Class Tuning Incoming – 28 June

Working from player feedback and internal data, we’ve developed the following class tuning changes to address several over- and under-performing classes. These adjustments will be applied to the live game with scheduled weekly maintenance on 28 June in this region.

Classes

Death Knight

  • Blood
    • All damaging abilities increased by 6.5%.

Demon Hunter

  • Havoc
    • Chaos Strike/Annihilation damage increased by 15%.
    • Melee autoattack damage increased by 15%.
    • Demon Blades damage increased by 15%.
    • Demon’s Bite damage increased by 15%.
    • Felblade damage increased by 15%.

Druid

  • Feral
    • All damaging abilities increased by 3%.

Hunter

  • Beast Mastery
    • Kill Shot damage increased by 10%. This does not apply to PvP combat.
  • Marksmanship
    • Aimed Shot, Kill Shot, and Rapid Fire damage increased by 10%. Kill Shot damage increase does not apply to PvP combat.

Monk

  • Windwalker
    • All damaging abilities increased by 3%.

Priest

  • Shadow
  • Developers’ notes: Shadow has been overperforming in AoE environments. We’re bringing down some of its sources of AoE and increasing the damage of some direct damage to offset this in single target.
    • Mind Blast damage increased by 10%.
    • Shadow Word: Death damage increased by 10%.
    • Mind Spike: Insanity damage increased by 10%.
    • Mind Spike damage increased by 10%.
    • Mind Flay: Insanity damage increased by 10%.
    • Mind Flay damage increased by 10%.
    • Void Bolt damage increased by 10%.
    • Void Spike damage from Idol of Yogg-Saron reduced by 35%.
    • Psychic Link now causes direct damage spells to inflict 25% of their damage onto all other targets with Vampiric Touch (was 30%).
  • Holy
  • Developers’ notes: Holy Priests have continued to trail behind other healers in DPS output, so we’re increasing the damage of a variety of spells to bring them more in line.
    • Holy Fire damage increased by 10%.
    • Smite damage increased by 15%.
    • Holy Word: Chastise damage increased by 35%.
    • Shadow Word: Death damage increased by 25%.

Shaman

  • Restoration
    • Aberrus (2) Set Bonus: Tidewaters healing increased by 40%.
    • Aberrus (4) Set Bonus: Duration of Rainstorm increased to 8 seconds (was 6 seconds).

Warrior

  • Protection
    • Defensive Stance increased to 20% damage reduction (was 15%).

Player Versus Player

Items

  • Gladiator’s Distinction primary stat bonus reduced to 20% (was 25%) for all damage dealing and tank specializations.

Druid

  • Balance
  • Developers’ notes: The cast time on Cyclone is too fast for enemy players to deal with, so we’re reducing its cast speed from Owlkin Adept and also reducing Precognition’s haste in Fractures in Time. Solar Beam’s duration lasting 8 seconds was an oversight, as it should have been reduced in the crowd control reduction pass in Embers of Neltharion.
    • Owlkin Adept reduces the cast time of Cylcone and Entangling Roots by 15% (was 20%).
    • Solar Beam lasts 6 seconds in PvP combat (was 8 seconds).
  • Restoration
    • Reactive Resin’s snare duration increased to 8 seconds (was 5 seconds).
    • Verdant Infusion now extends heal-over-time effects by 4 seconds (was 8 seconds) in PvP combat.
    • Master Shapeshifter now refunds 2500 Mana from Ironfur (was 1250), 3500 Mana from Wrath / Starfire / Starsurge (was 2000), and 10000 Mana from spending 5 combo points in Cat Form (was 5000) at level 70.

Monk

  • Mistweaver
    • Enveloping Mist healing is now increased by 12% in PvP combat (was 5%).

Priest

  • Catharsis now stores 15% of damage taken (was 20%) and the stored amount cannot exceed 12% of the Priest’s maximum health (was 15%).
  • Discipline
  • Developers’ notes: Discipline damage and Atonement healing continues to be lower than we’d like in PvP, so we’re increasing them to allow Discipline to be more offensive.
    • All damage increased by 10% in PvP combat.
    • Atonement healing is now increased by 70% in PvP combat (was 50%).
  • Shadow
  • Developers’ notes: Instant damage from Catharsis and Unfurling Darkness is accounting for more of Shadow’s burst damage than we’re aiming for, so we’re bringing their power down. Shadow is also getting PvE damage buffs that affect PvP, which puts some of this power loss back into rotational spells.
    • Unfurling Darkness now deals 25% reduced damage in PvP combat.

Rogue

  • Subtlety
    • Secret Technique damage is now reduced by 40% in PvP combat (was 33%).
    • Thief’s Bargain (PvP Talent) damage penalty increased to 10% (was 6%).

Shaman

  • Developers’ notes: We’re redistributing the amount of healing from instant cast sources for all Shaman and increasing the power of cast heals, so that cast heals are both more frequent and more meaningful.
    • Healing Stream healing is now increased by 20% in PvP combat (was 30%).
  • Elemental
    • Earth Shield healing is now reduced by 60% in PvP combat (was 70%).
    • Healing Surge healing is now increased by 20% in PvP combat.
  • Enhancement
    • Earth Shield healing is now reduced by 60% in PvP combat (was 70%).
    • Healing Surge healing is now increased by 4% in PvP combat (was reduced by 13%).
  • Restoration
    • Earth Shield healing is now reduced by 15% in PvP combat.
    • Healing Surge healing is now increased by 27% in PvP combat (was 6%).
    • Healing Wave healing is now increased by 56% in PvP combat (was 30%).
    • Water Shield’s melee attack Mana refund is now 20% effective in PvP combat (was 50%).
    • Water Shield now regenerates 75% more Mana from its passive effect in PvP combat.

Warlock

  • Developers’ notes: We’re targeting the defensive power of Demonology with these changes as they are often a difficult target to take down relative to other DPS specs. We’re also lowering the healing from Mortal Coil to lower overall self-healing from Warlocks in PvP.
  • Mortal Coil healing is now 50% effective in PvP combat.
  • Soul Link’s shared damage with the Warlock’s pet is now 50% effective in PvP combat.
  • Profane Bargain’s increase to the effectiveness of Soul Link at low health is now 40% effective in PvP combat.
2 Likes

I’m glad they are nerfing shadow. Since it requires some effort to play.

They need to buff the pleb classes that require you to just mash all your keys to do good dps.

Outlaw? when?

2 Likes

How about fixing the MM tier set so it isnt useless instead of giving a miniscule 3-3,5% buff.

Also MM trickshots needs to be uncapped with reduced damage beyond 8 targets, like everything else to put their AOE in line with other classes.

1 Like

instead of buffs and nerfs, make a battle damage system by using dice rolls.

Marksmanship deserves more love. Can we get a Disarm like SV? :thinking:

1 Like

When are we going to buff DK survivability in PVP though? Especially frost.

1 Like

How is it that the most OP class in the game right now, aka Disc Priests (PVP wise), is getting huge buffs like this?

Looks like the development team are a bit biased…

Dear devs, I like it that you are trying ti implement some changes, but why would you buff DH or Shadow for PvP?

And if you are aiming to make Shaman casted heals more meaningful, why would you increase effectiveness of Earth Shield for Ele and Enha, which is one of those “use it and forget about it” button.

Warlock Defense seems a bit overnerfed, but we will see. In the current meta it could be fine, but in case we will see more warriors again, I feel for them! Especially since it isn’t only a nerf to demo locks!

The problem with sub rogue is more their stun lock, so tuning down duration of cheap shot would have been more effective! But some damage nerfs are better than nothing I guess.

Also not a fan of mm buffs. We don’t want that 40 yards range burst monster in PvP!

Last but not least am I missing nerfs to fire mage damage. They are the best dps out there and even though their defense isn’t the best, they have great control. So make them a tiny bit more tanky but reduce their damage to be on pair with their control please.

That is at least my opinion. :wink: Have a great weekend! :+1:

I´m curious on which data blizzrd nerfs and buffs classes. Im checking eu ladder 3v3, checking solo shuffel ladder, checking awc games and based on that data the rdruid nerf makes no sense.

3v3 eu top10 healers: 1x disc, 4x rshamy, 3x evoker, 1x rdruid 1x mw
RSS eu top10 healers: 4x rshamy, 3x fw, 1x rdruid 1x evoker 1x disc

If a class is broken and overrepresentiv even its my main class rdruid - nerf it and yes rdruid is good but for sure not broken and based on the data mentioned above this nerf makes nosense. LIke i think Blizzard just roll the dice on buffs and nerfs they dont change anything based on data. There is no other serious logical explanation.

Disc Priest PoV:

Imgur

Imgur

I don’t really see this labeled as “demonology only” change . Does this affect all 3 specs ?
Affliction is already a sack of wet noodles in arena due to dampening .

And on the topic , when will you finally get rid of dampening and fix the values in arenas ? Some classes do good or even great in bgs and than they step in arena and are slaughtered because their defensive kit is mostly self healing related and is killed by dampening .

Also what is the intention with buffing DH damage ??? They have good damage , but because of dampening they are the go to kill target , because most of their self healing does not work .

Do you intend to build a toxic one shot meta which is unhealable ?
The whole changes so far can be summarized as :
less cc
less defensives
more damage
some healing

It seems like the goal is to make characters swing between 100 and 10% in seconds constantly .

Just quickly gonna point out the changes to shadow intended to offset the nerf to Yogg saron aren’t buffs and instead work out to be a slight nerf.

Hello to the boys in blue

Firstly , this is fantastic to read from a selfish standpoint
However, I do have some concerns

I have racked up 1200 rounds of Ranked Solo Shuffle on Demon Hunter during Season 2 of Dragonflight.

I share a common view amonsgt the Demon Hunter community that Chaos Strike / Annihilation damage felt too low, even when you take all available talent options to try to make it impactful.

The issue I hold with these changes, is the buff to them being baseline

Talent builds utilising Burning wound | Soulrend | Any Means Necessary with mastery benefit from these buffs too, thus removing any reason to build more into the talent options for Chaos Strike

I feel as an interim set of changes, these will work but I hope to see more development within the talent tree to create more builds rather than one build option that vastly pulls ahead.

At a glance, I feel some nodes need to be moved and then buffed (Relentless Onslaught -15%)
Critical Chaos changed. With the nerf to crit this isn’t a common stat. Better to see it just provide a flat % increased chance to return Fury

Move restless hunter and revert the PvP nerf so that it increases viability (move towards momentum side perhaps)

Glaive Tempest | Fel Barrage both need to be evaluated as talent choices

Make Glaive Tempest Baseline, and adjust the numbers so that it is a minor damaging ability
Create a talent node that enables the ability with either a further interaction, or just boost the damage

I hope some of this gets picked up and can be considered
But until then!

“Sometimes the hand of fate must be forced.”

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.