Druid

Druid is in an interesting spot in Classic. They are the king of objective-based combat, but one of the weakest classes in a heads-on fight. This makes them an awkward balancing target because they are naturally worse at arenas and naturally god-tier at Warsong. We made a pretty significant change to their basekit in that we are using the Innervate from the WoTLK version of the game, not the Classic version. This means, pretty much across the board, that Innervate restores more mana more quickly. We think the effect of this on BGs will be negligible, as Innervate is on a 6 minute cooldown. But it will, in fact, give them a niche in arenas in comps that try to out-mana the opposition.

Resto is completely unchanged being the meta spec.

Balance, in contrast, got changed RADICALLY. First of all, Moonkin druids can now cast Regrowth and Rejuvenation. In addition we added "Solstice" to their tree, a talent which empowers their healing whenever they cast damage spells, incentivizing them to be more hybrid-y than one-note nukers. They have tons of QoL changes like getting pushback protection on Wrath, Nature's Grace granting general spell haste, dramatic Moonkin Form mana cost reduction, and being able to Bash in Moonkin Form. In addition, Feral now has some early caster-friendly talents so that Balance isn't forced into Resto or overflowing their own tree. Some of these include the ability to cast Starfire while moving (slowly) and the ability to Feral Charge an ally while in Moonkin Form.

Feral is an iconic archetype in Classic. It is incredibly hard, it is incredibly clunky to gear, and it is not very good, even when played completely optimally. The most radical change we made is implementing a version of the Predatory Strikes talent from WoTLK, enabling them to instant-cast a nature spell if they land a 5 combo point finisher in Cat Form. As part of this same effect, their next shift also costs no mana. This should enable some mid-fight offhealing without obliterating their mana pool. In addition, they gain Feral Charge - Cat, a Bleed damage buff on Claw (similar to Mangle), and a lot of small QoL things. These, along with their easier and more optimized gearing should enable them to remain viable as a versatile unrootable damage dealer.