I’ll begin with the fact I read new patch notes and I was terrified. I don’t want to be rude and really negative about 9.1 but it seems that people who are designing new PvP talents don’t play arenas or rated PvP and if they play any it’s random bgs at best. These new PvP talents have no deeper thought on how will they affect meta and class interaction. There is literally no thought purpose of what are they going to bring to the class. They are random ideas that are related to class identity that are cool on paper but not really useful or they don’t affect the meta in any meaningful way. I’ll bring few examples:
Seasoned Winds Honor Talent
Requires Shaman
Interrupting a spell with Wind Shear decreases your damage taken from that spell school by 20% for 12 sec.
There is no way that any Shaman would ever take it. Why? Because the classes that it can ever be useful against are already somehow countered by Shamans. For example - this talent is absolutely useless against any Mage other than Arcane. Why? Because you have to stop poly and you can’t kick Fire Mage on Fire usually. The only moment when it’s fine to do it is when Mage popped combustion and you randomly purged Hot Streak before Combustion - that’s the only situation that justify kicking Fire Mage on Fire. The only moment when you are going to kick Frost Mage on Frost school is when he is low on HP and he will be not able to use Ice Block but then you don’t need damage reduction.
Classes that it might be useful against are Affliction Warlocks and Shadow Priests in 2s or maybe Shadowplay in 3s since their utility, CC and damage is on the same school of magic but are you seriously going to pick this over Grounding against Mindgames? Are you going to pick it over Lasso or over Skyfury? You are rather not going for a long game vs Shadow. You want to force CDs and smoke someone with Stormkeeper. As Enha you may pick it over Thundercharge but it’s still very niche situation not bringing anything new to the table. The only other logic situation where you can take it is if you play vs Ret/H Priest and you kick Priest on Holy school so Ret deals less damage but Enha is still bad in 2s. The real problem of Enha in 2s is dying to meele specs with healing reduction. I don’t want Enha to get healing reduction though as it keeps it being unique. So basically what it’s going to achieve is replacing one useless PvP talent with another useless PvP talent.
Judgments of the Pure Honor Talent
Requires Paladin
Casting Judgment on an enemy cleanses 1 Poison, Disease, and Magic effect they have caused on allies within your Aura.
This is example from the other side of the spectrum. This talent is absolutely broken and will cause a lot of issues and it shouldn’t ever be implemented to Ret or Holy. Why? Because for Holy it’s another way to hard counter comps like Ele/Boomy/X or Ele/Shadow/X. Every H Paladin castercleave will outpressure these comps if they don’t play with H Paladin. H Paladin already has Cleanse the Weak talent that dispels the same effects from everyone in aura range that were dispelled from the main target. If you add this it means that Elemental will never keep Flame Shock on anyone = will have 0 passive pressure and even Stormkeeper will be weak since you will struggle with getting Master of the Elements proc. It will mean that you either have to play with Affliction or Mage so either you have dispel protection or enough CC/burst to control Paladin/burst him from 100-0. Basically it will absolutely remove the idea of playing different comps that current meta ones for both Elemental and Shadow Priest. On the other hand if you play a Mage and use Frost Nova on Ret and then he presses Judgement - short CD range spell that builds his Holy Power. Too bad it dispels Frost Nova from his and probably his Warrior partner that is smorcing you. This combined with undispellable Freedom will be absolutely disgusting.
20% increased healing for Restoration Shaman from Healing Rain.
This… I completely don’t understand the purpose of this change. PvP isn’t PvE and you can’t taunt or force your enemy to stand in blue circle where the extra healing is. The only use for healing rain is Cleansing Waters PvP talent where you cast Healing Rain hoping that it will crit and dispel CC or any other harmful magic effects from you but not for it’s healing. Mana -> Healing relation isn’t also really worth. This doesn’t change anything and doesn’t fix any of Restoration Shaman problems. Right now Restoration Shamans struggles with single target healing and doesn’t really have good cooldowns vs high burst teams. Shaman has Spirit Link and Ascendance where both are clunky to use and require him to go into close range as Ascendance also requires you to be 20 yards from the target to copy healing. Earthen Wall while being the best thing outside of these two won’t save anyone from 20 k damage spells like Final Verdict or The Hunt. Shaman single target heals are these that are used in arena the most and they are currently weak. Chain Heal is exclusively used with Tidebringer in meelecleaves. On the other hand Shaman has insane mana regen so it feels like you are ooming enemy healer and going to win on dampening but in fact you will spend that mana in a moment spamming Healing Surges when dampening hits. If anything should be changed then Healing Wave and Healing Surge should heal more in PvP and Water Shield mana regen in PvP should be lowered.
These are just few examples and I’m sure that other guys from the forums can point more of these. While I can understand that some class changes happen because they are PvE related like Overpower and Execute buffs (that I actually think are reasonable because they are rather buffs to Kyrian and Necro Warriors in PvP rather than Venthyr) I can’t defend such PvP talents changes. It’s pretty obvious for me that they are designed by people responsible for overall class design and not by three PvP devs that actually might have any idea about current meta and overall class interaction. There is no way that you can justify such changes I mentioned above as from arena player’s point of view they are absolutely out of blue and don’t have any purpose.
New PvP talents should aim for giving more opportunities to play some iconic comps that are not really viable now and some new. New PvP talents should create some synergies between classes and overcome some hard counters. These that are absolute counters like Cleanse the Weak should get nerfed or removed. Instead we get Judgement of the Pure that actually make the hard counter even worse closing doors for some comps. Comps like Assassin/Affli/R Druid or R Shaman are not viable because Rogue can’t save Affli and R Shaman/R Druid can’t heal it through two meele players tunneling him. At the same time Affliction has 3 mandatory PvP talents that it cannot ever change or it has no chance to ever win the game. There is no excuse for this.
As role model of these PvP talent changes you should take Ice Frog and his Dota 2 patch changes. Every small tweak or change has it’s purpose. If 1 hero is too strong for a reason Ice Frog tries to tune it to the level it’s fine or redesign it shifting it’s strength to something else not to hard counter other hero. Every change has it’s meta related goal - for example if spell does a too much damage has very high mana cost then obvious way to balance it would be to lower mana cost and damage. If hero x has very high damage range spell that allows it to kite very well then maybe range nerf is the way. This way this class has to get into dangerous range to deal damage. Play with range of spells, resource costs, cooldowns. There are so many posbilities.
Now message to PvP devs. I can justify your overall class changes that are PvE related. The fact that Arms Warrior is extremely weak in PvE justifies Overpower and Execute buffs. The fact that Ret is a joke in PvE and that’s why it’s not going to get nerfed or redesigned but the fact that you provide such new PvP talents cannot be justified. There is literally no excuse. PvP talents are not going to affect PvE in any way. They should be meant to balance -> improve PvP gameplay experience. They should aim to give us new interesting comps to play and reduce the amount of hardest counters where the game is free win unless enemy gets dced or for some reason makes something absolutely stupid like fatfingering biggest defensive CD. If your devs don’t actively follow meta or play arenas. You have 3x AWC analysts - Ziqo, Supatease, Venruki. I’m pretty sure that if any of these 2-3 PvP devs would ask them on insight about certain matchups, what are the best comps for each specs and what would be the hard counters. Then they will definetely provide the information. Devs don’t even need to ask who should they buff or nerf to avoid certain class bias since both Ziqo and Ven play Mage and Supatease mains Druid but instead just gather information about the meta and then basing on it create PvP talents that actually have any purpose and goal instead of throwing random ideas because “Shaman has Wind Shear - let’s make something related to Wind Shear”.