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Hotfixes: January 24
 

Official Blizzard Quote:

Player versus Player

Druid
Guardian Druids now have 5% less Agility in PvP.

Hunter
Survival Hunters now have 7.5% less Agility in PvP.

Paladin
Protection Paladins now have 5% less Strength in PvP.
Hand of the Protector and Light of the Protector now heal for 35% less in PvP situations (was 15% less).

Priest
Vampiric Touch now deals 10% less damage in PvP situations (was 25% less).

Shaman
Elemental
Icefury and Icefury Overload's damage is reduced by 35% in PvP situations.
Icefury now increases the damage of Frost Shock by 300% in PvP situations.
Elemental Blast and Elemental Blast Overload's damage is reduced by 15% in PvP situations.
Damage to pets and guardians will no longer contribute to Lightning Rod damage in Arenas and Battlegrounds.
Enhancement
Windfury can no longer be activated by Windfury Totem’s Windfury.

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Upcoming Class Tuning Changes - 1/24/17
 

Official Blizzard Quote:

As we prepare for the opening of Mythic Nighthold, we're planning another round of balance tuning for a few specs. These will be applied with the next weekly maintenance.

Druid
Feral
Increased the damage of most Feral spells and abilities by 8%. (Ashamane's Frenzy, Brutal Slash, Ferocious Bite, Maim, Moonfire, Rake, Shred, Swipe, Thrash, Rip)
Designer Notes: Feral's playstyle feels good, but isn't putting up the numbers that it should be, so we're giving them an across-the-board damage buff.

Hunter
Combat Experience (Pet Passive) now increases the damage of primary pets by 60% (up from 50%).
Designer Notes: This is primarily a damage buff to Beast Mastery, but will have a tiny benefit to Survival and occasionally Marksmanship as well.
Marksmanship
Arcane Shot now generates 8 Focus (up from 5).
Multi-Shot now generates 3 Focus per target hit (up from 2).
Sidewinders damage increased by 33%.
Designer Notes: Marksmanship has given a lot of feedback that the rotation often winds up casting too many consecutive Focus generators. We are making two changes: first, helping avoid that problem by increasing the Focus generation of Arcane Shot and Multi-Shot. Second, making it more attractive to use Sidewinders in more situations, for players who prefer the pacing of the rotation with that talent.

Mage
Arcane
Increased the damage of most Arcane spells and abilities by 5%. (Arcane Barrage, Arcane Blast, Arcane Explosion, Arcane Missiles, Arcane Orb, Nether Tempest, Supernova)
Overpowered now increases the damage and mana cost bonuses of Arcane Power to 60% (down from 70%).
Amplification now increases Arcane Missiles damage by 12% (down from 15%).
Designer Notes: Arcane has been doing well in 7.1.5, but its numbers are lacking a bit. We're giving them an across-the-board damage buff, but tempering that with small reductions to a couple new talents that are proving to be too strong.
Fire
Pyroblast mana cost reduced by 20%.
Flamestrike mana cost reduced by 17%.
Designer Notes: Under certain circumstances, it was possible for Fire to run out of mana. It's only intended that mana is a constraint on Fire's utility, not its damage.
Frost
Comet Storm damage increased by 24%.
Flurry now fires its missiles faster.
Designer Notes: Comet Storm is failing to live up to expectations, so we're buffing its damage. The Flurry change will help Flurry feel more responsive, while simultaneously solving a potential issue where Winter's Chill could apply to two Ice Lances (instead of just one, as intended) at extremely high Haste levels.

Monk
Brewmaster
Keg Smash damage increased by 10%, and it no longer deals reduced damage to 6+ targets.
Breath of Fire damage increased 11%.
Designer Notes: Brewmasters could use a bit of help on damage, especially in AoE.

Paladin
Retribution
Crusade now increases damage and Haste by 3% per stack (down from 3.5%).
Blade of Justice damage increased by 20%, unchanged in PvP.
Designer Notes: Retribution's total damage is looking quite strong in 7.1.5, which is fine on its own. However, how that damage is delivered matters quite a bit as well. We've been seeing more and more that Paladins find that the optimal way to maximize their performance is to focus everything they can on boosting their damage during Crusade. This creates a number of problems, including: Crusade feels mandatory, your damage feels very unrewarding outside of Crusade, trinkets and artifact traits are viewed as either amazing or terrible based on whether they synergize with Crusade, and others.

As such, we're going to tone down Crusade, and compensate with a buff to Blade of Justice. For those that had maximized Crusade to an extreme degree, this may result in a small overall nerf – this is intended. This change also helps prevent Divine Hammer from being too dominant in single-target situations.

Warlock
Destruction
Chaos Bolt damage increased by 9%.
Rain of Fire damage increased by 30%.
Cataclysm damage increased by 29%.
Designer Notes: Destruction's damage isn't as high as it should be. In particular, some of its spells that should feel the most rewarding aren't hitting hard enough, especially in AoE situations. We're buffing the damage of those spells.

As always, there may be additional PvP-only tuning applied along with these changes. We'll share details on any such changes once they've been determined.

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PvP Hotfixes: January 18
 

Official Blizzard Quote:

Player versus Player
Stamina increased by 10% for all specs.
Primary stat (Strength/Agility/Intellect) decreased by 5% for all non-healing specs.
Damage reduced by 5% for all healing specs (Restoration Druid, Mistweaver Monk, Holy Paladin, Discipline Priest, Holy Priest, and Restoration Shaman).
Players can no longer interact with flags in Arathi Basin when Greater Fade is active.

Druid
Balance
Echoing Stars now deals 25% less damage to players.
Starfall now deals 25% less damage to players.

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