Was really hoping to see a fix for Charge being broken right now.
You nerfed us even harder than the nerf earlier tonight? Cmon....
Can we please be able to cast Sunfire while in Moonkin Form!
If you want us to focus on casted spells fix the pushback resistance from Eclipse that's not working. And stop making starsurge consume a charge of eclipse buffs.
30% to 35% now? Cool keep it coming
Can you make the spirit healers in bloodmoon also ress pets? So it works like in battlegrounds.
Based and justified nerf ty. Now fix Mind Blast + PW: Death 1 shots and whatever the *!@# melee hunters are doing.
it was a fun 3 days of boomie being viable for once
Starsurge went down from doing 400 damage on a normal hit to 210 and not even mentioning that its extra 5 yards got removed recently. Whats special about it now? No longer feels good to press. Its just a starfire buff to keep up with and hopefully will finish casting and hit something before everything dies from other classes killing them quicker than youEclipse "pushback buff" doesn't exist or has always just been a tooltip mistake. Trying to force us into a playstyle to cast starfire and the pushback buff doesnt even workAcquiring Nourish rune is is still impossible for PVP servers because the coding on it sucks, can't take flight paths nor boats, forcing players to have to figure out a way to trick the game into convincing the game that you are doing everything correctly.Feral gets the game changing rune phase one with windufry and now gets the spotlight big rune with questline in phase 2 againMeanwhile...Already very strong classes in the game get buffs and have more playstyles opened up for themOther specs not as strong get buffs and are now performing wellTired of begging to be considered into any group for serious content
the worst spec in classic is finally actually playable and then blizzard $%^&s on them. meanwhile Rogues, hunters and spriest get buffed and continue to dominate pvp. god forbid blizzard lets boomkins actually be somewhat useful. #$% this company
"Players who resurrect in Stranglethorn Vale during the Blood Moon event and gain Drained of Blood will now be immune to attack during its duration, but unable to cast spells or attack. They can mount and move to another location and are invisible to players outside their party."...but you know who CANT mount? players whos mounts are spells... like paladins and warlocks :( -sincerely,a paladin.<3
very good and important nerf, thanks blizzard <3 that was really necessaryi was farming goldvines through out the whole night and i knew something happend cause something was different, not a single time i got attacked by a lolsurge druid that casted starsurge + sunfire + plz run fast little kitty form + starsurge + sunfire + /lol /strong /win .and then i see this here , very good.
So, there is a bug that somehow wipes all your stacks. I dont know how to reproduce it. It may have to do with people leaving your party. Not sure. Please fix.
Fix the Nourish rune questline and start putting up PTRs so this stuff can be tested. We datamine and figure everything out day 1 anyway - would rather have less bugs and more balance
U nerfed chicken even more and no fix for resto druids and nourish rune q for pvp servers! Someone really hate druids at Blizzard.
The flow of moonkin casting feels terrible beyond measure on many fronts that I am going to lay out post-nerf. I am currently 432 GS with 145 arcane damage and 133 nature damage, cleared gnomergan in a split raid that we started the day before the nerf and finished after. Firstly, the optimal dps rotation will make you run out of mana in about 40 seconds of continuous casting and then we can extend the total optimal time to around 70 seconds innervating ourselves (removes utility for healers guaranteed and does not account having to battle rez cause good luck with that). All fights lasting longer than this (all fights if you are not in a speed running guild). The sub-optimal rotation ends up dropping the dps flat out by only being able to wrath spam and starsurge 30-50% pending movement mechanics. Meaning if a fight lasts 6 minutes and you only get 1 minute of optimal rotation, its likely the overall dps would drop by around 40%. Objectively, I went from doing 270 dps on the last gnomer boss, to 160 when we killed him post nerf. By the numbers= Wrath hitting for avg 272, starsurge avg 290. oddly the crits of wrath are higher than starsurge by around 50 on avg landing in the 600s. for reference pre nerf starsurge would hit for 1200. Secondly, in pvp, the "optimal" rotation is impossible to perform against any melee class, so now we are left with 1 instant cast starsurge every 6 seconds because the pushback of rogues/melee hunt/ferals/dual-wild warrior + interrupts completely prevent the ability to cast. As well, with them doing burst damage of 400+ dps we only get about 6 seconds to live. Now starsurge hits them for 600 damage when they have 3k hp, it would take 30 seconds to get a kill, anyone see a problem with logic here? Even if you sunfire and moonfire you die before the dots can drop their hp by 20%. Oh did i mention the burst damage increases against you if you drop moonkin form to throw a heal which would need to be instant cast too otherwise you still die. This nerf feels super odd, since there are other classes performing far crazier damage output in pve and pvp. Warlock chaos bolt hitting for 2k completely 1 shot people 100-0 (yes it is a 12 second cd with a cast time, congrats oh wait but all this damage is non-mitigatable while nature and arcane damage is with gear from gnomer which tripply nerfs boomkin dps, almost like this nerf was made too early before it mattered) Melee hunters can get multiple triggers of free raptor strikes so much so they burst you in less than 3 seconds cause their pets bite crits for 500 + and their melee attack another 400 (I have seen BM hunter pets hit me for closer to 1k with bite and BW running). Shadow priest, mind spike into mind blast 1.5 sec cast time for it to hit 350 damage non-crits, into a MB of 700 all within 6-7 seconds. If any of these crit than the entire rotation will 100-0 most classes with current gear. (Now throw in them actually dotting you, shadow word pain can tick an upwards of 150 = over its entire duration is just over 1k, throw in 1 mind spike and run away the target just dies and this can be repeated with very little mana consumption across lets say an entire enemy team in wsg when you clash at the start)These are just some examples of major class abilities/mechanics that are far superior to boomy I wanted to point out. As of today, feb 13th, on warcraft logs, boomkin is 5th on the "all-percentiles" for damage done and maintains that to the 95th percentile. In the 99th boomy drops to 6th. So imagine not even being in the top 3 and have a nerf that drops your overall dps by 40% for the average player. (the dps will roughly be 10% ish off for the speed runners due to the fights being short enough to maintain optimal rotation. of course that is the 1% of players though/ but we all know they are never catered to right <.<) Just some interesting thoughts on the absolutely massive nerf that is far worse than all of the hunter nerfs combined that ever happened. Remember, boomkin does not have a pet, and heavily relies on its ability to cast consistently. What we are stuck with now is essentially 1 button that casts wrath every 1.5 seconds (unless you have movement mechanics than you are reasonably looking at 2-3 casts) into 1 starsurge that hits for as much as wrath does for pve. In pvp, if you are not targeted you can get a couple good casts off, I even got a 1250 starfire earlier, but even when you get hit you are unable to cast anything due the aforementioned infinite pushback (cause the eclipse pushback part is worthless when a rogue hits you 3 times every 1.5 seconds whereby 1 of those is likely to guarantee a pushback and this just keeps going into the next) Overall, it feels bad at the absolute best, and at the worst it feels slightly better than actual classic moonkin by comparison to the performance of all other classes/specs.
Any news on whether leaving a group in STV removing blood stacks will be fixed? Had someone in my guild yesterday complain they lost nearly 200 stacks because the party they were in disbanded before they could get to an altar to convert into coins.