After making many a well discussed threads on Moonkin PVE, and replying in quite a few others myself, I'm taking a last grasp effort at hoping to grab some dev attention. This one will be a jab below the belt, but I guess desperate times call for desperate measures.
I'll probably get flamed for using the word desperate, but when we get less than 10 total posts about moonkins since Beta (that's about 8-10 months), it sort of becomes desperate in my books.
A. We like the new talents to be a meaningful choice, except when it comes to Moonkins...
About 90-99% of the PVE raiding moonkins have the exact same talent choices. It goes like this:
Tier 1: Well diversified, mixed uses - I've seen many people taking just about all of these
Tier 2: NS / Tier 3: Typhoon / Tier 4: Incarnation / Tier 5: Vortex / Tier 6: NV
So clearly, there's a good amount of choice because so many people are taking such a large variety of options!
B. We like Major Glyphs to allow customization of spells based on player choice and situation, except when it comes to Moonkins...
With a grand total of ZERO balance glyphs that interact with any of our main damage spells (no, hurricane isn't one of our main damage spells), we've trying to ask for an answer since early Beta on this one as to why blizzard feels moonkins are a pitch perfect spec that don't need any spell augmentations.
C. We like players to have fun, the game to feel evolved and change over time, except when it comes to Moonkins...
Still the least interactive spells of just about all specs. I'm playing my moonkin almost identically as I've played since Eclipse was first introduced (i.e. long durations of wraths, then starfires). Hurricane + Astral storm are the spells in the game that I know of (from caster DPS perspective) that are still behaving the same way a vanilla AE spell behaves - target reticule, channeled, no other interaction. *Maybe* mage spell blizzard functions the same way? At least it has a baked in slow.
Here's how our spells interact with each other: DoT crits can proc starsurge, spell crits extend duration of Moonfire or Sunfire. Entering Lunar Eclipse resets CD of Starfall.
D. We don't like players to re-learn their class mid-way through the expansion (re: blanket silence reversals), except when it comes to Moonkins....
Ever since the T14 set bonuses were announced, almost every good moonkin, long term testers, theorycrafters, etc etc, said that it was a really bad idea to have a set bonus that changes our rotation. We got zero replies from devs as to why they felt necessary to bake in a rotation change into a set bonus.
So first, I'm learning my rotation which is already VERY challenging to make the most out of (Cyous can tell you more about this - he's far more eloquent than I am). Then it changes (for the better!) after I get my 4-PC. Now when I upgrade my tiers again in T15, I have to go back to the previous rotation.... Yup, that's not multiple standards at all. Who knows, they'll probably do it again in T16?
Please devs, I genuinely BEG you to give us a response on the numerous threads that have been created, and the overall neglect that your balance druid community feels. We still don't know why you need to break the synergy between Incarnation + NV for balance druids because of feral druids having overly high burst. We still don't know why you make the rotation so drastically unforgiving that even the slightest bit of error can throw you back a very long way.
And whether you like it or not, giving critter frogs a nice new model before moonkins is such a kick to the balls that you cannot imagine. We've been asking for a new model update for over 3 years now.
But as explained, this is going to be the last thread that I make before I too decide to throw in the towel like many of your old moonkins already have.