Developers’ notes: We’re increasing the damage of Unholy through a few sources this week and adding some power back into their healing reduction PvP talent.
Necrotic Wounds now absorbs 4% of all healing received (was 3%).
Festering Wound damage increased by 12% in PvP combat.
Virulent Plague damage increased by 12% in PvP combat.
Death Coil damage increased by 12% in PvP combat.
DRUID
Heart of the Wild cast time reduction reduced to 15% in PvP combat (was 30%).
Feral
Rip damage decreased by 15% in PvP combat.
Restoration
Mana regeneration reduced by 70% in PvP combat (was 65%).
Liberation of Undermine 4-set bonus chance to trigger reduced to 10% in PvP combat (was 15%).
HUNTER
Marksmanship
Developers’ notes: We’re adjusting Marksmanship with the goal of reducing their maximum burst damage potential and increasing their consistent damage.
Trick Shots now hits targets for 40% of normal damage in PvP combat (was 75%).
Aspect of the Hydra now fires at 30% original value in PvP combat (was 60%).
Spotter’s Mark increases Aimed Shot’s damage by 10% in PvP combat (was 20%).
Improved Spotter’s Mark now increases the damage bonus of Spotter’s Mark by 10% in PvP combat (was 20%).
Trueshot now increases critical strike damage by 10% (was 20%).
Aimed Shot damage increased by 15% in PvP combat.
Arcane Shot damage increased by 20% in PvP combat.
MAGE
Fire
Fireball damage increased by 25%.
Sunfury Phoenix damage increased by 30% in PvP combat.
Frost
Developers’ notes: Icy Veins has been more threatening than we would like, so we’re moving more of Frost Mage’s damage baseline and making a few adjustments to PvP talents with high and low representation.
Icy Veins increases Haste by 15% in PvP combat (was 20%).
Frigid Empowerment now increases spell damage by 1% per stack in PvP combat (was 2%).
Death’s Chill now stacks up to a maximum of 10 times in PvP combat (was 15).
Slick Ice now increases the damage of Frostbolt by 2% and decreases cast time by 2% per stack in PvP combat (was 4%).
Frost Bomb (PvP Talent) damage increased by 40%.
All damage increased by 4% in PvP combat.
Ice Wall now inherits 30% of the Mage’s health (was 40%).
Overpowered Barrier (PvP Talent) now increases barrier’s absorb by 80% for Frost Mage (was 100%).
PRIEST
Discipline
Developers’ notes: We’re increasing the effectiveness of some Voidweaver specific damage this week to continue to improve its viability.
Voidweaver: Entropic Rift damage increased by 30% in PvP combat.
Voidweaver: Collapsing Void damage increased by 30% in PvP combat.
Holy
Developers’ notes: We’re reducing the strength of Oracle Holy Priest this week through nerfs to its damage and Prayer of Mending output.
Oracle: Preventive Measures now provides a 15% damage and healing bonus to its affected spells in PvP combat (was 40%).
ROGUE
Outlaw
Restless Blades effectiveness reduced by 20% in PvP combat.
Sinister Strike damage increased by 20% in PvP combat.
Pistol Shot damage increased by 20% in PvP combat.
SHAMAN
Enhancement
Developers’ notes: We’re increasing the power of some core Maelstrom spenders which have fallen behind the rest of its damage sources.
Elemental Blast damage increased by 15% in PvP combat.
Lightning Bolt damage increased by 25% in PvP combat.
Restoration
Developers’ notes: We’re increasing the strength of the Storm Conduit PvP talent and some targeted buffs to Totemic Restoration Shaman.
Storm Conduit now reduces the cooldown of spells by 4 seconds (was 3 seconds).
Storm Conduit now reduces the duration of interrupts suffered while casting Lightning Bolt and Chain Lightning by 65% (was 50%).
Rain Dance now reduces the mana cost of Healing Rain and Surging Totem by 60% (was 45%).
Rain Dance now increases the healing of Healing Rain and Surging Totem by 50% (was 30%).
still some kind of joke to me, they’re heavily nerfing mm burst yet are barely touching mages
frost bomb chunks if not dispelled even before the buff, with the 44% buff it will delete people
and they won’t care about 5% haste reduction they have like 70 which will become 65
mobility/utility cds arent changed
seems like a buff to a spec which is played in 99% of awc games
Feral was a predator for mage teams, while suffering into meele teams.
Also with the wicked claws nerf beforehand , limiting comps being avaible, now introducing a damage nerf will make it mandatory for feral to play with a Ms class.
So instead of balancing feral comps, it just limits variety and will allow mages/ cloth caster to play even more freely, after they already dominate the meta.
I don’t say feral shouldn’t be addressed at all, but this is not the best way to do it.
What does feral currently bring to a team ?
Bleeds and clones. Nerf both ? What makes feral now better than other classes ? Ah yes mobil…. Ah was nerfed last week….
Suffering so much that it’s the 2nd best performing DPS spec above 2.4 in 3V3.
@Faveyo this is the nonsense I was alluding to. An S+ tier spec is gonna drop to S tier and they’re already having a breakdown.
3 different stuns, the best CC ability in the game, high damage, an MS, a complete hard counter to the current biggest offender in the meta, and likely still to be. Also with DK coming into the meta Feral will still stay fantastic.
No way you’re playing victim to that abomination of a spec? Believe it or not, just because some specs will now be better isn’t a problem. Competent players will still make the spec work
Literally agreed that they should have addressed feral for being Giga SS++ xD ROFL NFL tier
Do we really count roar as a full stun ? Feels a bit dishonest. That’s like saying the weird sp micro fears are their own stun tier
Weakest MS in the game and now average damage
Clone with full mastery gear and with the HoftW nerf …. You really can only effectively clone if you play with a caster, which only works if you bring ms and / or high damage. If both is gone, you need to play with a MS class again aka hunter , now you won’t get any clones out anymore. Best CC !
Doesn’t mean it’s good design. That’s like frost Dk in DF which was a S tier comp with Devoker and else D tier. You wouldn’t call that good design either or ?
Iam not asking for feral to be broken, I just want nerfs that don’t limit comps or make feral a worse rogue
Rake Stun, Bash, Maim? Hello? How is that dishonest?
Would you rather have Infected Wounds or Psyfiend?
Feral currently has, and still will, have Feral SP, Jungle, FMP and KFC. Feral has and still will some of the widest variety of comps of any spec in the game.
Rogues are the love child of Blizzard and every melee will always be a budget Rogue spec.
Ah sorry, I was thinking different types of stun. MB
YES, Gimme the wacky ghost. I would kill for it
SPs are impossible to find tbh. And I am not sure if thats the best comp for either with damage nerfs and weaker ms
jungle and kfc is feral leeching the MS effect
and FMX is basically a budget version now for rogue version.
Evoker Feral is also a comp but why play it if there is no MS.
Thats probably the main issue. If feral had a normal ms effect, the nerfs wouldnt really matter.
But lets see how things develope. I am not a good player , but in my last 30 games of 3s I saw maybe 5 feral teams and 3 times it was the same team, majority of teams were lock or mage teams.
And both werent really adressed so I guess we are in for a ride.
In theory DKs will maybe balance things out but will take time for all the frost dks to get their 2h since everyone bought 1h weapons now