I think it’s great that they are balancing the classes and I personally don’t care if disc and resto shamans get nerfed or the others buffed. More challenge as healer sounds fun, too.
But I’m really unhappy that they change the way we play disc priest. I enjoy the atonement healing, our new lvl 90 talents and for sure don’t want to play Spirit Shell bot. Changing the playstyle of a class this short before prepatch sucks. I have prepared my characters, professions … I for sure don’t want to reroll now.
I’d rather be no longer S-Tier healer and keep the playstyle of last phase MoP.
Revert Disc and RSham nerfs too, at least 6.0.2 changes, those are totally insane. We do not have 6.0.2 talents and spells, why do you break our class/spec with that WoD crap?
Damage over time effects should no longer fall off prematurely when a damage over time extension is used.
Classes
Developers’ notes: The below are additional adjustments following yesterday’s changes. These are subject to the same rules as before where they do nothing in PvP and they also are subject to change.
Paladin
Holy
Seal of Insight now has a chance to restore 4% of the Holy Paladin’s base mana when striking a target in a non-PvP environment. [5.4 Revert]
Devotion Aura cast by a Holy Paladin will now reduce all damage by 20% (was Magical damage only).
Developers’ notes: Changing Devotion Aura to reduce all damage makes it beneficial in more situations and aligns with other damage reducing abilities like Power Word: Barrier.
Priest
General
The target caps on Divine Star, Halo, and Cascade have been returned to being uncapped for damage and healing.
Developers’ notes: We are still keeping Divine Star’s reduced healing for Discipline Priests but we want these abilities to feel impactful in larger raid groups still. If adjustments are still necessary to bring in Discipline Priest power it will be done in other ways. This was already partially reverted on Beta, but we’re doing it completely now for all effects.
Cascade returned to 4 bounces.
Holy
Holy Word: Serenity Healing increased by 40%.
Holy Word: Sanctuary Healing increased by 60%.
Holy Word: Sanctuary mana cost decreased by 33% and now costs 2.5% of base mana (was 3.8%).
Mastery: Echo of Light will now deal its healing every 1 second (was every 3 seconds).
Developers’ notes: This was originally intended in Mists of Pandaria but due to latency issues it was changed to 3 seconds. We are going to try this out to see if it works with modern tech the way that it was meant to be.
Divine Hymn now heals up to 50 targets regardless of raid size.
Developers’ notes: This was including pets in its original targeting, and instead of just making pets get the short end of the stick here - we moved this to hitting all targets. It’s a 3 minute cooldown and wasn’t that appealing compared to other cooldowns that exist. We feel this is a good direction for Discipline Priests being great with mitigation cooldowns, and Holy Priests having throughput cooldowns that reward the Priest for finding moments to get a full channel off in a fight, or in the case of Holy Word: Sanctuary - placing it in an area that players will be standing in for at least 30 seconds.
Fantastic changes so far, I’m really loving that you’re listening to the community and it’s only going to pave the way to a great Mists of Pandaria Classic experience!
Two of the current core problems for Holy Paladins in a 25m raid environment is that Crusader Strike is 2x the cost of Holy Shock at 8000 mana as opposed to Holy Shock’s 4000. Perhaps the introduction of a glyph that would reduce the mana cost of Crusader Strike or a flat reduction in its cost will help fulfil the Holy Paladin’s class fantasy of being that plate-wearing melee healer.
In addition, the current values for Holy Paladins pressing their “raid heal”, Holy Radiance, is that it costs 21000 mana and comes at a premium. However, the raw healing throughput from Holy Radiance doesn’t feel as if it makes health bars budge, so perhaps discussions regarding this spell to strengthen a Holy Paladin’s presence in the raid environment will make them more than just a simple Devotion Aura/Hand of Protection/Sacrifice bot.
I don’t understand some of the 6.0.2 backports. Those changes were based on the power level of SoO and to prevent people from blasting through WoD, but this is not WoD! Let’s take Ancestral Guidance for example, the player dps to max hp ratio in single target fights was roughly ~0.5 during SoO but only ~0.35 now. If anything the change should be the other way around: keep as is now, nerv later. But even better, leave 6.0.2 out of MoP …
This is really nice buff unfortunately this is the only one could make holy pala better. +2% absorb is not bad but bearing in mind that the most holy healing spells are weak these 2% are almost nothing and cannot be a game changer for sure. For example - Holy Radiance got a huge nerf in MOP and overall its healing is the same like healing + ticks in cata which is funny and adding how expensive it is…sad. Resto shamans and druids put their AOE heals on the groung and heal or attack on the same time. Discos attack fill a lot of mana every 10 sec and heal all in 40 yards more than holy radiance healing so they heal filling mana and we cast the most expensive spell in the game which is weaker than atonement and much more expensive than Efflorescence and healing rain. On top of that all single target spells are weaker compared to disco which has never been. Only a shaman could pull off the numbers that a holy paladin did. And how to be competitive considering that our healing done is weak.
They revert mastery from patch 5.3 - perfect, we all wanted that but why was that nerf to eternal flame ticks and I’m starting to wonder if this is a buff or a nerf because our healings to the tanks through beacon will be weaker.
All healers except resto shaman and disco got amazing buffs even holy priests and almost nothing for holy palas. We do not need to be the best and overpowered class, we need some buff to be competitive to other healers.
Before atonement nerf it healings were huge and on top of than in 40 yards. If i were Blizzard i would make it 14 yards again. Neither holy radiance, nor healing rain, nor Efflorescence heal all in 40 yards. On top of that since disco exist it is the best and overpowered healing class in every expansion
So you didn´t care about absolutely broken paladin for two expansions but NOW you are nerfing resto shaman and disc ? Why you didn´t care about paladins last two expansions ?
Disco is broken and top 1 every expansion. Shaman was amazing in Cataclysm actually in both FL and DS. Paladin became strong late in FL. In wotlk was different. Every healer had its role and boss where that healer is stronger. Paladin power was in tank and single target healing plus raid cd. And if u count JoL healing i dont because this could be used from prot and retri. And do not understand me wrong i love all healers except disco because disco is overpowered every patch on the top of that in wotlk - the most boring. R shaman has its special place in my heart and i dont like nerfs but it was necessary, balanced classes are more fun for me and more ppl will play the class they love.
I watched several streams yesterday monk is the best after buffs shami, disco and dudu are well balanced and paladin need some buff to be competitive. Unfortunately i couldn’t find a raid with holy priest to see their performance
I would love to see a small reduction in these buffs (mostly as they are periodic and a bit out of the player’s control) and instead see a buff to soul fire and shadow bolt damage, which seems a bit underwhelming at the moment.
Arms Warrior - despite its great utility and banners, its single target damage is lower middle even in preraid, and the spec itself doesn’t scale well.
Fury Warrior - recent buffs are better than nothing, and in 490± ilvl TG fury even performs maybe slightly better than arms, but overall it is very weak still. in preraid it even weaker, one of the weakest dps at all in game. And i wouldn’t buff it by pure percent of output damage, if i could decide i’d change critical chance factor of Bloodthirst from 2 to 2.5-2.75 and i would increase base Mastery by 6-8 points not only to just make its output decent overall, but to also make it playable in preraid.
We have made additional adjustments based on the data gathered during the raid testing weekend. Thank you so much for your participation, your feedback, and your assistance in gathering data during the testing period.
A reminder that these changes:
Are subject to change.
The changes only affect PvE and have zero impact on Arenas and Battlegrounds.
The changes under each Spec’s name are only active for that spec even if the ability is available to multiple specs.
We want to set expectations here: In order to let these changes rest - outside of extreme cases - we’re not going to do additional adjustments until after our next Raid test.
Death Knight
Blood
Outbreak’s base cooldown for Blood Death Knights has been decreased to 30 seconds (was 60 seconds). [New]
Developer’s note: Blood Death Knights are strong at the start of the expansion so a buff to them may seem a bit odd, but this has much less to do with raiding performance and more to do with smoothing over the feeling in dungeons where they go between pulls and a player may not be able to drag mobs from the previous pull with them.
Frost
Howling Blast’s damage to targets around the primary target has been increased to 65% of the damage dealt (was 50%). [5.2 Revert]
Druid
Balance
Force of Nature for Balance Druids has had its damage increased by 9.1% to match the Moonkin Form adjustment last week. [New]
Guardian:
Bear Form for Guardian Druids now increases all damage you deal by 5%. [New]
Hunter
Survival
Explosive Shot damage decreased by 7%. [5.4 Revert]
Developer’s Note: Survival Hunters saw multiple buffs to Explosive Shot in the final 5.4 patch and hotfixes afterward. We’re going to test a revert to the final increase to Explosive Shot and see the impact. We expect this to bring damage from Survival Hunters down slightly, but they’ll get a bit of it back when Stampede correctly spawns on the target instead of next to the Hunter.
Monk:
Mistweaver:
Revival healing decreased by 15% (with our previous buff this takes it to being a 22% increase to its original state). [Partial 5.5.0 Revert]
Paladin:
Holy:
Seal of Insight now correctly restores base mana (was total mana). [Bugfix]
Seal of Insight now correctly only restores base mana for Holy Paladins. [Bugfix]
Seal of Insight’s Base Mana restoration increased to 6% of base mana (was 4%). [New]
Crusader Strike’s cost for Holy Paladins has been decreased by 20%, bringing it to 12% of base mana (was 15% of base mana). [New]
Developer’s Note: The Seal of Insight change was restoring an incorrect amount of mana but we overall did like the effect it had on Holy Paladins. So we’re correcting it but also raising it to 6% of base mana, and on top of that we’re also reducing the cost of Crusader Strike for Holy Paladins.
Priest
Discipline
Divine Aegis’s healing conversion increased by 12.5% effectiveness, taking it to 90% (was 80%). [Partial 5.5.0 Revert]
Holy
Divine Hymn healing decreased by 35%. [New]
Chakra: Sanctuary’s increase to area of effect healing increased to 35% (was 25%). [New]
Chakra: Serenity’s increase to single-target healing increased to 35% (was 25%). [New]
Chakra’s cooldown decreased to 10 seconds (was 30 seconds). [New]
Shadow
Shadow Word: Pain’s damage over time increased by 18%. [5.4 Revert]
Warlock
Affliction
Corruption’s damage over time increased by 33%. [5.2 Revert]
Agony’s damage over time increased by 18%. [5.4 Revert]
Haunt’s damage increase to your damage over time effects increased to 40% (was 35%). [5.4 Revert]
Demonology
Doom’s damage over time increased by 33%. [5.2 Revert]
Developer’s note: Demonology is very close to Destruction now near the start of the game, and this should give it an extra push in the situations where it needs a little more help.
Warrior
Protection
Shield Barrier’s attack power modifier increased to 2.0 (was 1.8). [5.2 Revert]
Small suggestion, instead of buffing and “smoothing” out Blood DK gameplay, what about ferals? No buffs, no nothing, with nature swiftness making the gameplay even more convoluted. what “geniuses” gamedesign decisions.
Ohai out there! Lovely to see the devotion and attention being given to the class balancing of MOP. Even if it is a dangerous path to walk, given how it will need adjustment down the road and all.
However, what I, and pretty much every other energy user out there, would like to see, is combo points being given the WOD-love and put on self rather than target.
Currently, rogues and feral druids has to suffer whenever there’s target swapping, because combo points gets dumped whenever they switch targets.
It’s a significant piece of QoL that will greatly ease the pain in all aspects of gameplay, even lvling, without making neither classes absurdly more powerful.