Monday, January 14, 2013

My personal opinion on 5.2 PTR Wild Mushrooms

Blizzard's silly... first they do crazy overpowered mushrooms, then they gimped it again so that it's not much better than it is now in 5.1 (okay, so they added another change, actually makes it scale with spell power now... bleh, have to actually calculate things again.... or just wait for other people to do it and change accordingly, but i still hate the split healing). In retrospect, maybe I just don't like these mushrooms period....

If they keep what they have now, which is healing is split between people standing in range, 400k/10 in 10man is only 40k, which is 10k better than it is now, and with our >490 ilvl, basically never gonna get cast, it wastes 1 GCD  (Blizzard says planting costs no GCD, but when planting, I have to use my mouse which I have bound to spells... so for me, it's wasting 3-4 GCDs total) and mana.  If you have 25m, 400k/25 that's even worse than the mushroom's present form. You could argue that all 25man will not stand on mushrooms, but then don't counter the upcoming argument for the the fixed healing to all in the radius and say the mushrooms are too OP in 25man by saying if all 25man stacks on the mushroom that's 25*100k heals.

In my opinion, mushrooms need to bloom the same amount regardless of people in it, make it cap out at around 1/4 of druid HP or even 1/5 of druid HP.  If that's too OP, make the cooldown on explode a bit longer... If you do fixed healing for all people in the mushroom radius, then it'd be a nice pseudo-healing cooldown. 100kish heal would be nothing to ignore but also not something you want to plant and explode all the time, because you have to ramp up to 100k with overheals. Plus to be very effective, it'd work sorta like barrier, everyone has to stack in the 8 yard radius of all 3 mushrooms.

Oooo, I just had a crazy idea, wouldn't it be cool if the mushrooms form a little bubble that absorbs damage and druids can pump more absorbs in by healing the mushrooms w/ HoTs!?!?  Hehehe, good to dream.

As for usage, the whole planting and absorbing overheals is annoying because the retarded mushrooms can't move... while movement heavy fights are all over the place. In its present 5.1 form (mind you I haven't used the 30k healing mushrooms for progression ever since my ilvl passed 490), I plant the mushroom and explode almost instantly before people have the chance to move away or I start by planting where raid will stack before they scatter. But with the new mushrooms, I have to plant in expectation that raid will move to point B, but if raid can't go because it'll be out of range of boss, the mushrooms are wasted.  For all you disc priests complaining spirit shell is harder to use than these stupid mushrooms, you obviously lack skills, our raid leader actually times each burst damage and location of raid members and plans every spirit shell accordingly, going oom and regen-ing. However, he doesn't have to guess where raid members will be when the burst occurs, since the shell's already on them (though we do get occassional deaths because people were out of range during the cast). Let's take Attentuation from imperial viziek. Spirit shell is on everyone before the Attenuation, then during, people can absorb 200k damage while they're dodging. Good luck preemptively guessing where to plant mushrooms during that fight (sure sure, you can use it during force and verve, but by the time you know where the bubbles show up, the mushrooms aren't going to be overheal fed, so... worthless!). To use these retarded mushrooms, druids have to guess where people will be (not too bad on Garalon, Protectors, Lei Shi, Elegon), but on almost every other boss this expansion, this guessing game is painful-- Viziek, Blade Lord (though I can argue to place mushrooms in center for the stack AoE, except Blade Lord knocks everyone out when he does), Wind Lord, Will, Amber Shaper, etc.

So that's that for now. Hope Blizzard fixes mushrooms before putting 5.2 out of PTR.

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