Completely broken offensively and defensively sort it out, its not fun
Nothing will change. This has been intentional with every new spec. Weaker players are meant to feel powerful - that’s been Blizzard’s philosophy for many, many years. Balance is just an illusion. PvP is dying, and they need something to keep people playing it
Nerf it to the ground and remove it from the game, then prevoker.
MW has been completely broken into pet classes for the entire season. Frost Mage feels unkillable, and don’t even get me started on Devourer. But sure, nerf the other classes that were actually fine…
I get that playing against DK at low elo can be frustrating, but after the nerfs I barely do any damage. no burst, no sustained pressure, nothing.
no, we nerf rets that do no dmg instead
devs???
Dude just shut up. S2 ret is getting 25-50% buffs on every ability.
Just because they got some tiny 3 or 4 % nerf this week does not mean anything.
S2 people will mass reroll to that faceroll class.
Hope blizzard give them 40 yard range on everything and bring back auto bubble.
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Blade of Justice damage increased by 40%.
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Final Verdict damage increased by 15%.
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Divine Storm damage increased by 15%.
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Templar Strike damage increased by 50%.
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Templar Slash damage increased by 50%.
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Judgment damage increased by 50%.
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Hammer of Wrath damage increased by 50%.
Lol. As usual they buff retri when its already among best dps in every rated modes. I wonder where is my warlock or rsham buffs, neither are even among top anywhere and yet they get neglected while they buff retri for no reason.
I think it’s becoming pretty obvious that all these changes are being made to push people toward playing melee specs or hunters. Blizzard is gradually moving away from specs like shadow priests, warlocks, and elemental shamans, replacing them with specs that can cast while moving, are immune to interrupts, and so on
For now, mages will probably always stay relevant because of RMP and their success in AWC
They removed our ability to track interrupt cooldowns, they removed the third DR category, which was actually good for warlocks, we’re getting a 20-second DR in Season 3, making Fear even less valuable, and they reduced our slows from 50% to 30%. It really feels like every single change is being made in favor of melee specs
Not to mention that every class already has plenty of crowd control, while warlocks basically had just one Fear, which not only broke from almost any damage but could also be dispelled by practically everyone
Statistics:
| Warlock, last place in popularity among all classes above 2400+. Number: 394, 3.74 % |
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dude, just s tfu - the majority of the classes getting dmg buffs due to increased healthpools
Barbed Shot damage increased by 25%.
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Kill Command damage increased by 20%.
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Cobra Shot damage increased by 20%.
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Melee auto-attack damage increased by 30%.
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Blackout Kick damage increased by 50%.
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Tiger Palm damage increased by 200%.
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Dual Threat damage increased by 30%.
The game is complete joke, just invite devourer and auto win every game
I think the point here is that no class should really be getting such big increases. If I remember correctly, didn’t they say coming into Midnight part of the class redesign and pruning was to try and stop the yoyo health bars and to make healing a little more streamlined, more managed and less reactive? So buffing HP’s in S2 while keeping damage the way it is now (or with small minor buffs/reworks) would work into that mindset they had.
Yes, some classes need a little buff, and some need a little nerf. The priority here should be first and foremost, reducing the damage of the classes that are openly one-shotting (or at least 100-0 someone in 3-5 button presses) people to prevent that and allow for counterplay. Enhance, for example, if everything lines up they will one-shot you. If you’ve used your defensive CD’s on a previous attempt, and keep in mind that Enhance one-shot isn’t on a strict timer/cooldown then you’re screwed.
MM hunter can chunk away +50% of your health with one ability, you can’t even see it coming due to camo, nor is it interruptible outside disarming, and they won’t be in range of that. Simple fix is remove camo from MM or make their cast able to be interrupted from standard interrupts. Just a few thoughts there or examples.
At the end of the day health pools going up 25% and abilities going up on average 30-35% doesn’t make sense. It’s still going to be yoyo health bars. With relation to slows being reduced then mobility needs to be reduced as well, otherwise, outside of Mages it’s going be World of Meleecraft real sodding quick.
I stop reading their announcements years ago. Saves me alot of headache trying think how anything they say makes sense. I just look at the numbers.
By logic there should not be design like prevoker or devourer either if nothing is done to upgrade the original classes to match their broken design but yet here we are.
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