make me cast Nourish! Druids are ruined." QQs. Druids are a fantastic healing class to play, with tons of variety and a lot of playstyle options.
Post by
292710
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Post by
pelf
GC is a he, BTW. Also, isn't
Gift of the Earthmother
as relates to Lifebloom kind of useless with this change? Make me use mana even faster? I feel like the talent was originally made to get stacks up faster.
Post by
Kaitain
This is what people don't like; Paladin play-style. Nourish is a straight up heal, there's no if's, and's or but's about it. It doesn't apply a HoT and it has a very fast cast time; seems too similiar to FoL and FH. You need to apply the HoTs to increase the effects of Nourish, but the point is that you're leaning away from using Regrowth and towards Nourish and I don't think people are too pleased with that.
I see what you are saying, but I really think direct comparisons to Paladin style healing are way off. You will still need to spend a majority of the time hoting, with some filler of Nourishs. Requiring all HoTs on to really get the best Nourish results will keep the emphasis on HoTs even in Nourish-friendly situations. A lot of people have been already playing like this with re-casting Regrowth on the same target repeatedly. I suspect that buff to Living Seed may also be a reason to tone down Regrowth a bit. Spamming Regrowth how it is now but with buffed Seeds would result in a hell of a lot of powerful seeds.
GC is a he, BTW. Also, isn't
Gift of the Earthmother
as relates to Lifebloom kind of useless with this change? Make me use mana even faster? I feel like the talent was originally made to get stacks up faster.
Really? where the hell did i get he was a she from..
GotEM still applies to a lot of your GCD time so I think still worth it. It is definitely seeming like a more expensive talent now though :-)
Post by
razzem
Couple thoughts:
1. With lifebloom costing more, will you be using the Idol for LB or something else?
2. Many of us know that they are planning on adding a new tanking idol. I've read where they said that they wanted to add some new idols for other spells as well... has anyone seen anything on this?
3. Rejuvenation comes out way ahead for raid healing now, imo, with a way cheaper cost as well as the Revitalize talent (15% chance to restore rage/energy/mana). I wonder how this will affect a resto druids raid healing practices.
4. With Nourish being so healily pushed towards with this patch (read: new glyph that basically does the same thing as the Tier set: wow, 25% crit chance added, Living seed affecting Nourish and now affecting heal and overheal value, and the cost of Nourish now being our second cheapest heal after rejuv at 14.5% when talented), how do you see this affecting your raid healing and or tank healing rotations?
This change will be quite a lot, imo.
Post by
292710
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Post by
Lightrain
Uh, just a couple comments and unclear ideas, I didn't get to totally read all the comments, but got thru most of them....
But, It says when the LB is dispelled or expires. In PvP, I think this is a MAJOR nerf. Yes, I said it.
If you think that druids can just run around and let their main HpS HoT expire, you are seriously not a good pvp healer. This allows for a majorly effective cc window. Wait till LB is almost up, silence/stun/nuke. This also means that in pvp, druids will now have to sneak in regrowths whenever possible to help make up for the lack of healing.
I dunno if you've ever been chased around an arena for forever by a rogue....... PvP resto druids are already pretty damn squishy IMO. Making it horrifically inefficient to refresh that LB stack at half just in case you get cc'd/focused is a big nerf to the already squishy resto druid.
Also, that note is very unclear as to whether it refund after the "buff(the actual LB buff itself)" is dispelled/ended, or if any one of the stack is dispelled. If it's not the latter-i.e.-connected to the blom rather than the number in the stack-, than in PvP, stacking LB's would be really, really stupid. If I was a priest/shaman/lock/hunter, and saw LB with a number on it, and it didn't refund that half mana if you dispel one off the top, you better be damn sure I'm gonna try to remove it.
So, it comes down the the design. If any LB at any time gets dispelled and refunds the mana reguardless of the stack up or remaining, than that's not as bad. Also, if dispelling one off the stack causes it to bloom as well as refund mana, that would be even better.
But that aspect is unclear from this quote IMO.
Even if that is true, killing resto druids would turn into a timer game. Who can watch the timers the best makes the resto druid an easy kill. Not to mention you will have a 1-1.5 second window to stun/silence the druid near the end of his LB stack(assuming he wants his mana back). Coordinate with a dispel/spellsteal/purge spam, and it's a dead druid.
Post by
iLive
I don't like the change on Lifebloom either. It makes me want to reroll Discipline Priest or Restoration Shaman. Restoration Shamans have Chain Heal, which is really an awesome spell for raid healing! Discipline Priest have shield, which absorbs enormous damage for one target, and now its mana cost reduced and cooldown is removed! Seriously, an instant cast shield that adds 7.000+ health (2.000 SP) with no CD! Restoration Druids
had
Lifebloom, but now it is nerfed too (again). I don't see the fun in being a Restoration Druid any longer, because the change has really made me disappointed with Blizzard. Blizzard is normally genius with changing spells and abilities to make them equal good, but they really destroy the part of Druid healing by changing Lifebloom! I hope they get a better idea to maybe make it better in PvP but not that boring and bad in PvE.
I just really don't like the idea with letting it bloom and the extra mana cost. If they want us to not be able to roll on 3 tanks, then make the spell only be avaible to be on one tank! Don't change the spell itself!
Post by
Lightrain
Discipline Priest have shield, which absorbs enormous damage for one target, and now its mana cost reduced and cooldown is removed! Seriously, an instant cast shield that adds 7.000+ health (2.000 SP) with no CD!
http://ptr.wowhead.com/?spell=10898
Same use, lack of cd. You still can't spam PW:S on the same target and keep him safe indefinitely.
That 4 second CD did nothing anyways. It's a "buff", without the buff IMO. The extra versatility would be in 3v3 and 5v5. It does next to nothing in 2v2.
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