All suggestions are rather humane. Start small and see how it develops!
NERFS
- UDK: flat -10% damage. They were already overtuned in PvP, but latest with the 5% buff to equal out the 4set nerf ended up making them completely busted. Yes, they have a lot of fake damage, but combine them with something doing good damage and you have an op comp! Only other option would be to nerf their toolkit of 90% slow with DnD etc., but toolkits should be good in my opinion, so nerf the damage instead!
- Devastation: Same like UDK, just even more broken. Probably the strongest DPS spec in the game right now. They got buffed by 6% earlier and then again got buffs as compensation for the nerfs to the tier set. They were already doing too much damage on beta and received huge buffs. Nerf damage of Disintegrate by 30% minimum! Also look at their perma freedom on Hover. Reduce the unpurgable freedom effect for the first 5 seconds of each hover, so melees might get some uptime!
- Affliction: Yes, it is a rot spec and need therefore good dot damage, but the instant shadowbolts which are their top damage in most games made that spec completely overtuned. You need to do something to their burst potential with it. Personally I would aim for their Shadowbolt instant cast, but that could affect the spec fun design, so maybe aim overall damage.
- Fury: I don’t think we need to talk much about it. Aim for their MS effect and make it 24%. Also do slight nerfs to Rampage (-10% maybe) and the spec might be still very strong, but not overtuned anymore.
- Frost Mage: Same as Deva. When you are forced to hit another target as melee, because you can’t hit the Mage, we should ask ourselfs if that is the design we want. Having good defense is the one thing, especially when that defense is based on cooldowns like Shadow and WW, stuff like that is fine. But being the most unattractive target to a lot of classes, simply because they can’t hit it, is a fail design in my opinion. Get rit of Alter Time and massively increase the cooldown of blink.^
- MM Hunter: A bit too much damage from range. Nerf Rapid Fire by increasing the CD in PvP for example.
- Preservation: Too much damage, especially burst and probably also too much healing. But mainly aim for the damage!
- Discipline: Same as Pres, too much damage!!
- Assa Rogue: Reduce Bleeding damage by 15%. Their bleeding damage on a single target is fine, but as soon as they dot 2-3 targets, you have an Affliction Warlock with Silence/Stun spam and perma MS/Slow on anyone.
- Sub Rogue: Too much damage for their control. Reduce their control, or their damage.
BUFFS:
- Holy Pala: No clue of how to buff them, I am sure there are people in this forum who could come up with some ideas to make them good but not op!
- DH: Even though I dislike DHs and I don’t think they aren’t as bad as many DHs are trying to make them - they are just used to do omega damage nobody else can do and always thought its them, not their class - I feel like they are a tiny bit behind. Buff them flat by 3% or so, so they can catch up more. Combined with the nerfs to the overtuned specs, they should become a solid A tier.
- Demo: Same here. Nobody like Demo Locks with their pet army, but they should be allowed to have some fun as well. Just give them a bit more damage, especially damage that is easier to land. One of the very few wizards left that needs to hardcast most of the damage!
GENERAL SUGGESTIONS:
With TWW you made all ranges to do mostly instant cast. There is barely anyone left really hardcasting most of their damage.
You nerfed shutdown potential massively in the past by increasing cd of melee interrupts, decreasing the duration, gave wizards different school and with DF you also gave them precog. With TWW you made most wizard specs are like Elemental, mostly instant casting. When there is no negative aspect left of being a caster, MAYBE it is time to decrease the range of them to like 20 yards.
I know that this is an unpopular opinion for all wizards, but if you look at it with an open mind, you will see that it isn’t as stupid. The advantage of a range was always to have 30-40 yards, but therefore need to hardcast which can get interrupted, LoS’d, etc. The disadvantage isn’t given anymore, so perhaps we should adjust the advantage accordingly.
…
Those are my suggestions and I really tried to be as objective as possible. Feel free to add more if you think I forgot something and also to discuss if you feel like I am wrong with my impressions.