We do want to make sure that 10 player raids can get all of the major buffs a little easier. You should feel like most reasonable comps (3 warriors and 7 rogues is not what we'd consider reasonable) give you all of the major buffs and several of the more minor ones. There will be a little more consolidation than what we've described so far.
We are scaling back the magnitude of some of the buffs, as we did with Sunder Armor. We want you to feel awesome when you have strong good synergy, but we don't want the buffs to overwhelm say your gear or skill. We're also planning on getting rid of any talent that buffs a buff. Any buff that is earned solely by talent needs to have a selfish component thrown in so that you don't feel like you should respec if someone else with that buff comes along.
Obviously things like Rebirth can't just be handed to out to more classes unless we did something like a second exhaustion mechanic for battle rez or whatever. For now we're going to try the cooldown at 30 min again. In Icecrown's world of limited attempts, a 30 min cooldown likely meant you just cooled your heels until the cooldown was available again. In Cataclysm the hope is sometimes you'll have the benefit available but not every time, which scales back on how much of a game-changer it is.
Interesting, no? Battle rez going back to 30 minutes implies all sorts of things. It implies that limited attempts are going away (which they've mentioned as something they want), it implies that other classes might get a battle res, and it almost implies it'll show up in forms.
It's also implied that improved demo roar will be going away too. Which...awesome. Finally.
Anyway, I don't have a lot to say about the changes announced. They're useful, they get the job done, but they excite me not one bit. At least for feral; I'm excited about mushroom and treeform going away for different reasons. The changes that were announced that are concrete amount to:
- A new AoE attack that does bleeding damage and has a longer CD (Thrash)
- An interrupt off the GCD for cats and bears
- Maul not a next-attack ability
- Vengeance, which might not actually happen for bears at all
- Stampeding roar, a raid speedup on a 3-minute cooldown for all druids (I expect there to be stampede rotations for certain fights, and guilds with 4-5 druids winning fights they shouldn't)
That's really it. The mangle change might make it in, but that's not likely to affect much. Bleeds being easier (likely a longer debuff) will likely make it in, but who knows?
There's really not a lot to go on. Nothing earthshattering like catform becoming a cooldown, or bears getting bloodlust, or ferals getting the ability to thunderclap while leaping.
The only really 'exciting' bit of news...which isn't that exciting, to be honest, is this set of sentences:
We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.
And that's really it. I love the idea of cats getting more utility; right now, cats are essentially a single-target DPS sponge that has a couple of decent raid buffs. They are...well, they're basically rogues in TBC. And that's really funny, honestly. Bears getting more buttons is all well and good too, so long as pressing those buttons is a decision point and not a cast sequence macro.
So...yeah. That sounds great. I was really hoping for more information on how bears' threat woud be balanced now that maul is gone from being 70% of our threat. I was hoping to hear more about other offensive and defensive options bears might have. I was hoping for more than 'interrupt' as a utility piece. I was hoping to hear more about how savage defense would be retooled in the face of all static blocking removed, and how it would scale with offensive abilities.
Now, of course, I am hoping for one and only one thing: wild mushroom in bear form. Think about it - wild mushroom (assuming it scaled with bear stats) would suddenly become one of the things bears have wanted for a while - a ranged aoe pull. And unlike consecrate and DnD, it's an AoE pull that does a lot of immediate damage to a group. It requires finesse and positioning, and does something no other tank has - ranged, burst threat to a whole pack. It would be an awesome (if totally hilarious) ability for a bear, especially compared to thrash.
Please, blizzard - let the bears have shrooms.