So, there has been an interesting conversation going on in the healing forums lately about how often we shift from one form to another, about the design of tree form, and about moonkin lack of shifting, too.
Back a long time ago, we used to shift more often just because all of our forms were weak on it’s own. What do I mean by that?
This was my original leveling solo “rotation” to kill a single mob: Pull with starfire, root, moonfire, wrath a couple times until roots breaks. Melee in caster form until omen of clarity proc’d (yes, I’m serious). Cast rejuv on myself. Shift to bear form. Melee in bear form for a while. Eventually shift back out. Start back from the beginning and repeat a few times until mob was dead.
My current moonkin “rotation” to kill a single mob: Cast starfire twice, or wrath three times.
You should go back and read all the blue posts in this thread, especially if the Q&A left you a little queezy about possible changes to shapeshifting.
Okay, so this is part of something I posted in that thread:
Moonkin actually have a reason to want to spend more time in caster or feral forms, but mechanics of the class just prevent shifting out of moonkin in PvP to really be viable. Giving moonkin the ability to spend time outside of moonkin form would solve a lot of moonkin’s PvP problems.
Ghostcrawler’s reply to that quote:
Yeah, we agree. That is what I was getting at with the druid as a shifter. The idea is that a Balance druid would sometimes leave Moonkin form, but we haven’t made it easy enough to do so. We also don’t want to just adopt a model where say you shift to caster form to decurse and shift back – that just means your decurses take 3 button clicks (or a macro). It should be more tactical than that – do I want to be in Moonkin form for a little while, or would I rather be in caster form (or possibly even bear or cat)?
From a PvP design perspective, being stuck in moonkin form without access to resto healing or feral crowd control abilities is pretty problematic. We’ve got a good PvE spec that does decent DPS, but Eclipse (something tied heavily to our rotation) doesn’t allow for any mobility at all, and so that combined with just not having enough tools available to moonkin in PvP really makes it such that moonkin are the perfect candidates for wanting the ability to be able to shift around in and out of forms to gain access to the tools that would help us be successful. The other option is just giving moonkin more tools, but that has to be balanced around the other specs. Just giving moonkin easier access to feral and/or resto abilities would actually help a lot with making moonkin have more flexibility.
However, they seem to be overall paying a lot of attention to resto’s lack of shifting right now:
Druids are supposed to be shifters. We want to see more shifting. We came down hard on Resto druids in PvP shifting to bear, and now wonder if we went too far. Likewise, we think there should be some motivation not to be a tree all the time even as Resto.
Well, if the game was balanced around 1v1 PvP, I could see resto druids needing more than just thorns to do damage to their opponent. However, in group PvP situations, it’s going to be the resto druid’s job to keep the person doing damage alive. This means that there aren’t many things that resto druids need access to if they want to do the job of healing in a PvP situation.
Shifting at all in PvE seems pretty ridiculous to even think about wanting us to do, since the druid design is really meant to have us focus on ONE role, which comes with ONE talent spec. We’re now able to use dual specs to switch between two roles, so I think that really works out from a design perspective to encourage changing roles more often:
As I said with the Balance example above, it might work better if you decided “Okay I am going to be in Tree form for a little while because of the situation.” It’s a pretty different model, but imagine a druid changed forms at least once or twice a battle. That feels a little more like the shapeshifting druids from Warcraft lore.
And this model can work for PvP, but with the over-specialization that happens in PvE, we’re going to pick a role and stick with it. Being locked out of spells designed for our role (like when we couldn’t decurse in tree form) is just annoying without being fun or interesting. With the speed debuff, we’d choose to be a weaker healer for increased mobility, but losing any healing output will mean we are likely to just slip right back into tree form as soon as we can when we’re in a PvE situation where output numbers are going to matter. As a healing tree, the thing I miss the most is that I don’t have a mana-free source of damage (like wands) to contribute while I’m trying to conserve mana (and tree form’s melee is pretty much slim to none). However, this is a problem that resto shaman & holy paladins have, too.
So, we don’t want a design for PvP (like making tree into a temporary buff) that makes PvP interesting at the cost of making PvE worse. Going back and giving resto and balance access to feral charge or those kinds of utility abilities could improve the desire to shift in PvP, without making PvE worse. Also, I’d like to argue that we do get to see our set items sometimes: When we’re riding around on ground mounts or other times out of combat where we’re not always tied to a form. Is that enough? I don’t know. However, doing something just to change the way we look more often is lame if it doesn’t also enhance our play style overall.
These issues are going to take a long time to work out, and I’m really not expecting tree form to disappear on us any time soon…