Class Tuning Incoming – January 24

I agreed we die by to melee like garbage and pvp

shouldn’t of these changes been all done before the pvp season? :unamused:

Are we really at the point we are nerfing specs based on population size? Unique to prot warr or will every spec that has high population compared to others recieve the same treatment?

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Their population is bigger because they’re so much better, though. Warrior tanks require half as much EHRPS in raids compared to other tanks, for example.

If anything, these Prot nerfs are trivial and will do absolutely nothing. Nor did they do anything to buff the weak tank classes (i.e. the other 5). In fact, Druid tanks are getting nerfed on Tuesday, like that makes any sense.

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I would have a problem if there was not so many nerfs overall.

So yeah se taking a huge hit to pur only really viable pvp spec on the most underrepresented class.

But so are others.

Why can’t arcane ever just be the best mage spec without them feeling the need to keep buffing fire/frost? Lol.

Then they should say this. “Pwar is overperforming so we are targeting x abilities”

Kind of a cop out when its “Pwar to popular, nerfing to reduce and overwhelming amount of winging by any class/spec that isnt pwar”.

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Fire is trash and frost is meh…

I hope so, because while I absolutely love playing arcane, there are some fights its just -really- bad at, and having the option of switching to frost or fire and still be somewhat competitive would be great.

at least they aren’t nerfing arcane, its still gonna be just as good as it is now, but it will make the other specs more viable, and IMO having more options is only ever a good thing.

That would require the developers’ note to acknowledge that they massively screwed up game imbalance, though.

Much more face-saving to imply “there are mysteriously way more warrior tanks, for reasons we can’t possibly understand”, like they did.

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New Talent: Forest’s Flow – Nourish extends the duration of your Lifebloom, Rejuvenation, Regrowth, and Wild Growth effects on the target by 4 seconds. New Talent: Wild Synthesis – Regrowth decreases the cast time of your next Nourish by 25% and causes it to receive an additional 33% bonus from Mastery: Harmony. Stacks up to 3 times. Forest’s Flow/Wild Synthesis choice node connection added below Nourish. Nourish tooltip updated to reflect its bonus healing from Mastery: Harmony numerically.

Absolutely brimming with “joy.” Just buff the dead talents and nerf the good ones, that’ll “Balance” it out.

Waiting for evoker nerfs next… oh wait.

Redesigned the delivery method for Temporal Anomaly's absorb shields. Absorb shields are now applied to all allies it passes through, with absorb effectiveness reduced beyond 5 (was: pulses 3 times and heals 2 allies per pulse). Its speed has also been increased by 40%, and the orb will no longer slow down when it detects an ally in its radius. Temporal Anomaly cooldown increased to 15 seconds (was 6 seconds). Nozdormu's Teachings has been redesigned – Now reduces the cooldown of Empower spells by 5 seconds when Temporal Anomaly is cast. Resonating Sphere now applies Echo to the first 6 allies it passes through. Time of Need cooldown reduced to 60 seconds (was 90 seconds). Casting Echo directly after Living Flame or Spiritbloom will no longer consume the Echo. Emerald Communion will no longer cancel if the Evoker is disoriented or feared during the channel. Emerald Communion will now properly calculate its overhealing value (it would sometimes heal less than expected). In addition, its healing to allies can no longer critically heal. Emerald Communion now always prioritizes players over pets.

https://www.warcraftlogs.com/zone/statistics/31/#class=Healers

https://www.warcraftlogs.com/zone/statistics/32/#class=Healers

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Why does Nullifying Shroud still exist for Preservation Evokers?

On top of this ability they can also take snare immunity, and currently have the highest healing output in the game. Way to many instant cast abilities and cooldowns so there are minimal heals that are “kickable” to shut them down.

You heavily nerfed hpriest holy ward for this exact reason, and then immediately added an even more toxic ability into the game.

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At least you guys dont have to feel insulted reading like the resto shaman reading their part

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Bring back Pre “mana management” Arcane and I’m with you. This playstyle sucks.

Not every class should be warlock levels of tank.

What is wrong with the resto shaman changes?

Sadly the nerf was needed, the amount of damage ret pumps out in a short burst with radiant decree was ridiculous.
But it does expose our design flaw, which is without crazy burst damage the spec is useless.

I’m hoping the lack of meaningful changes means they are looking into a redesign of the spec.

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what about if instead of keep trashing the class to the ground you actually fix some PVP issues? like PVE set tiers being active on PVP, not even PVP world set bonuses are active on PVP why tf the PVE ones are active on PVP??? … that could be an useful fix/tune

and stop buffing warriors, ignore pain back is a HUGE MISTAKE we all saw that on SL …

WHAT??? just disable PVE set tier bonuses on PVP … there fixed

More Ret changes in this tuning than the entire Dragonflight development.

That aside, all it really does is make Ret even worse as a spec. Rated PvP was the only real area where it wasn’t struggling for viability, and that was almost exclusively due to it’s burst.

Even in solo shuffle it was a bottom tier pick as players just trained it until it was dead.
Taking away it’s only strength whilst providing a minor “boost” to it’s survivability seems to leave it with nothing of value to bring.

The buff to DP is also double edged, DP was already a weaker option than SoV independently (not accounting for the viability in PvP for it’s use during CC) due to it’s doubled cooldown for Ret, and that was before SoV received a significant reduction to its cd.

Now it’s at least a better option in PvP, but there still isn’t any choice in the decision. It just means you will always take it so you have on-demand survivability, despite the advantages SoV has in duration, damage, and increased availability.

Outside of that all the standard issues of Ret are still there, lack of group benefits (BoP is instantly purgable and lacks coverage, BoSac is useless when you just train the Ret anyway), mobility is a joke, talents suffer from lack of choice, and general design is all or nothing. (Too much movespeed or no movespeed, immunity or instantly dispelled, burst kills or damage is worthless, etc).

Hopefully the feedback saying that Ret is being looked at actually means something substantial.
The spec practically needs a rework at this point.

-Remove the toxic gameplay designs that make defensives and utility dps cooldowns

-Remove incentivising the poor play of others (or conversely not assisting them). Ret Aura is a negative experience for all and also removes the choice of an aura. Make it a passive or remove/rework it, it has no place as an aura.

-Give Ret generalised unique group utility

-Reduce RNG

-Adjust damage profile away from full burst with no sustain

-Disjointed rotation. Ret currently had two conflicting goals in it’s rotation. One which involves HP generation and spenders, and on the side Consecration and Exorcism interactions. There needs to be more harmony in the rotations design, because the current ones clash resulting in what many believe is a clunky gameplay experience.

-Fix mobility, none of this all or nothing design. Noone needs 100% in any situation, especially on that short duration with that long a cd, and for 3 talent points… It’s never not overkill and hampers any other options we could possibly have.

-Fix defensives for PvE. SoV is more damage and more survivability on a shorter cooldown.
DP should have it’s standard 1min baseline cd, not this inflated 2min cd for Feint levels of DR.

-Improve choice. There is practically zero choice in the class tree as there are so few options and so many which are throughput oriented. No class should be able to take all 3 capstones, it needs to be bulked out.

-Class tree isn’t as bad but still needs adjustments, there is no cohesion of direction unlike the well made trees with clear intention. It also suffers from heavily undertuned options.

-Seal of the Templar…can we just…get rid of this? Somewhere some poor fool has specced into this thinking it was viable. It’s a trap talent encouraging players to use an aura that provides no benefit in combat in order to gain a minuscule range increase to only a selection of abilities. All it does is trick players into accidentally being out of auto-attack range and lose damage and AoW procs.
Why is it even restrictive? All Rogues get it for a single point on all abilities. Druids get it also affecting spells, why does Paladin always seem to just get a gimped version of things other classes already get?

I’m going to leave it there, but just check the paladin forums, myself and many others have listed issues and things to be looked it.

TL:DR- toxic interactions, address mobility, lack of talent choice, fix damage profile, Ret aura is not an aura, desirability/unique group utility, fix defensive options in PvE, disjointed rotation, Seal of the Templar???

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