It's a non-change from live. Health pools are doubled and healing is increased by 50% (relative to damage output), so anything that heals as a fraction of maximum health needs to be reduced by 25% to keep its relative power unchanged.
Other druid changes that are "non-changes" in this sense:
- Renewal 30% -> 22%
- Ysera's Gift 5% -> 4%
- Nature's Vigil damage to healing 25% -> 35%
- Nature's Vigil healing to damage 25% -> 16%
- Glyph of Ferocious Bite 2% -> 1.5%
Gotcha, I didn't realize they weren't thorough in the first pass through (how foolish of me!).
In other news, the new patch notes today didn't include much new if you've been following social media and such carefully, but here's a couple things of interest that are mostly inconsequential or you might not have otherwise already known about:
Armor and Spirit will be specific to tanks and healers respectively, but all other secondary stats will have universal appeal.
Hit and Expertise on all items have been replaced with a universally useful secondary stat.
Mail and Leather Armor pieces will always have Agility and Intellect on it.
If you're crazy like me, this means you should be good to start collecting any leather int gear that doesn't have spirit on it for 6.0, as it will be usable for feral.
Previously, multiple movement speed modifiers on you were multiplicative, meaning that if you had two different +25% movement speed bonuses, they resulted in a total movement speed of 56% (1.25*1.25 = 1.56).
Movement speed bonuses have been changed to be additive. The previous example with two different +25% movement speed bonuses would result in a total movement speed of +50%. The logic governing which bonuses stack with others has been simplified as well.
If a bonus is self-only and passive, it now stacks additively with everything.
If a bonus is temporary or applies to other players, it's considered exclusive, and the character only gains the benefit of the highest exclusive bonus.
Additionally, restrictions that prevented a player with a temporary speed bonus from receiving or activating a second temporary speed bonus have been removed. Both bonuses will now apply to the character, but only the one with the highest magnitude will have any effect.
This was stated in the Final Boss episode 2 weeks ago, but it does effect us a bit so it bears repeating. For the most part this is a small nerf to how fast we move simply from the demotion from multiplicative scaling to additive, but otherwise a nice change to simplify things. Hopefully this will mean we'll get the full effect from Stampeding Roar again since (I think) it hasn't stacked with Cat Form for a couple patches now.
Periodic damage and healing effects now dynamically recalculate their damage, healing, Critical chance, multipliers, and period on every tick.
Basically what we already knew, although the statement that "multipliers" are dynamic is kind of broad. Celestalon was nice enough to confirm for me that they have not changed their plans for effects like Tiger's Fury to snapshot
Recasting periodic damage over time and healing over time effects that are already on the target now extends those effects to up to 130% of the normal duration of the effect.
Also something that had been mentioned a couple times but it's nice to see its in the patch notes so we know they're going through with it. Barring any changes to our bleed durations, that puts Rip refreshes at 4.8 seconds and below and Rake/Thrash at 4.5 seconds.
Glyph of Stampede has been removed. Its effects have been merged into Glyph of Stampeding Roar.
Huzzah! Took them long enough to figure this out. Die glyph bloat die, muahahah!