Request for Reconsideration of Recent Change to Balance Druids
Please, in this thread DO NOT discuss Original 3.3.5a vs 3.4.3 (WOTLK Classic) - this change is unrelated to that discussion.
This WAS indeed a bug fix. Despite being a bug fix, I want to argue that its existence was ultimately better for the game. I will try to provide as detailed an explanation as I can.
Recently, a VERY harsh adjustment was implemented to Balance Druids across all WOTLK Realms.
Omen of Clarity / Clearcasting procs have been halved for Balance Druids. As a result, the uptime of Omen of Doom (2-set Tier 10 proc, which grants +15% Arcane & Nature damage) has dropped by 30-50% during the course of a fight.
This effectively results in Balance Druids dealing 5-10% less damage overall. Here’s an example to illustrate:
If you do 15000 DPS, that would mean every % is 150 DPS loss - which means you're losing between 750 and 1500 DPS per fight.
I'm giving this example from the point of view of a Lordaeron player, the impact would be even larger on Icecrown.
It started from this report:
https://www.warmane.com/bugtracker/report/123856
Where I'll quote the developer comment:
"I did notice however that some abilities currently have a duplicate chance to proc omen of clarity when looking into this report. Will adjust that"
A totally fair and understandable comment. However, judging by the other comments, it's clear that no one seems pleased with this change.
Why would I like to see this change reverted, even if it was originally a bug?
1) Balance Druid was never an outlier, and it never posed a balance issue - whether in PVE or in PVP. Has anyone genuinely noticed Boomies doing too much damage?
2) Balance Druids had no mana issues before, now in longer fights it is possible to go out of mana, unless adjusted talents. They will also compete for Replenishment with classes that actually need it, causing others to OOM faster. I'm talking about BIS Balance Druids - it would be even worse for lower-geared ones. Especially on fights where AOE is required, OOM-ing is inevitable (Hurricane costs almost 3k mana).
3) It has worked like this on Warmane for many years. Players are used to it.
4) Class diversity in raids is already bad. This change would only make it worse. Before, you would see 2 Balance Druids in 25-man setups, now maybe just 1.
5) Some players might lose their raid spots or guild positions because of this.
6) Not everything about Original 3.3.5a WOTLK and/or WOTLK Classic was good. Blizzard themselves made custom changes to balance things. In my opinion, this should remain as it was because it created a healthier environment for both the game and the players.
7) Some things are simply better on Warmane than they ever were on 3.3.5a/Classic WOTLK - many players who have played all versions can confirm this.
Further, I want to provide some stats. My source is a third-party website - which I'm pretty sure has already reached you because it became quite popular over the years. Instead of linking directly, I've taken screenshots showing stats for each boss. If needed, you can verify for yourself - and if required, I am also open to providing more information or discussing privately.
Looking at the top 1% of the playerbase should provide a solid benchmark.
Those stats are from LORDAERON:
https://imgur.com/a/t734JU0
There are over 10000, up to 25000 entries on some bosses, from which 2000 are unique entries. Those stats are ONLY for Lordaeron. Data is solely from 25-man Heroic encounters.
Initially, I wasn't planning on sharing data or examples from Icecrown, but I feel it's necessary just to show the bigger picture.
Those stats are from ICECROWN.
https://imgur.com/a/Gi2UoYM
There are over 50000, up to 75000 entries on some bosses, from which over 10000 are unique entries. Those stats are ONLY for Icecrown. Data is solely from 25-man Heroic encounters.
8) Third-party logs might not be something you fully support, but it wouldn't be fair to deny their relevance either, considering how popular and widespread they have become. Competition is a huge motivating factor for many players to stay active on the server. It adds another layer of engagement after players have completed most available content. With this change, the competitive scene is essentially killed, because Balance Druids can no longer realistically compete.
Looking at the stats (going to use Lordaeron as an example again):
Even though this issue was originally a bug, do you really think it's worth fixing and nerfing Balance Druids by 5-10% when they barely reach 14-15k DPS in BIS gear on their best fights? And just around 12k on fights that don't favor them? They are already among the lowest-performing raid classes.
Please, ask the players themselves what they think about this change.
I personally cannot think of any positive outcomes resulting from it.