Nerfing classes on what though?
It’s utility that shapes the M+ meta mostly, nost just numbers, especially when it comes to DPS and healers.
How do you nerf the value of shroud? Or rather, let me give you just a simple comparison between my Druid and my Priest.
My external as a priest is Pain Supression. It’s 40% dmg reduction for 8 seconds. With a cooldown of 3 minutes.
My external as a druid is Ironbark. It’s 20% dmg reduction for 12 seconds. With a cooldown of 1 minute.
The cooldown difference alone turns Pain Supression to a “oh FK” only button, whereas Ironbark is able to become part of the cooldowns rotations of the tank because it will be up for almost every single pack of a run.
This means that my druid can increase the dmg reduction uptime of a tank drammatically and practically rarely ever have to deal with an “oh FK” situation, because those usually happen between tank cooldowns where they are most vulnerable.
On top of that, my priest has only 1 self cooldown, Desperate Prayer. It restores 25% of my HP with a 1,5 min cooldown.
Well, guess what, my druid has it too, only it’s also a 30% with the same cooldown. But that’s not all! Druid also has a seperate Bark skill just for himself, with yet another 1 minute cooldown! Meanwhile my priest would have to sacrifice suppression on herself.
How do you nerf such big usefulness differences? That’s before even getting into the actual output numbers(with my druid have an OH MOH GOD EVERYBODY IS DYING peak HPS of double that of my priest), before taking in account combat res and before taking in account all the other utility I have with my druid, like an actual stun, ursol’s vortex, etc.
And I wish the DPS comparison was worth it, but the druid can do 8-11K whereas the priest does 11-13K. It’s not worth it by a long shot.