Class Tuning Incoming – 26 July

11.0.1 perhaps.

Wait, is shadowpriest actually nerfed? Shadowpriest seems more OP now with this??? Wtf??? It’s not like only AoE matters…

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Shadow’s single target was some of the worst in the game and this is still a noticeable nerf to AoE, especially burst AoE as Void Torrent did not receive the 12% damage buff that other spells did to slightly offset the Psychic Link nerf.

So Spriest got a very small AoE nerf and huge ST buffs? I don’t really understand why these weird devs wanna reward playing some class for meta so hard. They are so scared to nerf something

SP got a 30% nerf to 20% of its overall and a 30% nerf to 7-8% of its overall. More in burst AoE where Void Torrent cleave was a large portion of its damage.

The other changes work out to be a roughly 6-7% buff to ST, of which it had some of the worst in the game with raid logs showing it tied with monk (Which also got ST buffs) as the lowest ST dps class in the game.

All final PvP changes are here. Please note that a previously proposed Beast Mastery change was struck and will not be implemented.

Player versus Player [With weekly maintenance in each region]

  • Fixed an issue allowing Turnip Punching Bag to be usable in battlegrounds.
  • Druid
    • Balance
      • New Moon, Half Moon, Full Moon no longer deal increased damage in PvP (was 20%).
      • Owlkin Adept (PvP Talent) now reduces cast time by 10% (was 15%).
      • High Winds (PvP Talent) now reduces the targets healing and damage by 15% for 3 seconds (was 30% for 6 seconds).
      • Umbral Embrace now increases damage of Wrath or Starfire by 15% in PvP (was 20%).
      • Eclipse (Solar) gained from Celestial Alignment and Incarnation: Chosen of Elune increases Nature damage dealt in PvP by 10% (was 15%).
      • Eclipse (Lunar) gained from Celestial Alignment and Incarnation: Chosen of Elune increases Arcane damage dealt in PvP by 10% (was 15%).
      • Balance of All Things grants 50% reduced Critical Strike chance in PvP.
  • Evoker
    • Augmentation
      • Ebon Might’s increase to the Evoker’s damage is no longer 40% more effective in PvP Combat.
      • Eruption damage is now increased by 25% in PvP Combat (was 50%).
      • Upheaval damage is now increased by 25% in PvP Combat (was 15%)
      • The damage bonus from Tectonic Locus is now reduced by 70% in PvP Combat.
      • All healing done is now reduced by 10% in PvP Combat.
      • Dream Projection healing is now reduced by 25% in PvP Combat.
      • The absorption effect from Molten Blood is now reduced by 30% in PvP Combat.
      • Born in Flame now lasts 3 seconds (was 6 seconds).
      • Burnout from Born in Flame is no longer dispellable.
      • Fate Mirror now triggers 67% more often in PvP combat.
    • Devastation
      • Fire Breath’s damage over time damage increased by 20% in PvP combat (was reduced by 10%).
  • Mage
    • Master Shepherd increases Versatility by 12% (was 6%).
    • Arcane
    • Developers’ notes: The high-end burst damage of Arcane Mage was reduced with the release of Fractures in Time, so we’re increasing the damage of Arcanosphere, as we’d like it to be a more threatening piece of Arcane’s toolkit. We’re also increasing the baseline damage of a few rotational spells, as Arcane’s overall damage has been lower than we would like, and Nether Tempest has not felt like a competitive spell in PvP.
      • Arcanosphere damage increased by 25%.
      • Arcane Missiles damage increased by 12% in PvP Combat (was 5%).
      • Arcane Orb damage increased by 30% in PvP Combat.
      • Nether Tempest damage increased by 150% in PvP Combat.
    • Fire
    • Developers’ notes: We’re offsetting a few recent damage reduction adjustments and greatly increasing the damage of Living Bomb, with the goal of making it a viable talent option in PvP.
      • Pyroblast damage increased by 18% in PvP Combat (was 12%).
      • Fire Blast damage reduced by 3% in PvP Combat (was 8%).
      • Phoenix Flames damage increased by 22% in PvP Combat (was 16%).
      • Living Bomb damage increased by 300% in PvP Combat.
    • Frost
    • Developers’ notes: We would like Ray of Frost to remain a threatening cast, but still feel it’s slightly more lethal than we’d like. Frostbolt’s damage has fallen behind other options, so we’re increasing its damage to reward casting. Snowdrift’s activation has felt a little too difficult for the amount of risk involved, so we’re reducing the time to trigger the stun effect.
      • Cryopathy is now 50% effective in PvP Combat (was 60%).
      • Frostbolt damage increased by 150% in PvP Combat (was 100%).
      • Snowdrift now has a 2 second activation time (was 3 seconds).
  • Priest
    • Angel’s Mercy’s cooldown reduction is now 25% effective in PvP Combat.
    • Discipline
      • Penance damage and healing increased by 15% in PvP combat.
    • Shadow
      • Mind Trauma now steals 2% haste (was 4%) and stacks up to 9 times (was 6).
      • From Darkness Comes Light now stacks up to 25 times in PvP Combat (was 50).
  • Monk
    • Yu’lon’s Grace effectiveness reduced by 50% in PvP combat.
    • Windwalker
    • Developers’ notes: Windwalker Monk’s damage profile is more bursty than we would like, so we are moving more of its damage into base rotational spells.
      • Rising Star critical strike damage bonus is now 50% effective in PvP Combat.
      • Serenity now increases damage and healing by 10% in PvP Combat (was 15%).
      • Whirling Dragon Punch damage is now increased by 120% in PvP Combat (was 80%).
  • Shaman
    • Elemental
    • Developers’ notes: We feel the backlash damage from Flame Shock has not been sufficiently high as to make the decision to dispel it compelling.
      • Control of Lava damage increased by 40%.
      • When gaining the Ascendance effect, Lava Burst will no longer automatically be cast on a player target affected by crowd control that breaks from damage.
    • Enhancement
    • Developers’ notes: We feel the backlash damage from Flame Shock has not been sufficiently high as to make the decision to dispel it compelling.
      • Control of Lava damage increased by 40%.
    • Restoration
      • Now regenerates 700 mana per second at max level in PvP Combat (was 800).
  • Warlock
    • Abyss Walker is now 100% more effective in PvP combat.
    • Impish Instincts now reduces the cooldown of Demonic Circle by 3 seconds when triggered (was 2 seconds).
    • Affliction
      • Haunt now deals 230% increased damage in PvP combat.
  • Warrior
    • Slam damage is now increased by 85% in PvP Combat (was 48%).
    • Arms
    • Developers’ notes: We’re increasing the damage of Bladestorm baseline and removing some power from the Unhinged talent, as its damage could be unpredictable for both the Warrior and their enemies. We’re also increasing the damage of Overpower to increase Arm Warrior’s consistent pressure.
      • Overpower damage is now increased by 30% in PvP Combat (was 20%).
      • Bladestorm damage increased by 40% in PvP Combat.
      • Mortal Strike damage increased by 10% in PvP Combat.
      • Mortal Strikes from the Unhinged talent are now cast at 60% effectiveness.
    • Fury
    • Developers’ notes: We’re increasing the damage of a few Fury Warrior spells we feel are not impactful enough in PvP.
      • Execute damage is now increased by 25% in PvP Combat (was 10%).
      • Onslaught damage increased by 15% in PvP Combat.
      • Ravager damage increased by 30% in PvP Combat.
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I would imagine that you ppl are oblivious or ignorant of live user data. I mean, if we look at top runs there are only 5 classes played. You are making this game awful for ppl that don`t chase meta.

If you look at class population in keys above +25 you have mostly your usual 5 culprits.

You changed destro warlock, however, no trinket works with what you`ve changed. so ppl prefer playing the old build.

I understand other classes being slightly better than other ones, but man, HOW CAN YOU MAKE PPL PLAY ONLY 5 SPECS IN HIGH M+ TIER CONTENT?

AUG Evoker, is just broken and the small changes you make are not even scratching the current meta. But who cares. build a spec that only concerns about not dying in a dungeon run and should be fine. Like hell 2.8k PPL pushing +26 keys is just like a dream that came true.

Then you go and wonder why your daily active users count is dropping, why the game feels dead and so on :slight_smile:

Also saw a priest complain in here, have some decency man. Your class is a must have in at least 5 dungeons this season and you complain about a slight nerf. god damn. :slight_smile:

WITH the release of AUG and changes to Mage in 10.1.5, when you mention under tuned you should mention everything that is not a bear, hpal, mage, spriest and AUG. but who cares right?

PPL who want to push must reroll to an S tier class or push content on a hell like environment. Good job.

I’m sorry but I have to add a comment as well. The buff for BM hunter to single target is lousy, barely 2%. Doesn’t anyone at Blizzard know how to count? Or did they say geez 15% seems like an awful lot, if it was 150% we wouldn’t get away with it (and 150% would be adequate for Cobra Shot for example). Terrible, it’s obvious it was done by someone from the table who didn’t even look at the output of a boss fight to see what % Cobra Shot and Barbed Shot are. Instead of but % to attack power I would put it to energy regeneration. Or if you’re going to put it in Kill Command it should has a better impact.

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No outlaw rogue PvP tuning? Clown developers.

while i agree that the buffs to bm are not enough, they specifically wanted to buff single target dmg so a buff to kill command would not work
as someone else pointed out, there is only one killshot, that then gets modified by talents/speccmodifier, so they might have buffed marksman hard on accident ( or they changed bm speccmodifier and wowhead is not updated yet, we will see)

the elephant in the room is bm still has to choose between pure single target and mediocre non burst aoe dmg. all of the unused talents they buffed recently are still unused
a complete rework of bm is in order for the next patch

Yeah right… What players ? THe 0.01% streaming chads ? LMAO

Blizzard dont tend to do major buffs / nerfs mid patch, so they wont ever buff BM with the idea of increasing its position.

This is to prevent meta moving too much, to prevent wasting players time.

Mage only got a mid patch meta status due to its rework, aug didnt exist prior and shadows been dominant since day 1 of S2

Theyre simply closing the gap slightly. They dont intend for u to go up or down on the totem pole, ur waiting on S3, unless we get a sudden rework

Wut? I can find over half the complaints on this very forums lol

can only be embarrassing sarcasm. because forums are full of complaints about mindless and absurd nerfs.

More like the cry-babies of the US forum.

you have to give a specific example here. because I have read too many constructive contributions that are very well founded.

but what i see on youtube…
it’s like it’s being filmed in a mental institution! sick teen with insane emotions and lousy acting makes some sick mess!

even babies have more brains!

If this was the intention of Blizz… then they FAILED it miserably in 10.1.5.

how? Mage / SHadow priest were already meta prior 10.1.5 lol, the introduction of aug took the 3rd spot, but 3rd spot prior 10.1.5 was free overall hence why far more classes got into the content.

aug evoker just added to the meta. it didnt replace anything however, and the balancing of other classes never changed.

the only thing that changed was prior 10.1.5 less players ran meta comps because Mages in PuG enviroments were exceedingly unreliable, meaning the meta influences didnt impact the majority of us

if someone invite in LFG, for sure. Then didnt impact.

What are you talking about? SP was the only spec that was OP pre-10.1.5. All other specs were more or less balanced. And YES, there was a meta of course, but those “meta specs” gave you at best a very small and niche advantage that can only be capitalized by top players.

To prove that… I will link raider io for you.

htt ps: // ibb. co/ MpdKvWg

I will only do this exercise for healers. But I 100% invite you to do it as well with DPS, or Tanks. You will see the same thing.

Top is healers after 10.1.5, bottom is healers BEFORE 10.1.5.

And before you jump to conclusions:

Its 25+. Why should I care? Because the overwhelming representation of HPala is SO BIG, and it gives SUCH an advantage in M+ that it will trickle down to lower keys. Its not that HPala is 5% better than everyone else (like RShaman was before 10.1.5), its that its 20%, 30% or more better than ANY other healer.

This guy explains it better than I do:

I have been monitoring week by week keys 15+ and above, and while the trend is slower than for 25+ keys, you can see that HPala representation grows by ~5% per week. In the next couple of weeks, 15+ keys and above will look EXACTLY like 25+ keys. Guaranteed.

And THAT is the difference between post and pre 10.1.5. Pre-10.1.5 ONLY SP was OP meta. Now, its 1 tank, 1 healer and 3 dps that are WAY more OP than anything else. So everyone else gets phased out.

After some time (as it happened with SP) you will see that that comp will dominate even in lower keys.

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In high keys fire mage was pretty meta. Just wasnt great in pug enviroments prior 10.1.5

But yeah shadow was the most overpowered class of that era, and was considered the mandatory class by all metas.