Class Tuning Incoming – 27 November

We regularly make class balance adjustments based on gameplay data and feedback from players on class performance. With scheduled weekly maintenance in each region (November 27 in this region), we’ll make the following changes to classes that are over- and under-performing in various areas:

Classes

  • Death Knight
    • Blood
      • Developers’ notes: The tuning updates done to the Deathbringer hero talent tree at the beginning of the patch have notably affected Blood’s output more than Frost. The damage effects of the keystone and the capstone talents are being increased to make Deathbringer a more competitive choice again.
      • Deathbringer: Reaper’s Mark initial and stacking damage increased by 25%.
      • Deathbringer: Exterminate damage increased by 25%.
      • Deathbringer: Wave of Souls damage increased by 25%.
    • Frost
      • Developers’ notes: We are looking to increase Frost’s single-target damage while bringing down their AoE damage to help create a healthier damage profile.
      • Obliterate damage increased by 12%.
      • Frost Strike damage increased by 12%.
      • Breath of Sindragosa damage reduced by 10%.
  • Druid
    • Restoration
      • Swiftmend healing increased by 25%.
    • Feral
      • Rip, Rake, and Rampant Ferocity damage increased by 10%. Does not apply to PvP combat.
      • Apex Predator’s chance to trigger against multiple targets increased slightly.
      • Druid of the Claw: Strike for the Heart increases the critical strike chance and damage of Shred, Swipe, and Mangle by 15% (was 10%).
    • Guardian
      • Druid of the Claw: Strike for the Heart increases the critical strike chance and damage of Shred, Swipe, and Mangle by 15% (was 10%).
  • Hunter
    • Survival
      • Developers’ notes: Survival has found a lot of success with its 11.0.5 update to Merciless Blow in concert with Pack Leader’s bleed synergies. We’re adjusting it slightly to ensure the build is still competitive, but not quite as dominant.
      • Merciless Blow damage reduced by 15%. Does not apply to PvP combat.
      • Pack Leader: Vicious Hunt damage reduced by 20%. Does not apply to PvP combat.
  • Mage
    • Developers’ notes: Frostfire is still underperforming for both Frost and Fire. We’re targeting buffs to Frostfire’s various procs and providing a more substantial throughput buff via Fire Mastery’s Haste value.
    • Fire
      • Developers’ notes: Fire has been underperforming in single target and could use some help. Rather than distribute this bonus through a myriad of spells, we’re opting to put most of our budget into Pyroblast to ensure this spell is keeping pace with the rest of Fire’s kit.
      • Frostfire: Fire Mastery now grants 2% Haste (was 1%).
      • Frostfire: Isothermic Core Comet Storm effectiveness increased to 200% (was 150%).
      • Frostfire: Frostfire Burst damage increased by 25%.
      • Frostfire: Frostfire Infusion damage increased by 50%.
      • Frostfire: Excess Frost cooldown reduction increased to 10 seconds (was 5 seconds).
      • Ashen Feather Phoenix Flames damage bonus increased to 50% (was 25%).
      • Pyroblast damage increased by 8%.
      • Meteor direct damage increased by 25%.
    • Frost
      • Frostfire: Fire Mastery now grants 2% Haste (was 1%). Does not apply to PvP combat.
      • Frostfire: Isothermic Core Meteor effectiveness increased to 150% (was 100%). Does not apply to PvP combat.
      • Frostfire: Frostfire Burst damage increased by 25%. Does not apply to PvP combat.
      • Frostfire: Frostfire Infusion damage increased by 50%. Does not apply to PvP combat.
      • Frostfire: Excess Frost cooldown reduction increased to 10 seconds (was 5 seconds). Does not apply to PvP combat.
  • Monk
    • Windwalker
      • Conduit of the Celestials: Strength of the Black Ox damage increased by 100%.
      • Conduit of the Celestials: Flight of the Red Crane damage increased by 100%.
      • Conduit of the Celestials: Courage of the White Tiger damage increased by 35%.
      • Fists of Fury damage increased by 20%.
      • Blackout Kick damage increased by 8%.
      • Flurry of Xuen damage increased by 40%.
      • Courageous Impulse now increases the damage of your next Blackout Kick by 200% (was 125%).
      • Shadowboxing Treads now increases the damage of Blackout Kick by 20% (was 10%) and causes additional Blackout Kicks at 80% effectiveness (was 70%).
      • Developers’ notes: We’re looking to increase Windwalker’s overall performance in AoE and single target through targeted adjustments to a few baseline spells, as well as to push some underrepresented talents for increased build diversity.
    • Mistweaver
      • Conduit of the Celestials: Courage of the White Tiger damage increased by 35%.
  • Paladin
    • Protection
      • Lightsmith: Divine Inspiration’s chance to proc an Armament decreased by 50% for Protection specialization.
      • Lightsmith: Divine Guidance damage reduced by 20% for Protection specialization.
      • Lightsmith: Forge’s Reckoning damage reduced by 15% for Protection specialization.
      • Refining Fire damage reduced by 10%.
  • Priest
    • Holy
      • Holy Word: Serenity healing increased by 25%.
      • Holy Word: Sanctify healing increased by 25%.
  • Rogue
    • Developers’ notes: Deathstalker as a hero talent choice has been underserving Subtlety compared to the alternative choice of Trickster, especially in AoE circumstances. Black Powder is used far more frequently as Deathstalker than as Trickster and is receiving a sizable damage increase. Additionally, Deathstalker’s Plague damage effects are being increased (for Subtlety only) to better align the overall contribution of each hero talent choice.
    • Subtlety
      • Deathstalker: Plague damage effects increased by 45%.
      • Black Powder damage increased by 20%.
  • Shaman
    • Elemental
      • Farseer: Chain Lightning damage from Ancestors increased by 30%.
      • Farseer: Lava Burst damage from Ancestors increased by 15%.
      • Farseer: Latent Wisdom now increases Ancestor spell damage by 25% (was 20%).
      • Farseer: Routine Communication now has an 8% chance to trigger (was 5%).
      • Farseer: Maelstrom Supremacy now increases the damage Earth Shock, Elemental, Blast, and Earthquake by 15% (was 8%).
    • Restoration
      • Farseer: Chain Lightning damage from Ancestors increased by 30%.
      • Farseer: Lava Burst damage from Ancestors increased by 15%.
    • Enhancement
      • Developers’ notes: We’re reducing the power of Maelstrom Weapon spenders for Enhancement to lower their overall damage output.
      • All Maelstrom Weapon spender damage reduced by 8%. This does not affect PvP combat.
  • Warrior
    • Developers’ notes: Colossus Warriors are meant to be innately tough and hard to kill, so we’re increasing their overall resilience. This is particularly aimed at helping level the field between Mountain Thane and Colossus for Protection Warriors, more passive resistance for Colossus versus Mountain Thane’s more active mitigation playstyle.
    • Arms
      • Colossus: Mountain of Muscle and Scars now reduces damage taken by 5% (was 2.5%).
      • Colossus: Dominance of the Colossus now causes enemies damaged by Demolish to deal up to 10% less damage to you (was 5%).
    • Protection
      • Colossus: Mountain of Muscle and Scars now reduces damage taken by 5% (was 2.5%).
      • Colossus: Dominance of the Colossus now causes enemies damaged by Demolish to deal up to 10% less damage to you (was 5%).

Player versus Player

  • Death Knight
    • Blood
      • Death Strike damage reduced by 35% in PvP combat.
    • Unholy
      • Festering Wound damage increased by 15% in PvP combat.
      • Festermight is now 65% effective in PvP combat (was 50%).
  • Demon Hunter
    • Developers’ notes: Havoc’s sustained damage outside of cooldowns has been notably low, so a few related skills are getting damage increases.
    • Havoc
      • Immolation Aura damage increased by 20%
      • Demon’s Bite damage increased by 18%
      • Demon Blades damage increased by 18%
      • Felblade damage increased by 20%
  • Druid
    • Restoration
      • Wildstalker: Symbiotic Blooms healing increased by 25% in PvP combat.
  • Hunter
    • Marksmanship
      • Developers’ notes: Marksmanship damage has been lower than we’d like in general, and in particular their effectiveness against casters has not been shining, so we’re putting more power into their physical based abilities.
      • Dark Ranger: Black Arrow damage increased by 12% in PvP combat.
      • Aimed Shot damage increased by 15% in PvP combat.
      • Rapid Fire damage increased by 15% in PvP combat.
  • Mage
    • Arcane
      • Developers’ notes: We’re shifting Arcane’s damage profile a bit away from burst damage and into their consistent damage and increasing the effectiveness of Sunfury to increase hero talent diversity.
      • Sunfury: Spellfire Spheres grant 2% increased spell damage in PvP combat (was 1%).
      • Sunfury: Lingering Embers grant 2% increased spell damage in PvP combat (was 1%).
      • Sunfury: All Arcane Phoenix damage increased by 20% in PvP combat (Greater Pyroblast and Arcane Surge are not increased).
      • Arcanosphere damage increased by 40%.
      • Arcane Surge now increases damage by 20% in PvP combat (was 25%).
      • Arcane Missiles damage increased by 10% in PvP combat.
      • Arcane Blast damage increased by 10% in PvP combat.
      • Arcane Barrage damage increased by 15% in PvP combat.
      • Arcane Bombardment now increases Arcane Barrage’s damage by 20% (was 40%) in PvP combat.
    • Fire
      • Sunfury: Spellfire Spheres grant 2% increased spell damage in PvP combat (was 1%).
      • Sunfury: Lingering Embers grant 2% increased spell damage in PvP combat (was 1%).
      • Sunfury: All Arcane Pheonix damage increased by 20% in PvP combat besides Greater Pyroblast and Arcane Surge.
  • Monk
    • Windwalker
      • Dance of the Wind now increases dodge chance by 2% per stack in PvP combat (was 10%).
      • Developers’ notes: This change moves Dance of the Wind below the base hit chance threshold even at max stacks.
  • Paladin
    • Retribution
      • Eye for an Eye damage increased by 50% in PvP combat.
  • Priest
    • Mindgames damage and healing reversal increased by 40%.
    • Holy
      • Flash Heal healing increased by 10% in PvP combat.
      • Heal healing increased by 10% in PvP combat.
      • Power Word: Life healing increased by 10% in PvP combat.
  • Shaman
    • Elemental
      • Additional Lava Bursts from Primordial Wave now deal 25% of normal damage in PvP combat (was 50%).
      • Chain Lightning damage increased by 10% in PvP combat.
      • Lightning Bolt damage increased by 10% in PvP combat.
      • Earth Shock damage reduced by 15% in PvP combat.
      • Lava Burst damage increased b 15% in PvP combat.
      • Charged Conduit now increases the damage bonus of Lightning Rod by 50% in PvP combat (was 25%).
      • Storm Elemental’s haste bonus is now 50% more effective in PvP combat.
    • Restoration
      • Lava Burst damage increased by 30% in PvP combat.
      • Flame Shock damage increased by 30% in PvP combat.
  • Warlock
    • Affliction
      • Hellcaller: Blackened Soul damage increased by 15%.
      • Hellcaller: Mark of Peroth’arn now increases the critical strike damage of Wither by 25% in PvP combat (was 10%).
      • Hellcaller: Zevrim’s Resilience is now 60% more effective in PvP combat.
    • Destruction
      • Hellcaller: Zevrim’s Resilience is now 60% more effective in PvP combat.
  • Warrior
    • Fury
      • Mountain Thane: Lightning Strike damage increased by 50% in PvP combat.

This reads like you threw random ideas into a hat and this is what got pulled out.

It’ll put holy priests in a better position than they were but in terms of overall usefulness its up there with a trap door in a canoe.

4 Likes

Yeah serenity were already healing big spikes, buffing it solely fixes nothing in terms of holy being worst. 10% flash heal buff in pvp also means nothing if every top healing class is spamming 3.5mil instant holy shocks or shields, no healer that would have to cast something wouldnt make a difference if they are buffed 10% or 20%

2 Likes

It would be nice if you could check how PVE arcane functions and adjust it accordingly. It’s insanely cringe to have the spec work with ~600k dps variance on single target just because why not.

2 Likes

Only fun buffs seem to be pvp arcane changes, I hope they are enough. Been waiting fire buffs to get rid of frost but Ill take even arcane over this frost thats just stutter fest and caused nothing but stutter and fps drops since dragonflight

Yeah sure keep buffing those skills that do 0.5% of your overall damage meanwhile the important ones like chaos strike, eye beam and blade dance remain untouched.

And this is pvp only…seriously? Havoc has been c tier spec for both pvp and pve for the whole expansion and all we get is a 0.1% damage increase IN PVP ONLY ??

I guess no bm tuning either then, unless I miss the changes on bm pvp. If look 2100 eu shuffle its pretty wild how theres almost double more bm than from the other dps in comparison, wild spec literally. Whole animal kingdoms worth pets on me :dracthyr_a1:

I guess you’re perfectly fine with MM being the bottom DPS in M+ with no utility, that people are avoiding playing or inviting to their group?! Incompetent fatheads.
Although I would give you 1 out of 10 points for at least trying to fix your butchery of MM in PvP.

  1. Holy Priest ST healing is fine, it is AoE healing that is completely dead.
  2. 25% buff to Sanctify is nothing, it currently does 240k healing for my 6 million health priest (622 ilvl), buffing it to 300k is like a fart in the wind. Also this ability sucks. It works well only with heavy melee group, otherwise useless in m+. buff instead Circle of Healing by 300-600% and maybe it will start being viable in m+.
  3. Holy Priest needs also utility buffs, give us Spirit of Reedemer ability in PvE, rework Divine Hymn and rework our talents, 50-60% of our spec talents are dead!

Did you forget about Sanlayne talents? “Blood is Life” is EXTREMELY random talent, and does good damage only if all starts align well, it needs to be stablized, i.e. preventing beast exploding until we pull next pack or compensating us with a buff if Beast explodes when there are no mobs or too little mobs.

Also both specs needs durability buff.

Summary:

Lackluster tuning, although some of it is in right direction. clearly not based on player’s feedback, at least not on forums or discord. Stop lying by telling us that your tuning is based on player’s feedback. Your holy priest tuning are based on something taken out of the blue.

2 Likes

You fancy doing a bit of dungeon tuning and dropping that +12 affix that literally no one likes. :slight_smile:

Phew… Poor hunters lets all point and laugh at there meme spec ----> hehe, you know MM hunter is bad when a monk is trolling you :stuck_out_tongue:

Monk looks like its at least moving in the right way now… Can only go up at this point

Why are you buffing serenity and sanctify.

We don’t need more st healing and sanctify is useless because it requires people to be stacked and we have no way to reduce its cooldown, we’ll still use for DI empowerment unless it gets absurdly buffed.

We need aoe healing, not more st healing and a buff to something that’s as useless as sanctify.

For sanctify to become good we need to be able to reduce its cd and its size get a loooot bigger, not just buff its healing by 25% when we can only use it 2 times in 2 minutes. It’s pitiful healing for something with that long cd, even if you doubled its healing. Even if you tripled it. Even quadrupling it doesn’t make it strong enough to justify only being able to use 2 per 2 minutes. Like, wooo, 317k healing per cast on a minute CD, I can use it twice. 634k in 2 casts. Meanwhile a boss like the 2nd boss in dawnbreaker is trucking us for more than double that - EVERY SECOND - during shadow decay, for 5 seconds. Sanctify having a 1 min cd is just a joke when you consider that. Power word radiance heals for 500k on my priest right now with atonement up, sanctify heals for 250k. Radiance has a 15 sec cd and a 30 yard range. Like, hello?

Start buffing poh and coh by several hundred percent so we actually press/spec into them. That’s what we need, not a +25% buff to something we use twice per 2 minutes and more st healing

Why does renew exist in its current form. It doesn’t even trigger echo of light.

Why does poh and coh exist?

5 Likes

Where is Shadow Priest?

So this finally stop the daily “nerf enha and buff my spec cos im sucks” threads?

Also more shaman nerf pls!

Trail of light should be buffed by a large margin. PoH/HW: Sanctify circle is too mana heavy for M+ I think. Holy Priest needs consistent and efficient AoE heal. At the moment I can only outheal heavy AoE spikes with lots of PoM stacks out and the oracle hero talent…

Nice changes for frost DK, but why is shadow priest still forgotten in a dumpster?

First, why are you massacring my boy and second, when can I play range in M+ again? Please stop nerf and start buff.

1 Like

So Blizz is fixing top %0.1 again? Same in every content, they create metas, broadcast world championship (which has less viewer every year) and then nerf them again and again. You guyz never gonna change, thats why I cancel my sub. Multi-million company cannot creat a balance between classes? Warrior nerfed 3 times, then receive a funny buff which was nerfed again. Ret was doing avarage damage and nerfed, not to mention other so called “buffs” on other classes. Then Enh shaman receive a buff which opens 10-12m? What about Asas Rogue, never received a nerf? Funny nerfs on Frost DK? Being tank has never been so hard within other contents, Prot Pala was doing okay now nerf it? How people will do high keys when tank dies?
The game is so dead unless they bring some balance to classes and stop changing classes weekly!

1 Like

Holy Priest’s AoE healing is extremely bad and we really could use some buffs to most AoE healing spells such as Circle of Healing, Prayer of Healing, Salvation and Divine Hymn. Right now we are spamming Flash Heal in raids because it’s not worth it to spec into any AoE healing spell or talents in particular. Still a 25% buff to Sanctify and Serenity is helpful, but I don’t see it making much difference in raids, and it does not resolve the AoE healing issues- we are still forced to spam Flash Heal.

These spells for example needs gigantic buffs:

  • Prayer of Healing and I am sure most people can agree and relate to this. More than a 100% increase to healing to be worth picking.
  • Circle of Healing has really low healing as well. With the proper talents that increase it’s healing, it still only heal for me at 617 item level roughly 1,4 million on maximum amount of targets. That’s after a lot of time building up stacks from talents, when you can instead just use Flash Heal and do the same healing in a few seconds.
  • Salvation used to be arguably the stongest AoE heal spell of all healing specs when used, but with a long cooldown, that was its strength. In previous expansions the spell, plus Renew and Prayer of Mending which is also cast on the raid with the spell, was among the top 5 in my list of healing spells. Now the spell is really weak as well and not even worthy to use in most situations.
  • Divine Hymn is on par and has a similar output as with Salvation. When you use the spell you don’t even notice that it’s healing, it really is that bad.

Please listen to the feedback from us the players Blizzard.

2 Likes

Why do you still ignore the bad behavior of Rider’s Champion (Mograine, Whitemane, Trolbane, Nazgrim) who often attack bad targets and Raise Abomination which is too slow to attack other targets? Why can our burst be pushed in M+?

Why do you still ignore many design flaws and make no changes to San’layn for Unholy?

Why are you still only addressing changes for Frost and Blood?

Guess what I wont be doing when my game time ends in 3 days.