Class Tuning Incoming - 6 May

As we’ve accumulated a few days of data and player feedback following the 12.0.5 update, we’re planning to make adjustments that address outliers in both group play and in PvP. The following changes will go live with scheduled weekly maintenance in each region (on May 6 in this region).

CLASSES

  • Death Knight
    • Frost
      • All damage increased by 5%. Does not affect PvP combat.
    • Unholy
      • Developers’ notes: Unholy Death Knight is performing better than intended after recent bugfixes and the 12.0.5 changes.
      • Magus of the Dead Shadow Bolt damage reduced by 15%. Does not affect PvP combat.
      • Graveyard damage reduced by 15%. Does not affect PvP combat.
      • Rider of the Apocalypse: Whitemane’s Epidemic damage reduced by 25%. This does not affect PvP combat.
      • Rider of the Apocalypse: Trolbane’s Icy Fury damage reduced by 25%. Ddoes not affect PvP combat.
      • San’layn: Thrill of Blood now increases the damage of Dread Plague and Virulent Plague by 10% (was 5%).
  • Demon Hunter
    • Devourer
      • All damage reduced by 3%.
      • Annihilator: Voidfall Meteor damage reduced by 12%.
      • Annihilator: Meteoric Rise damage bonus for Void Ray reduced to 10% (was 15%).
    • Vengeance
      • Thick Skin now increases Armor by 185% (was 150%).
  • Druid
    • Guardian
      • Developers’ notes: Guardian Druids have continued to overperform in single target contexts, while experiencing difficulties with threat and sustained damage outside of cooldowns. With these changes, we’re aiming to reduce burst potential and transfer some of that power into more reliable and consistent abilities to aid in generating and maintaining threat.
      • Wild Guardian echo effectiveness reduced to 200% (was 300%).
      • Red Moon damage reduced by 20%.
      • Maul damage reduced by 15%.
      • Raze damage reduced by 15%.
      • Ravage damage reduced by 15%.
      • Thrash direct damage increased by 200%.
      • Thrash bleed damage increased by 100%.
    • Restoration
      • All healing reduced by 3%. Does not apply to PvP combat.
      • Everbloom heals for 20/40% of Lifebloom’s final heal (was 25/50%). Does not apply to PvP combat.
  • Evoker
    • Augmentation
      • All ability damage and pet damage reduced by 5%.
      • Fixed an issue where Inferno’s Blessing damage was not properly modified by the specialization baseline passive. Inferno’s Blessing’s spell damage coefficient has been adjusted to compensate, so its effective damage will only be changed per the above adjustment.
      • Scalecommander: Fixed an issue where Bombardment damage was not properly modified by the specialization’s baseline passives. Bombardment’s damage calculations have been adjusted to compensate.
        • Developers’ notes: Effective damage will be unchanged for Devastation and only reduced by 5% for Augmentation with the above adjustment.
  • Hunter
    • Beast Mastery
      • All damage dealt by you and your pets increased by 4%. Does not apply to PvP combat.
    • Marksmanship
      • Rapid Fire damage increased by 20%. Does not affect PvP combat.
      • Explosive Shot damage increased by 100%.
      • Arcane Shot and Multi-Shot damage increased by 30%.
      • Steady Shot damage increased by 100%.
  • Mage
    • Frost
      • Shatter damage to the primary target reduced by 6%.
        • Developers’ notes: Bug fixes last week to Hand of Frost and Flurry provided a meaningful damage increase to Frost. This change is primarily intended to offset the boost from those fixes.
  • Monk
    • Brewmaster
      • High Tolerance refunds 2/4 seconds of Purifying Brew’s cooldown when cast at Elevated Stagger (was 3/6 seconds).
      • Zen State increases stagger effectiveness by 15%, based on missing health (was 20%).
  • Paladin
    • Holy
      • Eternal Flame healing increased by 15%.
      • Word of Glory healing increased by 15%.
      • Light of Dawn healing increased by 15%.
    • Protection
      • Base armor increased by 10%.
  • Priest
    • Discipline
      • Developers’ notes: Our goal here is to slightly rein in Atonement’s healing contribution in raid environments while keeping its effectiveness in smaller group content.
      • Atonement damage transfer has been increased to 30% (was 28%). Not applied to PvP combat.
      • Atonement healing now decays more rapidly beyond 5 targets.
        • Developers’ notes: For example, when healing 20 injured allies with Atonement, it would previously be reduced by 50%. With the new scaling, it will be reduced by 60%.
    • Holy
      • All healing increased by 6%. Not applied to PvP combat.
  • Rogue
    • Outlaw
      • All damage increased by 9%. Does not affect PvP combat.
      • Trickster: Cloud Cover primary and secondary duration reduced to 6 seconds (was 10 seconds).
      • Trickster: Cloud Cover now causes Fazed to stack 1 additional time (was 2).
      • Trickster: No Scruples crit chance bonus increased to 12% (was 10%).
      • Trickster: Additional stacks of Fazed granted by Cloud Cover no longer increase the magnitude of secondary effects, such as the damage reduction from the Smoke talent.
    • Subtlety
      • All damage increased by 7%. Does not affect PvP combat.
      • Trickster: Cloud Cover primary and secondary duration reduced to 6 seconds (was 10 seconds).
      • Trickster: No Scruples crit chance bonus increased to 12% (was 10%).
      • Trickster: Additional stacks of Fazed granted by Cloud Cover no longer increase the magnitude of secondary effects, such as the damage reduction from the Smoke talent.
  • Shaman
    • Enhancement
      • Developers’ notes: Enhancement Shaman has been underperforming in both Raid and M+ content. With these changes, we’re aiming to increase throughput and help Stormbringer catch up to Totemic. We’re also resolving a bug, which would have a negative impact on performance, so we’re watching the results carefully.
      • All ability damage increased by 5%.
      • Auto attack damage increased by 10%.
      • Resolved an issue causing Thorim’s Invocation to cast Lightning Bolt, Chain Lightning and Tempest at with more effectiveness than intended when cast below 10 Maelstrom Weapon.
      • Stormbringer: Natural Gift now increases Nature damage of abilities by 6% (was 2%).
      • Stormbringer: Voltaic Surge now increases the damage of Crash Lightning and Chain Lightning by 20% (was 10%).
  • Warlock
    • Affliction
      • Unstable Affliction damage increased by 20%.
      • Seed of Corruption damage increased by 10%.
      • Corruption damage increased by 20%.
        • Developers’ notes: This change does not affect Wither.
      • Agony damage increased by 10%.
  • Warrior
    • Developers’ notes: These tuning changes are aimed at improving Warrior performance overall as well as compensating for damage lost due to the Deep Wounds bug fix last week. We will continue to monitor Warrior performance and make further adjustments as needed.
    • Arms
      • Execute damage increased by 20%.
      • Overpower damage increased by 20%.
      • Slayer: Slayer’s Strike damage increased by 40%.
      • Slayer: Reap the Storm damage increased by 30%.
    • Fury
      • All damage increased by 5%.
      • Execute damage increased by 20%.
      • Raging Blow damage increased by 20%.
      • Slayer: Slayer’s Strike damage increased by 40%.
      • Slayer: Reap the Storm damage increased by 30%.
      • Mountain Thane: Ground Current damage increased by 50%.
    • Protection
      • Execute damage increased by 20%.
      • Mountain Thane: Thunder Blast damage increased by 30%.
      • Mountain Thane: Ground Current damage increased by 50%.

Player versus Player

  • Developers’ notes: The pace of PvP combat is a little too fast right now, resulting in quick kills from burst damage. We’re increasing player health in PvP combat to slow this down slightly and give players more time to react.
  • Gladiator’s Distinction (PvP trinket set bonus) now increases player Stamina by an additional 5%.
  • Voidstone Shielding Array absorption is reduced by 50% in PvP combat.
  • Demon Hunter
    • Devourer
      • Developers’ notes: Devourer’s ability to burst enemies down is a little too high.
      • Void-Scarred: Voidsurge damage reduced by 20% in PvP combat.
  • Druid
    • Balance
      • Developers’ notes: Balance Druid is overall performing reasonably well, with the notable exception of Starsurge feeling underwhelming. We’re increasing Starsurge damage to give Balance more opportunities to contribute single-target burst.
      • Starsurge damage increased by 18% in PvP combat.
  • Hunter
    • Beast Mastery
      • All damage dealt by you and your pets reduced by 3% in PvP combat.
    • Marksmanship
      • Developers’ notes: We reduced Marksmanship damage in a recent hotfix, but those changes were too aggressive. We’re pulling back on some of the reductions to Black Arrow and overall damage to bring Marksmanship back up to a reasonable spot.
      • Black Arrow damage increased by 11% in PvP combat.
      • All damage increased by 5% in PvP combat.
  • Mage
    • Arcane
      • Developers’ notes: Arcane is behind the other Mage specializations, so we’re increasing the damage of some of their core spells. These are the more difficult spells to fully channel, so we’d like them to feel more rewarding when you do cast them.
      • Arcane Blast damage increased by 15% in PvP combat.
      • Arcane Missile damage increased by 15% in PvP combat.
    • Fire
      • Developers’ notes: Fire, particularly Sunfury, is able to deal significant burst during their Combustion windows. We’d like to reduce that with that caveat that casting Fireball should still feel rewarding.
      • Pyroblast damage reduced by 6% in PvP combat.
      • Fireball damage increased by 80% in PvP combat.
      • Sunfury: Codex of the Sunstriders now increases spell damage during Combustion by 1% for each Spellfire Sphere consumed in PvP combat (was 2%).
    • Frost
      • Ray of Frost damage reduced by 10% in PvP combat.
  • Monk
    • Brewmaster
      • All damage reduced by 15% in PvP combat.
  • Paladin
    • Holy
      • Mana regeneration is now reduced by 35% in PvP combat (was 45%).
    • Protection
      • Templar: Divine Exaction now causes Divine Toll to cast 2 additional times at 75% effectiveness in PvP combat (was 150%).
  • Priest
    • Shadow
      • Developers’ notes: Shadow’s consistent damage over time is quite effective, but their single target spells are lower than intended. We’re increasing Shadow Word: Madness and Mind Blast damage to help them contribute single target burst a bit more effectively.
      • Shadow Word: Madness damage increased by 25% in PvP combat.
      • Mind Blast and Void Blast damage increased by 20% in PvP combat.
  • Rogue
    • Outlaw
      • Developers’ notes: Outlaw’s damage ended up being quite high after recent adjustments, particularly Between the Eyes with patch 12.0.5. We’re reducing that along with some reductions to Cloud Cover for both PvE and PvP.
      • Between the Eyes damage reduced by 15% in PvP combat.
      • All ability damage reduced by 5%.
  • Shaman
    • Restoration
      • Healing Wave healing increased by 10% in PvP combat.
      • Riptide healing increased by 15% in PvP combat.
  • Warlock
    • Destruction
      • All damage increased by 5% in PvP combat.
3 Likes

Great!!! It’s so nice to see these changes, but I think you’ve forgotten to add the line about removal of arcane and fire mage from the game?

6 Likes

Fix Lifebloom Pandemic alert bug please. It doesn’t show/play any alert that assigned to it.

3rd or 4th buff bm is getting I lost count
Quite impressive for a spec that was fine
Hahaha

1 Like

Arms and outlaw are already one of the best overall specs, arms often topping keys. I understand the UH and devo nerfs, but I honestly don’t get some of these other buffs at all.

We have like fifteen specs way, WAY behind those two, I just have no clue what metrics you’re looking at. Terrible tuning as usual.

They acknowledged affliction exists weird
Buff udk, nerf udk, buff udk, nerf udk when you will understand you have to a spec/class way too much and have no clue how to fix it

+4-5% buff in st?
is this a joke?

let me let me

  • Unstable Affliction damage increased by 50%.

keep seed damage the same nobody cares since overall is fine already

1 Like

Outlaw is eating a functional 10% nerf with this change, lmao. It is a huge nerf masquerading as “neutral” tuning - and the funniest part is, Outlaw will likely still have to play Trickster for optimal damage, which is currently way worse than FB in terms of gameplay flow. Assa will go back to being the best high-key spec.

1 Like

Finally rshaman buffs that can be put to use in PvP, praise be :raising_hands:

DK can’t be good for one singular patch after being bugged for 2 xpack, we already don’t have single target damage and now you nuke aoe? and devourer goes away with 3%? devourer clearly is israeli spec you’re so out of touch

Frost tww s3

I don’t care about frost no one does

Everybody does, and ge said DK’s, not unholys

Unholy just broken rn. Frost was broken in s3.
Dk was never a bad class. Always playable.

Big st, big aoe, great utility, high survivability. Can be played in both phys or magic comps.

Playing dk litteraly gives you auto-invite in any pug HM raid, or on chim mythic.

Stop crying. Its deserved.

I also pray they will nerf aug, devo and demo. So rest million of specs can at least have a chance to get an invite.

4 Likes

They did nerf aug and dev, they didn’t touch demo though.

Looks like warrior feral brew rshaman, not sure what the 5th is.

Nobody still will invite warrior DPS in M+. Pointless buffs. Unless u run the 1 in a 100000000000000000000000 physical comp lmao.

Nice to see some changes for Guardian Druids, I see they’re in the right way of buffing the aggro in M+ and nerfing the damage in raid.

But after calculation, the theoretical dps nerf in single target is huge, like ~13% ish nerfed. (The more the targets the less effective the nerf).

Can be even worse in real combat scenario, because the burst damage (wild guardian) got nerfed by literally over 40% (including the raze/ravage nerf). Talking about “wild” xD.

So considering real scenarios, really it’s about roughly 15-20% nerf MID-PATCH.

I get the damage should be nerfed in raid and single targets. But isn’t this too much?

I don’t think you should nerf a spec that hard in the middle of a patch where ppl are prepping there characters to do certain contents.

That’s just very discouraging for players.

Ok so let’s look on the other side of the conversation, Brewmaster got nerfed a tiny bit of it’s survivability, finally.

And what about prot pala….. ok, 10% armour buff, haha, funny.

i’m sure you already know that even if just standing still, Brewmaster is still way tankier than every other tank using regular defensives, you know right? ……..right?

1 Like

Trash mage developers

3 Likes

A little buff to MoH MW would be appreciated

I just got nothing else but one question that Ive heard few times after seeing the UHDK nerfs: ”Are you mentally challenged ”? I mean whaaaat :flushed_face::flushed_face:

Its not nerf, its not: ”small hit to the fingers”, its not: ”from behind with a baseball bat”, its not: ”run over by a bike” nonononooo its not ”run over by a car”, its not: ”run over by semi-truck and reversed over again”, its more like ”the meteor that killed the dinosaurs” kinda hit :flushed_face::flushed_face: You really want THAT much for people stop playing the class? ? ? :flushed_face:

MM hunters buff in pvp? Meanwhile keep on nerfing holy paladins in pvp.