Class Tuning Incoming – July 25

Maybe they meant next monday

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guess i’ll die


@blizzard !!!

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At this point Blizzard is like an abusive boyfriend to PvPers. “I’ll change things on Monday! I promise!” Monday rolls around and nothing changes


So it said it would update this thread? But there is a new one? WoW Hotfixes - Updated July 24 - #21 by Kaivax

Hotfix notes up, there appear to be a few new changes (more Balance Druid PvP nerfs?)

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I am pretty sure that no one has asked for any of these nerfs. Also as I have told you before it does no good to buff the damage of anyone else when you also buff the damage of the classes that are already overpowered. Like do pallys really need another buff? Really???

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Yep, once again Feral healing isn’t addressed; thanks for letting us down again.


All final PvP changes are here. Please note that a previously proposed Beast Mastery change was struck and will not be implemented.

Player versus Player [With weekly maintenance in each region]

  • Fixed an issue allowing Turnip Punching Bag to be usable in battlegrounds.
  • Druid
    • Balance
      • New Moon, Half Moon, Full Moon no longer deal increased damage in PvP (was 20%).
      • Owlkin Adept (PvP Talent) now reduces cast time by 10% (was 15%).
      • High Winds (PvP Talent) now reduces the targets healing and damage by 15% for 3 seconds (was 30% for 6 seconds).
      • Umbral Embrace now increases damage of Wrath or Starfire by 15% in PvP (was 20%).
      • Eclipse (Solar) gained from Celestial Alignment and Incarnation: Chosen of Elune increases Nature damage dealt in PvP by 10% (was 15%).
      • Eclipse (Lunar) gained from Celestial Alignment and Incarnation: Chosen of Elune increases Arcane damage dealt in PvP by 10% (was 15%).
      • Balance of All Things grants 50% reduced Critical Strike chance in PvP.
  • Evoker
    • Augmentation
      • Ebon Might’s increase to the Evoker’s damage is no longer 40% more effective in PvP Combat.
      • Eruption damage is now increased by 25% in PvP Combat (was 50%).
      • Upheaval damage is now increased by 25% in PvP Combat (was 15%)
      • The damage bonus from Tectonic Locus is now reduced by 70% in PvP Combat.
      • All healing done is now reduced by 10% in PvP Combat.
      • Dream Projection healing is now reduced by 25% in PvP Combat.
      • The absorption effect from Molten Blood is now reduced by 30% in PvP Combat.
      • Born in Flame now lasts 3 seconds (was 6 seconds).
      • Burnout from Born in Flame is no longer dispellable.
      • Fate Mirror now triggers 67% more often in PvP combat.
    • Devastation
      • Fire Breath’s damage over time damage increased by 20% in PvP combat (was reduced by 10%).
  • Mage
    • Master Shepherd increases Versatility by 12% (was 6%).
    • Arcane
    • Developers’ notes: The high-end burst damage of Arcane Mage was reduced with the release of Fractures in Time, so we’re increasing the damage of Arcanosphere, as we’d like it to be a more threatening piece of Arcane’s toolkit. We’re also increasing the baseline damage of a few rotational spells, as Arcane’s overall damage has been lower than we would like, and Nether Tempest has not felt like a competitive spell in PvP.
      • Arcanosphere damage increased by 25%.
      • Arcane Missiles damage increased by 12% in PvP Combat (was 5%).
      • Arcane Orb damage increased by 30% in PvP Combat.
      • Nether Tempest damage increased by 150% in PvP Combat.
    • Fire
    • Developers’ notes: We’re offsetting a few recent damage reduction adjustments and greatly increasing the damage of Living Bomb, with the goal of making it a viable talent option in PvP.
      • Pyroblast damage increased by 18% in PvP Combat (was 12%).
      • Fire Blast damage reduced by 3% in PvP Combat (was 8%).
      • Phoenix Flames damage increased by 22% in PvP Combat (was 16%).
      • Living Bomb damage increased by 300% in PvP Combat.
    • Frost
    • Developers’ notes: We would like Ray of Frost to remain a threatening cast, but still feel it’s slightly more lethal than we’d like. Frostbolt’s damage has fallen behind other options, so we’re increasing its damage to reward casting. Snowdrift’s activation has felt a little too difficult for the amount of risk involved, so we’re reducing the time to trigger the stun effect.
      • Cryopathy is now 50% effective in PvP Combat (was 60%).
      • Frostbolt damage increased by 150% in PvP Combat (was 100%).
      • Snowdrift now has a 2 second activation time (was 3 seconds).
  • Priest
    • Angel’s Mercy’s cooldown reduction is now 25% effective in PvP Combat.
    • Discipline
      • Penance damage and healing increased by 15% in PvP combat.
    • Shadow
      • Mind Trauma now steals 2% haste (was 4%) and stacks up to 9 times (was 6).
      • From Darkness Comes Light now stacks up to 25 times in PvP Combat (was 50).
  • Monk
    • Yu’lon’s Grace effectiveness reduced by 50% in PvP combat.
    • Windwalker
    • Developers’ notes: Windwalker Monk’s damage profile is more bursty than we would like, so we are moving more of its damage into base rotational spells.
      • Rising Star critical strike damage bonus is now 50% effective in PvP Combat.
      • Serenity now increases damage and healing by 10% in PvP Combat (was 15%).
      • Whirling Dragon Punch damage is now increased by 120% in PvP Combat (was 80%).
  • Shaman
    • Elemental
    • Developers’ notes: We feel the backlash damage from Flame Shock has not been sufficiently high as to make the decision to dispel it compelling.
      • Control of Lava damage increased by 40%.
      • When gaining the Ascendance effect, Lava Burst will no longer automatically be cast on a player target affected by crowd control that breaks from damage.
    • Enhancement
    • Developers’ notes: We feel the backlash damage from Flame Shock has not been sufficiently high as to make the decision to dispel it compelling.
      • Control of Lava damage increased by 40%.
    • Restoration
      • Now regenerates 700 mana per second at max level in PvP Combat (was 800).
  • Warlock
    • Abyss Walker is now 100% more effective in PvP combat.
    • Impish Instincts now reduces the cooldown of Demonic Circle by 3 seconds when triggered (was 2 seconds).
    • Affliction
      • Haunt now deals 230% increased damage in PvP combat.
  • Warrior
    • Slam damage is now increased by 85% in PvP Combat (was 48%).
    • Arms
    • Developers’ notes: We’re increasing the damage of Bladestorm baseline and removing some power from the Unhinged talent, as its damage could be unpredictable for both the Warrior and their enemies. We’re also increasing the damage of Overpower to increase Arm Warrior’s consistent pressure.
      • Overpower damage is now increased by 30% in PvP Combat (was 20%).
      • Bladestorm damage increased by 40% in PvP Combat.
      • Mortal Strike damage increased by 10% in PvP Combat.
      • Mortal Strikes from the Unhinged talent are now cast at 60% effectiveness.
    • Fury
    • Developers’ notes: We’re increasing the damage of a few Fury Warrior spells we feel are not impactful enough in PvP.
      • Execute damage is now increased by 25% in PvP Combat (was 10%).
      • Onslaught damage increased by 15% in PvP Combat.
      • Ravager damage increased by 30% in PvP Combat.

They have stated before they dont care what the top end looks like as long as every class/spec is represented in keys upto 20 so every class/spec has a fair shot at important achievements, portals and seasonal rewards + vault rewards.


Hahahah. You are so funny.

That seems counter to other statements they’ve made, saying they strive to make sure every class/spec can compete at the highest levels in all forms of content, and will make adjustments as needed to make that happen.

There’s a lawyer on the WoW team so Ill give you the ‘well actually’ to explain this.

They don’t consider anything above M20 as ‘targeted highest level’ of play. It just ‘exists for bragging rights’ and because coding a sliding scale and leaving the top end open allows for more ‘repeat time sinks’

Basically, since the gear doesn’t get better post M20 the stuff doesn’t matter to their design team

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So did they nerf Brewmasters because they’re the least-common tank in key levels 7 to 13, the least-common tank in key levels 2 to 6, or the least-common tank in key levels 14 and up?

(All three are true, by the way.)


Nope, they did that because someone internally either hates BM or on paper it is viewed as ‘strong.’

I just provided the obvious rules lawyered excuse as to why stuff post M20 fails to pass the ‘we make everything playable’ as far as stats are concerned. Can’t take that data from above M20 and use it against them when its not actually counted in the numbers in the first place.

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I’m just… OK, they don’t care about balance in keys higher than 20. Let’s assume that’s true.

So what DO they care about? It’s obviously not balance anywhere else, either.

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Buff Holy Priest damage and healing! Also buff fade’s damage reduction for Holy only by like 110000000% and give us instant cast salvation with 2x the initial healing and make the renews from it last 2x longer, and give us a talent from SL night fae that makes overheals absorb.

Essentially, you didn’t do any more tuning over the weekend, and got brow beat by players in this thread. So, you just canceled the BM PvP buff, that did jack all anyway, so you could say you did something? Okay then.

It’s clear you are NOT listening too the Hunter community in the slightestEnd of Season one you buff the class too compensate for a weapon then turn around and say nope too powerful DESPITE many classes being ahead.
The community has constantly asked for better survival and offered countless threads of feedback all IGNORED.
I can play a mage get absorb shield of 100k+ a group shield 2 heals and another shield with cold snap.
Hunter defensive’s are weak long Cds and completely ineffective.
I could be more patient and forgiving if this was a new game but with 20 years of data and testing behind you this expansion class tuning is a utter joke.
Nearly every 2 weeks something is either nerfed or buffed or ignored,its no wonder players are dropping off if you say your listening but really arent.

When i play a mage,spriest or ret i look at their survival compared to a Hunter and the dev team is simply ignoring a whole community.Perhaps if you stop removing the things that work and the community are happy with you wouldnt have so many issues with all Classes.

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Does the mind trauma change make you able to steal up to 9% stacks from one target? Or is it limited to 3 stacks per target still? It doesn’t specify… Guess we’ll find out later today tho after reset