Class Tuning Incoming -- 14 December

Because it is also a bad design to bring only tanks. Every role needs to be usefull.

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I think it’s a ‘I feel useless as a healer if the tank is immortal’ kind of thing. Could be wrong though.

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I can understand that. No-one wants to feel redundant, I guess!

People dont understand that giga pulls just shift focus from the tank needing to be healed to everyone else. The healer is now probably working even harder with huge pulls.

Changes the dynamic, doesnt ruin the content or difficulty.

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“Slaughterhouse duration is no longer refreshed when adding stacks.”

R.I.P Fury Warriors

So you’re okay with certain tanks like DH never dying in a dung, being able to solo bosses? Please learn to read, since I did say “some” tanks, not all, are OP. Maybe invest in a book instead of a wow sub for a change… :joy:

you wont see those giga pulls in m+ . what you will see will be a lot of people crying because if you tanked you know very well which packs hurt a lot already now. and those will hurt like crazy in m+ . some bosses also do surprisingly high amunt of dmg to tanks too. 10 % nerf will be huge for some in higher keys.

just wait till next reset and see forums.

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can someone tell when this alpha stage ends? kinda curious how long till official DF release

I think it’s a question of design as well.
When Blizzard puts a mob pack into a dungeon where the mobs do an AoE attack, then they probably design that attack around the assumption that players will be able to avoid it, and that they’ll lose 50% of their health if they don’t.
But if the tank is suddenly capable of pulling 3 mob packs, then there’s 3x as much AoE on the floor, and now players can’t really avoid it, so they die.

And I think it’s fair to say that with the amount of AoE being thrown around that Blizzard didn’t design the mob packs with the assumption that the tank should pull half the dungeon in one go.

So either the mobs get changed to align with the tank, or the tank gets changed to align with the mobs.

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This is the problem, currently it is not a team sport.

It’s pull first, ask questions later. Needless to say, DPS and healers do not have the mitigation tanks have.

They are dragging groups through walls of fire, only they are the only member of the team wearing a fire-resistant suit.

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I’m starting to understand the criticisms. Can’t help but feel like it wouldn’t be as much of an issue if we had a more thoughtful community. But as things stand, that doesn’t sound like fun gameplay for everyone else in the team at all.

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I think having tanks solo dungeons is up for debate yeah, but this isn’t a Warrior specific thing, and Warrior isn’t even the best at doing it. The one thing at is true is that the most popular streamer with the most eyes happens to play a Warrior so it’s in the spotlight.

Warrior was/is for the first time in a long time the best tank again, for M+ (maybe?) but all the tanks can do this soloing and Warrior isn’t a standout here either. It’s disappointing to see these knee-jerk balances, which are affecting a number of classes/roles.

I read these changes as someone at Blizzard been testing classes on role based group vontent and deeming what needs or supposedly needs to be done there without any damn though to players outside groups and instances.

Yes tanks should not be too stron on instances, yes healers should play an importabt role and damage dealers should not be maintaining their health alone in group situtaions. So what if instead of hurting one aspect of gameplay with fix to another they should tune the actual content to be aproriate to reach the needed end result.

As damage dealers. there have been situations on my side where im doing some quest content or open world stuff, finding out that i do very litle damage but take tons of damage in turn and this is on Shadow priest. Now i see i am forced to use holy healing powers like renew or flash heal to maintain my health instead of internal shadow abilities. I really miss the times when Shadow priests was all about leeching and using those heals that did not really belojng to shadow took you out of shadow form.

It seems quite reasonable to me and I wouldn’t call it a knee-jerk reaction from Blizzard.
I mean, we’ve been through this process, what, 9 times now?
Blizzard always uses the period from expansion release and until the Season begins and raid difficulties open, in order to collect data. They get a heck of a lot more data from millions of people playing through the expansion as opposed to thousands doing so on the Beta.
So that’s why the balance changes always comes in the wake of the initial leveling and max level experience. It just makes the most sense.
And I don’t think the balance changes are unreasonable. They basically just reduce outliers. If anything can be reduced by 10%, 20%, or 50%, then it’s obviously an outlier. The goal isn’t to accurately get everything balanced to a fraction of perfection – it’s just to get everything within reasonable comparison.

And let’s be reasonable. Tanks were/are pretty much immortal. They’re not being nerfed to the ground because they become 10% less immortal. They’re still very much going to be sporting herculean strength.

And if some of the balance changes are missing the mark – being too much or too little – then Blizzard will follow it up with more balance changes anyway, because they’ve always done so. Again, we’ve been through this “New expansion comes out and Blizzard makes balance changes!” process a number of times before. It really shouldn’t come as a huge surprise to anyone, or be a cause of doom & gloom – and the sky isn’t going to fall down either.
Most of the comments in this thread give off the impression that this is the first time that people are playing a newly-released expansion and that Blizzard making balance changes is somehow a huge shock and the end of the world. C’mon…

This is both naive and incorrect. Blizzard do not course correct balancing that goes too far, time and time again we have seen specs go from the top of the pile to the bottom and remain there for a meaningful period of time, sometimes not recovering during that expansion.

Blizzard also often let ridiculous specs slip through the net for a meaningful period of time, specs that ended up more powerful than the ones they originally threw into the grinder. If the basis of your opinion comes from believing what you’ve said here, I don’t think you really have a good grounding on the topic.

?

I pulled all the lashers + 1 flying pack at the tree boss already in the beta as a blood DK, on +15 in gear equivalent to +10 gear, lol.

If there’s one thing Blizzard have consistently gotten better at over the years, then it’s narrowing the delta between the best-performing and the worst-performing. That gap has just gotten smaller and smaller with each and every expansion.
There’s a difference between talking about top and bottom in WoW Classic and WoW Retail. And that should be acknowledged. Blizzard reduces outliers, quite successfully. They may not get everything perfectly aligned on a single point, but they’re pretty good at getting everything within a range where it can all be reasonably deemed viable.

I’m not buying this doom & gloom rhetoric where Blizzard nerfs a spec by 10% on the second week of the expansion, and then everyone playing that spec proclaim that it’s time to reroll, because it’s clearly ruined for the rest of the expansion. That’s melodramatic.

I don’t need doomsayers to tell me what the future of class balance holds for a new WoW expansion. I’ve seen it 8 times before. Blizzard’s approach is as predictable as the community’s response.

Try playing a brewmaster, rofl.

I absolutely will not take a brewmaster if it’s up to me with the 10% nerf, they’re already squishy and don’t have a lot of self-sustain as is.

Blizzard has killed plenty of specs for a period of 12+ months, it’s happened every expansion. Since we’re talking about Protection Warriors, Protection Warriors in Shadowlands, they were like a mythical creature in M+, a Mythical creature that people treated like a diseased animal when approached.

Spec death happens every expansion, Blizzard does not course correct when they over-nerf, and they often do over-nerf. Other things they do is poorly project future scaling, so some specs are overperforming in weak gear because they may have high base numbers or a strong initial resource feedback system making them perform high, but often those same specs plateau very early and don’t scale as well, meaning when they get nerfed it hurts them much further in the long run.

Once Blizzard has finished its initial run of tuning changes (right around the release of Mythic) they will just leave it until the next patch, with no guarantee that things will be fixed in the next. This happens every expansion to some specs, if you’re trying to argue your points while pretending this isn’t true then what even is the point?

Again, I’m not making the point that Blizzard have ever been capable of balancing all tanks to perform perfectly equal to one another.
I am however making the point that Blizzard are capable of getting all tanks to be viable for the given content, and that they’ve gotten consistently better at that over the years.

I mean, Blizzard’s target for balancing class performance in dungeons is that every spec should be a viable choice for a Mythic +20 dungeon, because that’s as a far as the rewards go.

And Blizzard have successfully hit that goal for the past many Mythic+ Seasons. Every spec has been a viable choice for running a Mythic +20 dungeon.

So why shouldn’t you be playing a Brewmaster?

People may still obsess over playing the top-performing spec, and doom & gloom about the worst-performing one, but that doesn’t detract from the fact that all specs always end up being able to perform adequately.

Edit: Correction.