Druid Stuff

Typhoon: The Buggiest Spell in the World… of Warcraft

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I have to get this rant off my chest, before I blow a gasket over it. Since I started testing some 3v3 comps to see if moonkin is viable with, well, any of them, I’ve come to recognize that typhoon is probably the most bug-ridden skill in the game.

On Cho’gall, my guild typically relies on Typhoon to knock the congealed bloods back if we get unlucky with the MC’d targets just before (which can slow the time it takes to kill them). However, I’ve seen all the bloods packed almost right on top of each other, and while it seems my typhoon has knocked all of them back, one or two of them will bug out and zoom forward as if they weren’t actually knocked back at all. And this oddity is confirmed to be seen not just by me, but by other people in the raid helping DPS them down. I’ve also seen situations where typhoon clearly passes over all of the parasites on Magmaw (heroic), only to have one or two of them basically ignore being knocked back, which can cause havoc if you’re given only a short distance to work with, depending on the fires left by the constructs spawning. This doesn’t happen all the time, and I don’t really understand why it happens in these situations.

Then there’s the way it operates in PvP, which is half broken. I remember some time in Wrath Blizzard fixed an issue where being stunned while typhoon was in flight (before it hits someone) would prevent its knockback from taking effect. But some time between the beginning of Wrath and the beginning of Cataclysm, this bug was reintroduced. And it’s absolutely frustrating when you get your typhoon off, and you think you’re about to knock the rogue off the platform while his shadowstep and CoS are down, only to have the mage deep freeze you right after you get the typhoon off, preventing the rogue from being knocked off, even though he clearly took damage from the typhoon because you can see it roll up (or down) your scrolling combat text.

The responsiveness is equally a problem. I had one arena game where I cast typhoon at three people. It hit two people instantaneously as it passed over them. But it delayed hitting the third person for roughly three seconds, even though all three people on the team were standing right on top of each other. This isn’t even a case of the server reporting him where he actually wasn’t, because typhoon does not take three seconds to travel its full distance. So even if he was standing further back than the server actually reported, the delay would have only been something like half a second. Three seconds is really inexplicable.

And don’t get me started about the times it just fails to work in PvP (which I think may have something to do with the odd times it fails to work in PvE). I realize some classes have immunity effects, like pillar of frost, which causes them to be immune. So this isn’t a case of me being mistaken about that. But it bugs me when an unholy DK and his pet are sitting on the same target, right on top of each other, so I typhoon both of them to knock them off the edge of the Dalaran Sewers’ platform. But instead of it hitting both, it hits his pet, and just passes right over him, as though it didn’t hit him at all. (And take note: AMS does not prevent the knockback effect, so it wasn’t that, either.) It’s like typhoon is suffering the same responsiveness issue that solar beam had before it was hotfixed. Maybe.

In Summary: Typhoon is incredibly buggy. It is one of our primary defensive (and offensive) tools in PvP, and can be extremely important in PvE in some situations. Because it is so crucial, it needs to be fixed so it will work the way it is intended without much issue. I understand latency will make some spells behave oddly at times (this is true for any game mechanic), but I highly doubt all of typhoon’s issues are solely to blame on network latency or hiccups, given my extensive familiarity with the spell’s behavior. It needs to be fixed, and the fix needs to be permanent and well-documented, so any bugs are not reintroduced again in the future.

January 14th 4.0.6 Changes: Awesome!

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Not even a day after my last entry about the feral nerfs’ effects on moonkin PvP, we have new patch notes that addresses some of my points.

  • Fungal growth duration has been increased to 20 seconds, up from 10. In addition, it should now be much more responsive when detonating Wild Mushrooms.
  • Moonkin Form now grants 15% damage reduction instead of increased armor.
  • Starfall will no longer strike targets that are not in combat and will now drop stars at a slightly faster rate.
  • Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 30%.

While moonkins can no longer shift out of roots, the 15% straight reduction is much better than merely increased armor. With so much physical DPS now focused on bleed damage, this is a lot better than simply an armor increase. And this also gives moonkins an extra bit of defense against casters, particularly those that can also root us.

The change to mushrooms is also great. One of the biggest issues with mushrooms was that we couldn’t cast them on the run, which meant fungal growth was limited to mainly just stacking them on pillars for kiting. They will see more use in BGs and open spaces now that we can effectively use them to kite, as well.

The damage and area increase of the damage is mainly a needed PvE change, though it’ll be useful in PvP for interrupting flag cappers.

So while we lose shifting out of roots, we gain some much needed utility and passive damage protection.

Edit (Jan 24th): And now moonkins get the ability to shift out of roots, again. I think we may now be in a good place.

Restoration Druids Deserve a New Baseline Spell

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Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.

I wouldn’t argue that we have more variety in our spells than paladins or shamans, but priests? Really? The variety priests get is simply unparalleled. They get:

  • Power Word: Shield – A damage absorption spell.
  • Circle of Healing – A smart multi-target heal on a short cooldown.
  • Prayer of Healing – A cast-based, direct group heal.
  • Renew – A single-target HoT.
  • Flash Heal – A short direct heal.
  • Greater Heal – A long direct heal. (Which isn’t that useful except in situations where they can time the cast to land right as a large hit falls, admittedly.)
  • Prayer of Mending – A proc heal that smartly jumps between damaged people on an intermediate cooldown.
  • Divine Hymn – A channeled smart heal on a long cooldown.

What do druids get?

  • Lifebloom – A short-duration HoT that stacks and procs a heal at the end.
  • Wild Growth – A smart multi-target HoT on a short cooldown.
  • Rejuvenation – A single-target HoT.
  • Nourish – A short, single-target heal (that, however, requires you to have HoTs currently running to achieve maximum potency).
  • Regrowth – A direct heal that leaves a weak residual HoT. (That we don’t use for the direct heal unless the person would also benefit from the HoT.)
  • Healing Touch – A long direct heal. (Which isn’t useful except in conjunction with Nature’s Swiftness, and that’s only when an NS’d regrowth wouldn’t be better; the glyphed version is only useful on Faction Champs and Anub25 hard.)
  • Swiftmend – An instant, direct heal on an intermediate cooldown.
  • Tranquility – A group-based (meaning only the druid’s own group) channeled heal on a super-long cooldown.

In numbers, we’re roughly equal. But while druids have a high variety of HoTs, priests have a high general variety in their spells. You could argue that priests make trade-offs based on their spec, nevermind that they can simply respec to fill what role is needed at the time and druids have to work with what they have. Druids make incredible trade-offs in globals, anyway. In order to stack lifebloom, you have to spend three globals (roughly three seconds at high-end levels of gear). Nevermind that the end-heal is often prone to overhealing, something that is supposed to be penalized in Cataclysm. And if HoTs aren’t optimal for the situation, good luck relying primarily on nourish (which is weak without HoTs running), swiftmend (which requires wasting GCD’s to make it useful when HoTs aren’t optimal), and the glyphed version of healing touch (which isn’t better than nourish except when HoTs aren’t running on the target).

I’m not saying restoration druids don’t have a wider array of tools than paladins. And shamans have a smaller variety to work with, as well, though their spells are generally useful and chain heal is incredibly unique. But to say priests get a new utility spell and restoration druids don’t seems short-sighted to me. Especially when we can’t really make decent use of our direct heals without spending extra globals on HoTs. I think every single spec deserves new spells. Holy paladins moreso than anyone else, however the strength of beacon would need to be addressed in doing so.

I realize Blizzard did talk about our current spells and how they should be generally useful (which heralds perhaps changes to their potency and/or mechanics), and these can certainly be addressed. But I still feel restoration druids deserve a new baseline spell. Even if it’s solely based in utility.

More Moonkin Changes

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Eclipse now increases damage done by Wrath by 40% (up from 30%) and the critical chance of Starfire by 40% (up from 30%)

I’m not sure the 2% buff this results in will make up for the loss of the aura macro, but it’s a needed fundamental change nonetheless. I am somewhat amused, because before the nerf I was talking with a friend about how the 2PT8 bonus was something I’d be using in my end-game gear. The discussion concluded with us agreeing that 2PT8 needed to be nerfed while the base moonkin mechanics needed to be buffed to counter a gear nerf. Seems Blizzard agreed!

Regarding the Moonkin Changes

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Eclipse: This effect will not activate again within 15 seconds of either type of Eclipse effect firing, in addition to the existing 30-second cooldown for each type of Eclipse.

Item – Druid T8 Balance 2P Bonus – Increases the bonus granted by Eclipse for Starfire and Wrath by 7%. (Down from 15%)

Before you get the wrong idea, I believe a player should be compelled to upgrade to subsequent sets. I do, however, want to address Ghostcrawler’s response to someone complaining about the nerfs and discuss how moonkins are both overpowered and underpowered at the same time.

Our intent was not to nerf Balance druid dps with this change. Our intent was to make a macro or addon that was quickly becoming mandatory at competitive levels not mandatory. It would be one thing if cancelling Eclipse auras was a fun or interesting choice, but since everything was so automated, the only thing I can really imagine anyone getting upset about was the dps loss, which we plan on offsetting.

The extra component to our rotation was certainly maddening from a theoretical standpoint. I’m happy that I will be able to throw out my macro for this reason. To elaborate, starfire has a flight time. It’s a very short flight time, but a flight time nonetheless. A spell takes into consideration the buffs you have as they begin to take flight. Procs, however, happen only when a spell lands. If you are at he soft crit cap, starfire will crit 100% of the time while eclipsed. So by canceling eclipse while your last starfire that can receive the benefit of eclipse is in flight, you will automatically proc a wrath eclipse (because the starfire eclipse is no longer active, meaning it can proc).

This will have a rather substantial effect on our maximum DPS potential. But note that Ghostcrawler says Blizzard plans to offset the nerf. So I’m not going to complain. But to help them consider our issues, I want to go over the situation moonkins are in.

As I said earlier, moonkins are both overpowered and underpowered at a basic level. In terms of individual DPS in a raid that has every buff and debuff, we are currently middle-of-the road. But the irony is the only reason we are is because our 2PT8 is overpowered and we can make use of the macro. It is, essentially, what allows us to be viable in terms of individual DPS. But that’s getting nerfed.

Meanwhile, in terms of the buffs we bring, there’s really no one better. We bring a 5% crit aura, 13% spell damage (though we can’t apply it to multiple mobs like an unholy DK), and 3% hit. We also bring an extra innervate (and this is especially noteworthy because we shouldn’t need our own innervate at high levels of gear, unless we’re AoEing).

The buff and debuff strength is not so potent in 25-mans, because you will have the 13% from unholy DK’s on a lot of fights, the 3% from shadow priests, and elemental shamans are (currently; not really sure for 3.3) doing pretty decent DPS, so they are often there and provide the buffs we do. So we’re not that essential for 25-mans, and if our individual DPS drops low enough, we won’t be needed.

But in 10-mans, our debuff and buff capabilities shine like burning magnesium. Because you have limited raid slots and typically want good synergy, moonkins get heavy consideration. Instead of bringing an elemental shaman and a shadow priest to augment a lock, you can bring a moonkin, drop the shaman and shadow priest, allow the warlock to use a damaging curse, and then put in a caster that does a better job for the given fight than perhaps the shaman and priest (though there are some fights shadow priests and shamans shine on, so it’s not like this is always the case, but it happens with some frequency).

However, with the nerf, our personal DPS is going down. So in situations of buff and debuff redundancy, we risk falling out of consideration when the extra innervate is not needed (and we’re not the only class who has an active mana return; hi priests).

So what should be done? Well, for one, I personally think the inherent 60% chance to proc eclipse on a wrath needs to go. This will partially make up for the nerf, but not entirely. After that, I’m not sure. I think either the base bonus of eclipse needs to increase, or other talents need a boost.

They’re planning to address it already, so I’m not worried about it too much.

Back when I started playing WoW, there was a lot of theorycrafting for how players could overcome or even minimize the impact of random numbers on their gameplay, which totally makes sense. Over the years though that has sort of morphed into: all RNG is bad, and any mechanic that has an RNG element is also bad. We don’t think Balance is saddled with an over dependence on RNG more so than other specs, and if you feel that way, you might want to talk to some Fire mage friends.

I’ve played both in a raiding environment. There’s an issue with RNG that lies in floors and ceilings. If the ceiling is too good, you can get lucky and put out (for example) 30% more than your average DPSer can ever hope to produce. But the opposite is also true. There’s a chance on a given attempt you can do everything right and come in dead last on the meters if your floor is too low.

This is why people rail against RNG. Me? I don’t have a problem with it as long as the ceiling doesn’t go too high, and the floor doesn’t go too low. But when this is the case, RNG can be the source of massive cognitive trauma.

Blizzard has to look at the scalability of such RNG mechanics, also. If at the highest gear level the RNG-based mechanic becomes so good that someone produces 20% more DPS than everyone else on average, that’s a problem. You either have to put in some sort of check, or lower its strength. But if you lower its strength, that could detrimentally affect the concept at low levels of gear, which is also important. So this is why RNG is such a tricky component of the game.

At low levels of gear, eclipse was more frustrating than even hot streak was. And I think, honestly, to counter for the unlucky streaks (for both classes), they need to implement something like a failsafe, where if you don’t proc something within, say, 10 spells, it automatically procs. This would fix the performance problems of each spec at low-end levels of gear.

If they can do something like that, RNG is fine. But it’s a fine mathematical line to walk.

Likewise, we don’t think it was good for warlocks to just use Shadowbolt or mages to just use Fireball. Furthermore, we don’t think a 1,2,3,4 rotation is a whole lot better. If your class mechanics invite you to be able to macro everything you do, then you as a player aren’t really making decisions; you aren’t playing a character so much as babysitting a bot.

I don’t think anyone is going to argue against the concept of using more than one ability to DPS. But the issues with RNG are separate matters and need to be addressed on a case-by-case basis, as discussed earlier.

We’re more sympathetic to the argument that it might provide too much of a dps increase relative to other talents, but at the same time given what I said above, we aren’t really trying to promote an Eclipse-less Balance spec.

I don’t think it’s a huge issue to make a single talent really powerful, as one talent can often be the thing that makes a spec viable. One could argue vengeance is just as important for balance druids, if not more important at times. Ironically, vengeance and eclipse are mutually beneficial. Personally, as my gear’s increased, I’ve warmed up to eclipse, as those unlucky streaks happen almost never. Admittedly, at low levels of gear, I simply cussed it out, because it seemed to never proc enough and I’d often get streaks of 15 wraths without a proc.

I personally think balance is fundamentally sound, but we could use some balancing (ha… ha… get it) and tweaks to fix our issues at the low-end gear level.

On a different note: Stay tuned for another entry in the coming week. I’ve got an announcement concerning me (and it will affect the blog and its future content). But Thanksgiving is distracting me from finishing that entry.

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