As we continue to closely follow gameplay data and player feedback, we will soon make several tuning adjustments to classes that are over- and under-performing in group content as well as PvP. The following are changes that we intend to make with scheduled weekly maintenance (Tuesday, August 23 in this region).
Classes
Druid
Guardian
Absorb granted by Ursoc’s Fury reduced to 45% of damage dealt (was 50%).
Innate Resolve’s bonus to Frenzied Regeneration reduced to 120% (was 150%).
Demon Hunter
Havoc
Eye Beam is no longer interrupted by school lockout effects.
Vengeance
Fel Devastation is no longer interrupted by school lockout effects.
Mage
Fixed an issue that caused Mass Invisibility to cancel inconsistently, with no direct actions taken.
Developers’ notes: This change also adjusts the timing of when Mass Invisibility is removed from spell casts. Mass Invisibility now cancels when beginning a cast, instead of when it ends, which is consistent with other invisibility effects.
Fire
Flamestrike damage reduced by 6%.
Flame Patch damage reduced by 8%.
Incendiary Flames can now only proc once every 10 seconds (was 8 seconds).
Conflagration damage reduced by 10%.
Developers’ notes: Fire Mage damage in heavy AoE scenarios is still higher than we’re comfortable with. We intend these adjustments to further rein it in.
Monk
Mistweaver
Ancient Teachings now transfers 150% of damage done (was 135%). Does not apply in PvP combat.
Yu’lon’s Grace can now stack up to 15% of maximum health (was 10%) and stacks 3% per second (was 2%).
Chi Cocoon’s absorb is increased by 100%.
Enveloping Breath’s healing decreased by 12%.
Developers’ notes: We’re shifting more of Celestial Harmony’s throughput into Chi Cocoon, with the intent of keeping the talent’s power level similar in raid, and increased in dungeon content.
Paladin
Holy
All damage decreased by 10%.
Blessing of Summer now causes attacks to deal 20% additional damage as Holy (was 25%). Blessing of Summer remains at 30% in PvP combat.
Developers’ notes: Holy Paladin damage output has been higher than we would like, considering their toolkit as a whole.
Rogue
Assassination
All ability damage increased by 5%.
Auto-attack damage increased by 5%.
Warrior
Protection
Defensive Stance’s reduction to damage dealt reduced to 5% (was 10%).
Spell Reflection’s damage reduction increased to 25% (was 20%).
Vanguard’s increase to stamina increased to 35% (was 30%).
Player versus Player
Death Knight
Necrotic Aura now increases magic damage taken by 4% (was 8%).
Frost
Dead of Winter now increases the cooldown of Remorseless Winter by 10 seconds (was 25 seconds).
Frost Fever damage increased by 30% in PvP combat.
Frost Strike now deals 75% increased damage in PvP combat (was 67%).
Remorseless Winter now deals 100% increased damage in PvP combat (was 80%).
Demon Hunter
Havoc
Chaos Strike/Annihilation damage is now increased by 10% in PvP combat.
Eye Beam damage is no longer increased in PvP combat (was increased by 16%).
Isolated Prey (Talent) no longer has reduced duration bonus for Chaos Nova in PvP combat (was reduced by 50%).
Soulrend (Talent) damage is now reduced by 8% in PvP combat (was reduced by 17%).
Essence Break (Talent) damage is now reduced by 10% in PvP combat (was reduced by 20%).
Essence Break (Talent) bonus damage for Chaos Strike and Blade Dance is now reduced by 19% in PvP combat (was reduced by 38%).
Druid
Balance
Moon and Stars now reduces interrupts and silences by 50% for 6 seconds (was 70% for 10 seconds).
Evoker
Augmentation
Verdant Embrace healing decreased by 25% in PvP combat.
Molten Blood is now 50% effective in PvP combat (was 70%).
Panacea healing decreased by 20% in PvP combat.
Ebon Might is now 80% effective on allies.
Ebon Might now increases the Augmentation’s damage by 30% in PvP combat (was 20%).
Prescience now grants 6% critical strike chance in PvP combat (was 3%).
Developers’ notes: The Augmentation Evoker ability to extend game length has been more effective than we would like, so we’re decreasing the effectiveness of some healing spells. Additionally, we’re shifting more of Ebon Might’s output into the Evoker themselves.
Master Marksman talent effectiveness in PvP increased from 7/15% to 12/25%.
Rapid Fire damage is increased by 40% in PvP (was 25%).
Monk
Dampen Harm minimum damage reduction is now 25% in PvP combat (was 30%).
Priest
Discipline
Power Word: Shield is no longer reduced by 15% in PvP combat.
Aegis of Wrath increases Power Word: Shield by 20% (was 30%) and decays by 2% (was 3%) every second in PvP combat.
Developers’ notes: Aegis of Wrath was too impactful in PvP due to its ability to deal with burst damage, so we’re reducing Discipline’s reliance on the talent and baking in some of its power to Power Word: Shield baseline. This should encourage more build diversity and give Discipline a small bump up in PvP.
Shaman
Elemental
Lava Burst damage is now increased by 12% in PvP combat.
Lightning Bolt damage is now increased by 45% in PvP combat (was 31%).
Volcanic Surge now increases the damage of Lightning Bolt and Chain Lightning by 35% (was 25%) and increases the damage of Lava Burst by 55% (was 45%).
Skybreaker’s Fiery Demise now increases the critical strike chance of Flame Shock by 25% in PvP Combat (was 50%).
Fire Elemental now causes Flame Shock to deal damage 15% faster in PvP Combat (was 33%).
Developers’ notes: We’re adjusting some of Elemental’s damage away from Flame Shock and into instant damage spells to improve the spec’s finishing power, which has been lacking this season.
Enhancement
Ascendance’s immediate damage is reduced by 50% in PvP combat.
Windstrike now deals 25% additional damage in PvP combat (was 45%).
Stormstrike’s damage is increased by 60% in PvP combat (was 45%).
Ice Strike’s damage increased by 45% in PvP combat.
Developers’ notes: We’re evening out the rate at which Enhancement Shaman deals its damage, as it is more reliant on inconsistent procs than we would like.
Warlock
Corruption now deals 25% increased damage in PvP combat (was 10%).
Shadow Bolt now deals 60% increased damage in PvP combat (was 30%).
Affliction
Agony now deals 25% increased damage in PvP combat (was 10%).
Drain Soul now deals 15% increased damage in PvP combat.
Oblivion’s damage increased by 40%.
Demonology
Demonbolt’s damage increased by 20% in PvP combat.
Dreadbite damage increased by 10% in PvP combat.
Destruction
Chaos Bolt’s damage increased by 75% in PvP combat (was 60%).
Warrior
Avatar increases damage by 15% in PvP (was 20%).
Arms
Bladestorm damage is increased by 20% in PvP.
Mortal Strike damage is increased by 25% in PvP (was 10%).
Warbreaker and Colossus Smash increase damage taken by the target by 20% in PvP (was 30%).
Deep Wounds damage is no longer reduced in PvP combat (was 28% reduced).
Mortal Strike damage increased by 35% in PvP combat (was 10%).
Bladestorm damage increased by 70% in PvP combat (was 40%).
Fatal Mark may stack up to a maximum of 5 times in PvP combat (was 8 times).
Execute damage increased by 15% in PvP combat.
Fury
Onslaught damage is increased by 35% in PvP (was 15%).
Execute (Fury) damage is increased by 40% in PvP (was 25%).
I don’t play fire and I already scored what I wanted this season, however I’d be lying if I said I wasn’t being a little annoyed with SP in comparison. Why are they going under the radar like this? They are ridiculously overpowered and a cornerstone of the meta composition, and popular both before and after 10.1.5 to the point of comedy.
They literally have a mechanic as good as AoE stealth except anti-stealth mobs doesn’t detect it. That alone should be straight up removed. Second, they do insane damage and synergise well with Evokers on a 3rd target.
Same with mages yet we’re being nerfed. Which is fine. But what’s up with it being so selective? All that’s gonna happen is mage gets replaced in the comp but the comp still exists and will work the same way.
Or, well, that might be the case if they weren’t all getting nerfed. Except SP.
Shadow priests are strong due to the dungeons this season. Even if you nerfed their damage into the ground, you’d still take them for their utility because holy paladin is so strong that you’re throwing if you bring a holy or disc priest to get that utility instead of a holy paladin.
Its not there dps which is a problem its what they can at present bring to the table. MD and off heals. Instead of constant nerfs ask for buffs for other classes.
they should never have made a 3rd spec for evokers well they could have IE prot spec but thats a different idea and story.
Ooga booga me blizzard ooga only thing i can see is ooga ooga damage. My augmentation spec idea is fine ooga booga it didn’t break the game ooga ooga. My dungeons are perfect ooga, utility doesn’t exist ooga booga, hunters, rogues, demon hunters are fine ooga ooga people don’t play them cause people are wrong ooga booga we are always right ooga cause we are blizzard ooga booga.
STOP buffing Marksmanship hunters in PvP for the love of god.
its such a tutorial spec in a tutorial class for 60 year old dads with non-existent reaction time and rapid fire auto connects even when you are behind pillar.
Спек армса можете удалять нету смысла в нем играть поражает как нерфят классы которые слабые сами по себе ну этоже прикольно надеюсь в некст будет изменение классов где будет написано специлизация Армс удалена из игры
Blizzard can u stop nerfing everything? The M+ Season is already over because u are nerfing the hell out of the good classes… u should instead buff the low perfoming classes. U are killing it for the players those who are not playing Exodia. Cause no one can time the keys the exodia comps did 2 weeks ago. And u are buffing the raid with those nerfs… cause world rank 800+ Guilds are struggling at sarkareth atm and u are nerfing everything… Why cant we have different multipliers for raid and m+ like pvp does… so u can nerf the classes independently of the raid. But this what u are doin now is bullcrap.
I’m sorry, you’re trying to tell me that Mind Soothe is only good because these are the dungeons? And then there’s the interaction of Aug+PI, which is a case of multiplicative scaling. That’s going to carry straight in into the next patch.
I would like to challenge Blizzard to make dungeons where that spell isn’t broken beyond all reason.
I didn’t write it was their damage.
And no, I’m not going to stop asking for nerfs instead of buffs to everything else. Classes are already absurd - the last thing we need is more powers and more ways to break the core mechanics of the game.
“As we continue to closely follow gameplay data and player feedback, we will soon make several tuning adjustments to classes that are over- and under-performing in group content as well as PvP”
Aha interesting, here’s your feedback:
Rogue rework?
WW Monk ST buffs?
Affliction Warlock rework/buffs?
DH buffs?
Healer (except Hpal) buffs?
Warrior utility?
AugVoker nerf?
And I could continue but since this is EU forum nobody from Blizzard gives a .
Here’s my prediction 2 weeks after this:
Fire Mage all spell damage reduced by 10%
Guardian Druid Guardian of Ursoc talent is now 35% of damage dealt (was 45%)
Holy Paladin damage reduced by 10%
Augmentation Evoker nothing
Shadow Priest nothing
How about instead of nerfing everything and make players who use those classes feel bad, you buff the ones underperforming so everyone feels good?
It’s kinda joke, once again nerfs at the end of the season. Why can’t you understand that the season ended with the first/second exodia comp nerfs. You didn’t give others a chance to repeat the higher level of the keys. A lot of people changed the main characters to get invites for higher keys and now they can’t repeat the top lvl keys. Quite a few players have invested a lot of time into it for nothing…
Because their already a mid pack dps, going any lower will kill them off raid wise, their overpowered because of the insane utility. Which im guessing their unwilling to deal with right now.
Prolly will find they will deal with it in season 3s dungeon design. But its weird they nuked its dps so hard instead of just dealing with the real problem to begin with.
And one thing aside from that… BLIZZARD U DONT HAVE A CLUE WHY THE EXODIA COMP IS UNBEATABLE DO U? First of all… They all bring party wide buffs… Mark of the Wild 3% Vers. Arcane Intellect 5% Int. Power Word: Fortitude 5% Stam. Blessing of the Bronze 15% Movment CD. Devotion Aura 3% Dmg reduction(Aura Mastery 15%). Black Attunement 4% Maxhealth (can be increased by additional1 10%). Mass Barrier about 100k grp wide absorb. Chronoward about 250k Absorb. After the Wildfire Bear AOE offheal. Vampiric Embrace offheal.
This alone is about 2-3 key lvl worth of survivability.
Lets Continue. About the utility.
2x Immunity = Iceblock, Divine Shield
1x Physical Immunity = Blessing of Protection
1x Mindsoothe making mobs Skippable.
Lay on Hands instant Topping someone.
Blessing of Sacrifice 1min 45% Dmg Reduction.
Glimmer Dmg Reduction.
Multiple AOE Stops= Dragonsbreath, Blinding Light, Blastwave, Tailswipe, Wing Buffet, Breath of Eons, Incap Roar, Fear
And it doenst rly stop there. But i dont wanna continue.