Wild Mushroom (Restoration) now accumulates healing power from 50% (up from 25%) of overhealing done by your Rejuvenation, up to a maximum of 67% (up from 33%) of your health in bonus healing per mushroom
Blizzard still refuses to deal with our toolkit flaws (including that of shrooms). Disappointing.
So not only are you doubling the uncharged version, you're doubling the charged variant, but keeping the same amount of ramp up time and same restrictive placement...The exact issues that make Resto Druids utterly HATE this garbage.
Infact, the healing they do when charged, currently, is more than fine. Well just fine given the ramp up time. But you buff those numbers to make it OP in the rare event; You know, like Haileys comet, that we can actually get a raid stacked up, charge them, and then use them. (Outside of Megera, this never happens. Save...Trash before Horridon? What a joke..)
Blizzard, this is a fail. If you would allow a longer CD to place instantly charged shrooms, OR the ability to place shrooms on a raid member, you would not have any of these silly problems with just flat buffing the crap out of garbage just to see if they work better. They won't. You will not fix these until you fix the mechanical problems with Shrooms.
This is nothing but a faceroll numbers buff while avoiding fixing the actual issue. What's next to fix resto druids? An instant heal that heals each person in an entire raid for 600k, with no cooldown but costs 101% of your maximum mana?
That's not all that different from the mechanics of shrooms. They're incredibly impractical. The only thing practical about them is that you're guarenteed to practically never use them outside of Megera. And even that fight, You cannot charge your shrooms the second a rampage comes out because there is no longer -*ANY*- overhealing possible. Even the one fight they're good for we're still handcuffed by them significantly.