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라이브
PTR
5월 17일 격전의 아제로스 조화 드루이드 피드백
격아
2018/05/17 시간 21:44
에
perculia
에 의해 작성됨
블리자드가 격전의 아제로스에서 변경되는 조화 드루이드에 대한 많은 피드백을 남겼습니다. 격아를 기점으로 조드에는 이런 변경점이 가해집니다:
Twin Moons is a new talent that causes Moonfire to deal additional damage and also hit a second nearby enemy within 20 yds of that target.
Starfall’s base Astral Power cost has been reduced to 50.
Redesigned Nature's Balance - While in combat, you generate 2 Astral Power every 3 sec. While out of combat, your Astral Power rebalances to 50 instead of depleting to empty.
Changes to Solar Empowerment with Starlord becoming baseline.
New Talent Starsurge - grants you 3% Haste for 15 sec. Stacks up to 3 times. Gaining a stack does not refresh the duration
Changes to Celestial Alignment/ Incarnation. Instead of providing +50% Astral Power generation on Lunar Strike/ Solar Wrath, they now provide 15% Haste.
아래는 현재와 격아 간의 특성 차이점입니다:
라이브
격아
Seph
05/01/2018 12:19 AM Posted by
Cyouskin
태양 강화
and
달 강화
do not provide rewarding gameplay.
Single-target rotation can be optimized by a CastSequence macro.
This is two-parts and our two most important goals for the spec's changelist going into BfA (and they tie in with each other):
First is to add something interesting to the base rotation. As many have pointed out, Balance Druid's baseline rotation is pretty predictable, and doesn't offer much in the way of procs or reactionary gameplay. New baseline passive:
천벌
has a 20% chance to grant
달 강화
.
별빛섬광
has a 20% chance to grant
태양 강화
. The goal here is to break up the monotony of chain-casting of only one generator with procs that incentivize you to use the other generator.
Second is to make Solar/
달 강화
s more meaningful. The damage bonus they provide on live isn't negligible, but they don't provide anything interesting other than damage. It's hard to make a damage bonus with no created gameplay feel like a bonus psychologically, when you know in the back of your mind that everyone's damage is tuned to be similar at the end of the day. We're trying two changes here:
태양 강화
is changing into: Causes your next Solar Wrath to explode for an additional X% of its damage to all nearby enemies (also hits the primary target). This helps to differentiate the two
권능
s a bit mechanically and visually. It also gives Solar Empowerments, which are now granted by
별빛섬광
, an AOE component so that when it procs while you're AOEing with Lunar Strike, you feel good about getting and using the
태양 강화
proc. Currently the Solar Empowerment bonus is half the value of
달 강화
's damage bonus, and scales by Mastery at the same half rate.
별의 군주
talent is becoming baseline, making Lunar and Solar Empowerment always reduce the cast time of their affected spells by 15%. This is a simple and direct way for
권능
s to be felt and desired.
별의 군주
is being redesigned into:
grants you 3% Haste for 15 sec. Stacks up to 3 times. Gaining a stack does not refresh the duration. (Tier 20 4-pc bonus)
This doesn't instantly make
권능
s the most interesting class mechanic in the game, but it should be a step forward.
05/01/2018 12:19 AM Posted by
Cyouskin
엘룬의 분노
,
태양섬광 연마
, and
별빛섬광
do not share the same splash radius.
We've increased/standardized the splash radius of
별빛섬광
,
엘룬의 분노
,
보름달
, and Sunfire to 8 yds. Many of the 3-5 yd radius AOEs in the game started off as: Let's make this spell effect that looks explosion-y, but won't impact AOE damage too much, so let's make it a small 3 yd radius. In practice, having AOE capability means players want to make use of it, and when it's 3-5 yds it's very difficult to and thus can be frustrating. 8 yds means you can more easily hit a basic clump of enemies on you or the tank.
05/01/2018 12:19 AM Posted by
Cyouskin
별빛섬광
is insignificant in AOE despite having a splash mechanic.
별빛섬광
's radius increasing from 5 to 8 yds should be noticeable, but we can probably safely nudge up the splash damage a bit (25->33%) and see how it plays. Note that next week you'll see a 10% reduction to
별빛섬광
's base damage – that's to mirror a new 10% reduction to its base cast time (2.5->2.25 sec). This makes
별빛섬광
's cast time and
천공의 힘
generation to be each exactly 50% higher than
천벌
, and makes it no longer slower resource generation/ramp with
별빛섬광
than
천벌
.
05/01/2018 12:19 AM Posted by
Cyouskin
항성의 섬광
suffers from a very heavy cost. A Starfall that costs 60, plus the
항성의 섬광
(10), plus the fact we aren't casting a filler (8), means
항성의 섬광
costs a bit too much.
항성의 섬광
requiring a Starfall to be down to get a large portion of its damage felt bad – it's a kind of weird negative synergy with both being
천공의 힘
spenders. We've removed the
portion of it, and instead its damage is increased by Balance mastery (the portion that increases
천공의 힘
spender damage), and kept its 10
천공의 힘
for now.
One use case for
항성의 섬광
was that it can be a spender for targets that can't all be covered by a single
(even though
covers the entire world and pulls the floor above), and this use case pointed even more toward removing the
requirement portion of it. I think
항성의 섬광
is still looking for its place on the spec - we'll continue to look for opportunities to improve/change it.
05/01/2018 12:21 AM Posted by
Cyouskin
AOE gameplay is too reliant on
유성
. Other talents do not come close to the performance of
유성
.
유성
looks/feels cool, but provided just a little too much
천공의 힘
. Especially considering that the talent row it's now on (with
and
항성의 섬광
) provides no other resources generation, reducing its Astral power proc makes sense.
05/01/2018 12:19 AM Posted by
Cyouskin
자연의 군대
suffers from scaling issues. The other talents have a notable effect on
천공의 힘
generation.
Agree that summoning some Treants on a long cooldown doesn't bring much in terms of mechanical interaction. It now generates some
천공의 힘
over its duration.
05/01/2018 12:21 AM Posted by
Cyouskin
The current rate of
천공의 힘
generation is pretty low.
's cost hasn't been changed, but some amount of
천공의 힘
generation has been added to a few places –
엘룬의 전사
,
자연의 군대
,
엘룬의 분노
(now a generator instead of spender), Nature's Balance (new design). Additionally, the average cast speed of your two generators has been meaningfully sped up, with
별의 군주
's 15% cast time reduction becoming baseline. Definitely will be keeping an eye on pacing feedback.
05/01/2018 05:50 AM Posted by
마룰
And for the love of god remove Nature's Balance, I have never seen a talent that makes me more depressed. I dread the day I have to pick it because it's the best, it is horribly unexciting and makes the rotation even more wrath spam. Don't make it baseline, don't buff it, just delete it.
Agree here. The bonus it provided ended up making the single-target rotation less engaging, even if it was sometimes nice to have in multitarget situations.
The new/redesigned version of Nature's Balance is: While in combat, you generate 2
천공의 힘
every 3 sec. While out of combat, your
천공의 힘
rebalances to 50 instead of depleting to empty. It's a combination of the live
안쉬의 축복
talent (which has been removed and one half folded into this one) and the new effect which removes out-of-combat
천공의 힘
degeneration while below half, allowing you to enter combat with up to 50
천공의 힘
, which allows a
or Starfall on the opener.
05/08/2018 05:18 PM Posted by
Gärzen
Welp the new build came out today and another nerf in the form of Soul of the Forest only reduces the cost of starfall by 10 down from 20. Thats the nail in the coffin right there, destroyed the rest of our niche. This was the build we were looking forward to.
's base
천공의 힘
cost has been reduced to 50. We probably should have waited to make that change to
숲의 영혼
along with the rest of the changes to the spec. Overall, that reduction to
숲의 영혼
is still the right thing (I think many of you agree) - 1/3 off the cost of
for a talent is pretty overboard – but without the context of the rest of the changes it's understandable that it doesn't look right.
05/13/2018 03:53 PM Posted by
Comfybundles
Please give us a way to spread Moonfire on multiple targets.
Twin Moons is a new talent that causes Moonfire to deal additional damage and also hit a second nearby enemy within 20 yds of that target. (a.k.a legendary shoulders) This was useful functionality that helped with ramp in multitarget situations and was also visually satisfying.
One other change is to
천체의 정렬
/
화신
. Instead of providing +50%
천공의 힘
generation on
별빛섬광
/
천벌
, they now provide 15% Haste (and their damage bonus has been tuned down slightly for now). The spec's resource is a bit of a not-super-stable balance of
천공의 힘
and Lunar/
태양 강화
generation/consumption, and
천체의 정렬
/
화신
sometimes caused resource/
권능
s overflow, a problem that a Haste bonus doesn't have.
Thanks for all the well-written and constructive feedback, especially from the original poster.
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