PvP Balancing Patch

Hunter

  • Killshot range changed to 5-30 yrds.
  • Killshot can only be used when an enemy player is at or below 20% hp. It can be used at any hp % for non-player controlled units.
  • Killshot damage reduced by 30% against enemy controlled players.
  • Aoe range of explosive trap reduced to 8yrds.
  • All range abilities have their range set to 5-30 yrds (including distracting shot).
  • Aimed shot now provides a debuff to the target, piercing their armour. Different armour types have different effects. Cloth armour will have their spell damage reduced by 10%, leather armour will have their melee and spell damage reduced by 10%, mail wearers will have their ranged, melee and spell damage reduced by 10%, plate wearers will have their spell damage reduced by 10% and armour reduced by 10%. *Enemy NPCs affected by Aimed Shot have their damage reduced by 1%. Stacks up to 5. Also removes enrage.
  • Aimed shot can now be interrupted but it’s cast time is reduced to 1.5 seconds.
  • Aimed shot damage increased by 20% and has 100% crit chance.
  • Ice trap now only lasts 10 seconds.
  • Entanglement talent no longer works on enemy players.
  • Frost trap now only lasts 10 seconds and disappears on the Hunter’s death.

Druid

  • Moonfire dot damage reduced by 50% against enemy players.
  • Sunfire dot damage reduced by 50% against enemy players.
  • Starfall can no longer crit against enemy players.
  • Starfall no longer provides pushback on enemy player spells.
  • Stun removed from starsurge.
  • Starfire damage is reduced by 20% against enemy controlled players.
  • New ability Shape shifter. Each time the druid shifts form, to a different form to that of any used in the last 30 seconds, their healing, damage and damage reduction is increased by 2%. Stacks up to 5. Lasts 15 seconds. Travel form can now be used indoors.

Paladin

  • Divine shield no longer grants immunity.
  • Divine shield reduces damage taken by 50%.
  • Divine shield is not dispellable.
  • Divine shield no longer reduces outgoing damage by 50%
  • Divine shield provides a non dispellable blessing of freedom
  • Divine shield provides a non dispellable blessing of sacrifice to the nearest friendly player within 20yrds.
  • Crusader strike no longer deals damage as holy and instead deals physical damage.
  • PvP set bonus changed. 6 set now resets cooldown on crusader strike with a successful divine storm hit and provides +20 stamina.
  • Exorcism cast is set to 1.5 seconds and cannot be reduced with tier sets or talents.
  • Exorcism has no cooldown.
  • Holy shock damage reduced by 20% on enemy players.
  • Holy shock heal, when used on self, is reduced by 30%
    *Holy wrath is useable on all player types and not just undead. Shares a diminishing return with all other stuns.
  • Holy wrath mana cost reduced by 60%.
  • Holy wrath damage increased by 50% if successfully interrupts a spell.
  • Steed now has 2 charges.

Shaman

  • Flameshock damage is reduced by 50% against enemy players.
  • Flameshock no longer spreads to enemy players.
  • Way of the Earth is now replaced with Way of the Elements.
  • Healing rain rune has changed. When it rains it pours. Chain heal and healing wave have a 40% chance to cast a second, similar spell on the same target at no additional cost that causes half healing and no threat. This heal penetrates shields, bolstering the absorb amount equal to the healing done.
  • Overload rune has changed. Removed chain heal and healing wave.
  • New rune Way of the Elements. Way of the elements changes depending on what rune you have engraved on your chest.
    ** Way of Water when healing rain is engraved. Provides the shaman with spirit link totem. Reduces damage taken by 10% by all party members within 10yrds. Every 1 sec, the health of all affected players is redistributed, such that each player ends up with the same % of their max health. 3 min cooldown.
    ** Way of Earth when shield mastery is engraved. Same as it is currently.
    ** Way of Fire when overload is engraved. Provides the shaman with ancestral shift, providing 30% damage reduction while stunned, incapacitated or silenced.
    ** Way of Air when dual wield or two handed specialization is engraved. Provides the shaman with lightning reflexes, boosting their attack speed by 10%, damage reduction by 30%, and providing all nearby party members increased windfury chance of 10%. Works in conjunction with shamanistic rage.
  • Shamanistic rage is now a 2 minute cooldown.

Rogue

  • Quick draw has been reworked and moved to feet runes. Now called Quick Shot. Take a quick swig of rum to instantly heal you for 30% of damage received in the last 2 seconds. 30 seconds cooldown. 10 energy. Benefits from sleight of hand and changes feint into a new ability. Ranks of sleight of hand reduce energy cost by 5/10.
    • Feint reworked into Brawler. Brawler allows the rogue to target his shadow step, stepping to a chosen location. Once landed, the rogue will dowse himself in rum, staggering any damage received in the next 10 seconds. Any staggered damage will not kill the rogue, but will make him very drunk. Drunk effect as it is in game now.
  • Eviscerate damage can no longer be dodged or parried.
  • Ambush and Backstab now have an armour modifier. If the target is in cloth armour, the damage of ambush and backstab is reduced by 20%. If the target is in mail armour, the damage is reduced by 10%. If the target is in plate, the damage is increased by 10%. NPCs are considered as plate wearers.
  • Vanish now has no reagent cost.
  • Blind now has no reagent cost and removes all current dot or bleed effects on the target.

Mage

  • Ice lance damage reduced by 20% against enemy players.

%'s will need work but otherwise let me know what you think.

Healing Rain has become a meme spell at this point. Overload is a staple for resto too. It allows the shaman to be a good tank healer and a decent AoE healer.

If you take Healing Rain you are a mediocre tank healer and mediocre AoE healer, the spell has no purpose anymore with all the buffs Chain Heal has received.

While a spirit link totem would be powerful, it being linked to Healing Rain would mean this would be an extremely situational pick, if ever.

Healing Rain is kinda like Temporal Anomaly for mages, runes the devs didn’t know what to do with anymore so they eventually forgot about them.

My 2c.

1 Like

Thanks I have updated the notes. Please let me know what you think.

Thank you for your valued feedback.

The chance to proc would have to be 60% to be as strong as overload is right now. Plus you have to consider there is some offensive potential lost by decoupling healing spells from Overload, resto shaman is kinda dog-water when it comes to dealing damage as is with Overload so I guess losing it wouldn’t matter that much.

The spec specific WoE variants should have probably happened a long time ago.

With making Shamanistic Rage 2 min I think the resto shaman would have issues with mana until set bonuses/gear are acquired. I think doing something about mana tide totem would be warranted. 1160 mana to the party on a 5 min cooldown and this being the capstone talent for resto is kinda top kek.

Maybe if SR get’s double cd, maybe move some of that mana regen to the mana tide totem, make it even raid wide since doubling the CD on SR(it affects the whole raid) essentially means horde raids get quite significantly less mana from the SR change.


Overall I think the game could benefit from a big patch looking at runes in a similar fashion to what you are suggesting. Runes like Healing Rain, Improved Ghost Wolf(lol) and so many others(not just Shaman runes) could stand to benefit from being made at least situationally useful.

I think some of your proposed changes are a bit drastic but it would surely shake up things. I’d rather just leave what works untouched and just work on dead runes barely anyone even looks at, there’s plenty of work to be done in that department…

A better solution to hunters:

  • Trap launcher and all associated runes are completely removed. Traps now can only be placed out of combat.
  • Kill shot now belongs to the same slot as Chimera shot.
  • When Kill shot kills a target, it doesn’t incur a cooldown even if the target was above 20% when it was cast. The remaining cooldown of Kill shot is reduced by 3 seconds every time your pet’s special abilities deal a critical strike.
  • Beast mastery rune now again increases pet damage by 80%. When this rune is active, your pet also gains the PvP player damage reduction, Mend pet becomes a HoT ability, and dealing damage to hunter awakens the pet from sleep, fear and similar effects as if it was the pet that was attacked.
  • All ranged abilities can be cast at any range up to 30. [Developer note: it doesn’t make sense to be helpless at melee range AND have no ability to disengage at the same time]

Ridiculous , and would affect pve balance way too much

good thing you aren’t a dev , god this is awfull :dracthyr_crylaugh:

Why are you so keen on nerfing flameshock? Shamans have 1 dot, it doesn’t compare to any other dot spell in the game and the dot ticks can’t crit. If you’re talking about the instant damage it deals then I can’t argue with you, but they should nerf ALL the damage of spamable instant casts/ranged abilities tbh.

If the spreading of flameshock is nerfed then they should adjust the range of flame shock to 30y, like the rest of all the caster dots. Having to stand at 20y range to flameshock anyone is a bit of a joke, any ranged class will just run to keep a shaman at 21y or further while they can spam instant spells, killing them quite easily.

And your ideas consist of…?