PVP Tuning for 06/11/2024 (predictions)

Since Blizzard hinted at the slight possibility of PvP Balancing changes on next Wednesday, I thought I’d use this opportunity to write out my predictions for what I think could be realistic balancing changes:

Paladin

Holy

  • All healing increased by 10%

Developer’s Notes: We noticed that sometimes, people’s hp bars would move down when a holy paladin was busy feeding their dogs. We’ve made some adjustments here

Druid

Restoration

  • Mastery has been reduced to 60% effectiveness in PvP
  • Frenzied Regeneration now heals for 3% health over 3 seconds (down from 10%)
  • Regrowth healing reduced by 20%
  • All damage done reduced by 50%

Developer’s Notes: We noticed that sometimes resto druids overperformed in level 50 world pvp so we tuned their mastery a bit to make up for the disparity in power. Furthermore, we noticed that sometimes, Frenzied Regeneration actually healed for more than what was intended, so we reduced this a bit too. We also observed some occasions where people’s hp would go up when you spam regrowth with full hots which seemed unfair and unrewarding to the enemy team. Lastly, we sometimes noticed that resto druids could sometimes kill low level players, so we brought their damage in check

Feral

  • Frenzied regeneration now heals you for 50% of your hp, 2 charges.
  • Rake and Rip can now be applied in Bear form and deal 50% increased damage

Developer’s Notes: We noticed that feral damage could sometimes be healed through, and sometimes feral would even die. Dying doesn’t feel very rewarding, so we made adjustments to make up for this.*

Monk

Mistweaver

  • Transcendance: Transfer now has a 5 second cooldown and can be used in any sort of cc
  • Revival cooldown reduced to 1 minute and it immediately disconnects all dot classes from the enemy team

Developer’s Notes: We found out that mistweaver monk didn’t have enough mobility yet and also that it seemed to be underperforming against dot classes, so adjustments have been made that should make it more playable against dot classes and less overpowered against other classes.

Priest

Discipline

  • All absorbs have been increased by an additional 30%
  • Atonement healing has been increased by 55%
  • Penance and Flash heal healing have been reduced by 30%

Developer’s Notes: We found out that sometimes, people could go through the absorb shields of discipline priest which wasn’t our intended design. Instead we intended that the shields are purged instead so those changes should allow for the intended design to take effect and allow for priest to be countered by purges more.*

Evoker

Preservation

  • Nullifying shroud cooldown reduced to 1 minute, duration increased to 59 seconds and it now has 10 stacks instead of 3.
  • Using fire breath now automatically grants you a victory if a resto druid is in the enemy team
  • All damage and healing done increased by another 50%

Developer’s Notes: We noticed that sometimes in some rare occasions, people were able to land a cc on preservation evokers which was not the intended design. Nullifying shroud can be interrupted so it is difficult to get off with 5 spell schools, so we made it more rewarding when the evoker actually manages to get it off. Furthermore, we noticed that sometimes, removing the hots from a resto druid through fire breath wouldn’t automatically win you the match which wasn’t intended. Lastly, we wanted to prepare our evokers for the expansion after the last titan, so we gave them a bit of a boost to their damage and healing.*

Mage

Frost

  • Flurry now has 10 stacks and slow increased to 120%
  • When you get slowed by flurry and press your forward movement key (e.g. W), you now walk backwards at 20% movement speed.

Developer’s Notes: We noticed that sometimes, frost mages got hit by melees which isn’t the intended design either. We opted for some adjustments here.*

Warrior

Fury

  • All abilities removed
  • New ability: “Furious Strike”. “Furious Strike” deals 15% of the enemy’s health in physical damage and heals you for the same amount. It also increases your movement speed by 100% for 3 seconds. 0s cooldown.

Developer’s Notes: We found that sometimes fury warriors damage wasn’t oppressing enough, so we made some adjustments here and there

Death Knight:

  • Anti Magic Shell Cooldown reduced to 30 seconds, duration increased to 29 seconds and it now reduces all magic taken by 90%.
  • Icebound Fortitude Cooldown increased to 5 minutes, now reduces all damage taken by 10%
  • Chains of Ice and Death and Decay slow increasted to 120% (same functionality as mage flurry slow)
  • All damage done reduced by 30%

Developer’s Notes: We noticed that DK took too much damage from casters and too little damage from melees, so we made adjustments there. Furthermore, we noticed that DK wasn’t annoying enough to play against, so we made further adjustments there. Also screw DKS, so we just reduced their damage again when other classes are way stronger.

Rogue

Assassination

  • Garrote Silence increased to 5 seconds and is no longer affected by diminishing returns.

Developer’s Notes: We noticed that the silence from garrote was underperforming sometimes, so we adjusted some numbers there

Hunter

  • Your pet now automatically attacks the target furthest away from you in any form of pvp

Developer’s Notes: We noticed that sometimes, your pet would only run over most of the map instead of the intended full map, so we adjusted the pet functionality

Warlock

Affliction

  • Putting up all of your dots on 1 target and no other target applies a new buff called “Endless Misery”. “Endless Misery” increases damage taken from the warlock by 100%.

Developer’s Notes: We noticed that sometimes affliction warlocks would apply their dots to multiple targets which wasn’t our intended design as we intended the spec to be single target focused. These adjustments should bring the spec more in line with our intended design philosophy*

We hope that those changes will make the game more balanced and fun for everyone, and we will continue to make similar changes in the future. Expect the next tuning changes somewhere between now and 2026

21 Likes

Developer’s Notes: We noticed that sometimes in some rare occasions, people were able to land a cc on preservation evokers which was not the intended design.

I lost it right there xD

3 Likes

Thats an awesome long-read patch notes, thanks man, you made me laugh

You got my upvote with this lul

1 Like

This is the funniest thing ill seen in a loooong time :rofl:

Any chance we can adjust furys new “Furious Strike”" to either deal magic damage or ignore armour? other than that i really like the fury changes, it shouldnt noticably affect my damage rotation.

I would like to ask for clearifications though, when you say “all abilities” im assuming you mean just the useless ones like rampage n such right? i still want my 100% uptime.

Beyond that the changes look fantastic n im really looking forward to the new patch!

Imagine getting cc’d/kicked as this abomination

Unfortunately not all of my predictions came to pass, but since the game is still not 100% balanced we might see them next week!

Also, I’m smelling a 3% hpal buff which might make it exceed even disc and pres :eyes:

Cant wait to see my mw nerfed to npc level

This is gold, and true!

You forgot “revival now kills any enemy players within 50 yards upon being used and now has 3 charges.”

10/10.

Warlock
Destruction

  • Conflagrate, Shadowburn and Rain of Fire damage reduced by 80% in PvP combat.
  • Wither (Hellcaller), Blackened Soul (Hellcaller) damage reduced by 69% in PvP combat.
  • Malevolence (Hellcaller) now deals no damage in PvP combat. Now grants 200% Haste (up from 8%.)
  • Chaos Bolt damage increased by 420% in PvP combat.

Developer’s Notes: We’ve been noticing that Destruction Warlocks have been capable of generating pressure in rated PvP, even whilst being swarmed by interrupts and micro-CC. This has led to frustrating scenarios for melee specialisations where Destruction Warlocks can still on occasion land kills despite successfully being prevented from ever casting non-instant spells.

We are choosing to reallocate Destruction’s power budget away from their instant casts and towards Chaos Bolt to further bring them in line with our intended design. Just line it, idiot.

Priest
Shadow we notice that somethimes shadow gets a cast of and that meeles only have 99% uptime

  • Cast time of all spells increased by 5 sec
  • Power word shield slows the shadow by 50%
  • Disperson root you in place
  • new PvP Talent meat pinjata the shadow drops sweets and coockies is you hit him with a critical strike

Ngl, i think this is 100% accurate.

hahahah bro, even if they make this live it woundt be far from current situation… Because Dragon counters druid so hard that it will be maybe better to lose game automaticly, than to spend time there and lose anyway… because its nearly impossible to win versus that toolkit.

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