Question? How are some top performing specs getting buffs to under preforming hero talents when other specs not even getting buffs! Brewmaster, DH, dev, WW, and Arms! Why is survival getting nerfed at enhancement isn’t I don’t even play survival and that’s scuffed! At least give lower preforming specs buff before buff high preforming lower preforming hero talents!
One of the devs’ enhancement shaman did less damage than a survival hunter on one boss fight.
what do u mean by they made enh and prot pal op?
Can Ellesmere make a video about Brewmaster so Blizzard will do their jobs finally and fix what THEY broke?
Please Ellesmere if you see this just make a video telling Blizz to put 10 minutes worth of effort into fixing Monk, in general.
You have the Streamer power to shame Blizzard into minimal action!
Did arcane mage really deserve this execute nerf?
Its like the least played spec in the whole game in pvp.
while I liked this out of the integrity of the post, I, for one, have a hard time thinking one can ever have too much damage
Can Ellesmere make a video about Brewmaster so Blizzard will do their jobs finally and fix what THEY broke?
Right I’m failing to understand how shadow priest, brewmaster and other go untouched while the devs mess with specs that already have S and A tier preforming specs! I get it’s hard to balance hero talents and there is bound to better hero talents. To have specs that are just worse than other by a fair margin isn’t acceptable!
Overview of Nerfs Coming in the November 26 Maintenance
Here are the major nerfs being introduced for different classes and specializations:
Death Knight
- Frost:
- Breath of Sindragosa: Damage reduced by 10%.
Hunter
- Survival:
- Merciless Blow: Damage reduced by 15% (does not apply to PvP).
- Pack Leader: Vicious Hunt: Damage reduced by 20% (does not apply to PvP).
Monk
- Mistweaver:
- Dance of the Wind: Dodge chance now increases by 2% per stack in PvP combat (was 10% per stack).
Paladin
- Protection:
- Lightsmith: Divine Inspiration: Chance to proc an Armament decreased by 50%.
- Lightsmith: Divine Guidance: Damage reduced by 20%.
- Lightsmith: Forge’s Reckoning: Damage reduced by 15%.
- Refining Fire: Damage reduced by 10%.
Shaman
- Enhancement:
- All Maelstrom Weapon spender damage reduced by 8% (does not apply to PvP).
- Elemental (PvP):
- Additional Lava Bursts from Primordial Wave now deal 25% of normal damage (was 50%).
- Earth Shock: Damage reduced by 15%.
Warrior
- Protection:
- Lightsmith: Passive mitigation reduced for Mountain Thane, making Colossus less aggressive.
PvP-Specific Nerfs
- Death Knight (Blood):
- Death Strike: Damage reduced by 35% in PvP combat.
- Shaman:
- Elemental:
- Earth Shock: Damage reduced by 15%.
- Primordial Wave Lava Bursts: Effectiveness reduced.
- Elemental:
These nerfs aim to adjust overperforming abilities and talents, balancing their effectiveness across various game modes.
Upcoming Buffs and Enhancements (November 26 Maintenance)
Here’s a comprehensive list of all the exciting buffs and improvements coming to classes and specializations:
Death Knight
- Blood:
- Deathbringer Talents:
- Reaper’s Mark initial and stacking damage increased by 25%.
- Exterminate damage increased by 25%.
- Wave of Souls damage increased by 25%.
- Deathbringer Talents:
- Frost:
- Obliterate: Damage increased by 12%.
- Frost Strike: Damage increased by 12%.
Druid
- Restoration:
- Swiftmend healing increased by 25%.
- Wildstalker: Symbiotic Blooms healing increased by 25% in PvP combat.
- Feral:
- Rip, Rake, and Rampant Ferocity: Damage increased by 10% (not in PvP).
- Apex Predator: Slightly increased proc chance against multiple targets.
- Druid of the Claw: Strike for the Heart: Critical strike chance and damage of Shred, Swipe, and Mangle increased to 15% (was 10%).
- Guardian:
- Druid of the Claw: Strike for the Heart: Same critical strike increase as Feral.
Hunter
- Marksmanship (PvP):
- Dark Ranger: Black Arrow: Damage increased by 12%.
- Aimed Shot: Damage increased by 15%.
- Rapid Fire: Damage increased by 15%.
Mage
- Fire:
- Pyroblast: Damage increased by 8%.
- Meteor: Direct damage increased by 25%.
- Frostfire Talents:
- Fire Mastery: Grants 2% Haste (was 1%).
- Isothermic Core: Comet Storm effectiveness increased to 200% (was 150%).
- Frostfire Burst: Damage increased by 25%.
- Frostfire Infusion: Damage increased by 50%.
- Excess Frost: Cooldown reduction increased to 10 seconds (was 5 seconds).
- Frost:
- Frostfire Talents (similar to Fire buffs).
- Meteor effectiveness increased to 150% (was 100%).
- Same increases to Burst, Infusion, and Excess Frost.
- Frostfire Talents (similar to Fire buffs).
Monk
- Windwalker:
- Conduit of the Celestials:
- Strength of the Black Ox: Damage increased by 100%.
- Flight of the Red Crane: Damage increased by 100%.
- Courage of the White Tiger: Damage increased by 35%.
- Fists of Fury: Damage increased by 20%.
- Blackout Kick: Damage increased by 8%.
- Flurry of Xuen: Damage increased by 40%.
- Courageous Impulse: Increases next Blackout Kick by 200% (was 125%).
- Shadowboxing Treads:
- Damage increase for Blackout Kick is now 20% (was 10%).
- Additional Blackout Kicks now deal 80% effectiveness (was 70%).
- Conduit of the Celestials:
Paladin
- Retribution (PvP):
- Eye for an Eye: Damage increased by 50%.
Priest
- Holy:
- Holy Word: Serenity: Healing increased by 25%.
- Holy Word: Sanctify: Healing increased by 25%.
- PvP:
- Flash Heal, Heal, and Power Word: Life: Healing increased by 10%.
- Shadow:
- Mindgames: Damage and healing reversal increased by 40%.
Rogue
- Subtlety:
- Deathstalker:
- Plague damage effects increased by 45%.
- Black Powder: Damage increased by 20%.
- Deathstalker:
Shaman
- Elemental:
- Farseer Talents:
- Chain Lightning damage from Ancestors increased by 30%.
- Lava Burst damage from Ancestors increased by 15%.
- Latent Wisdom damage bonus increased to 25% (was 20%).
- Routine Communication trigger chance increased to 8% (was 5%).
- Maelstrom Supremacy increases Earth Shock, Elemental Blast, and Earthquake damage by 15% (was 8%).
- PvP:
- Chain Lightning: Damage increased by 10%.
- Lightning Bolt: Damage increased by 10%.
- Lava Burst: Damage increased by 15%.
- Storm Elemental: Haste bonus is now 50% more effective.
- Farseer Talents:
- Restoration:
- PvP:
- Lava Burst and Flame Shock: Damage increased by 30%.
- PvP:
Warrior
- Arms & Protection:
- Colossus:
- Mountain of Muscle and Scars: Damage reduction increased to 5% (was 2.5%).
- Dominance of the Colossus: Enemies damaged by Demolish now deal 10% less damage (was 5%).
- Colossus:
- Fury (PvP):
- Mountain Thane: Lightning Strike: Damage increased by 50%.
These updates include substantial buffs across classes, particularly focusing on enhancing underperforming abilities and improving talent diversity.
Impacts of the November 26 Patch on Players
The changes in this patch will significantly affect gameplay across various aspects of World of Warcraft. Here’s how players can expect their experience to shift:
1. Performance Rebalancing
The primary goal of these updates is to address over- and under-performing classes and specializations:
- Underperforming Specs Buffed:
- Players using specs like Windwalker Monks, Fire Mages, Subtlety Rogues, and Elemental Shamans will enjoy higher damage output and more viable builds.
- Tanks like Blood Death Knights and Protection Warriors gain survivability and utility, making them more competitive in PvE content like Mythic+ and Raids.
- Overperforming Specs Adjusted:
- Enhancement Shamans, Survival Hunters, and Frost Death Knights may see reduced dominance, particularly in AoE-focused encounters or sustained pressure situations.
2. Talent Diversity
Many changes aim to improve underutilized talents, encouraging more diverse and creative builds:
- Players will be able to experiment with less conventional talents like:
- Dark Ranger: Black Arrow (Marksmanship PvP).
- Dance of the Wind (Windwalker PvP).
- Farseer Talents (Elemental Shamans).
- Shadowboxing Treads (Windwalker Monks).
- These adjustments may revitalize specs in different game modes, particularly for those who felt locked into certain meta builds.
3. PvP Adjustments
The PvP meta will likely shift due to targeted buffs and nerfs:
- Buffs:
- Specs like Marksmanship Hunters, Arcane Mages, and Affliction Warlocks gain new opportunities for outplay and sustained pressure.
- Healing specializations, including Restoration Druids and Holy Priests, benefit from increased healing output, improving survivability in arenas and battlegrounds.
- Nerfs:
- Blood Death Knights’ healing from Death Strike is being reduced, making them less oppressive in PvP.
- Enhancement Shamans will have reduced burst potential from Maelstrom Weapon spenders.
4. PvE Content
- Raiding:
- Buffs to specs like Fire Mage and Subtlety Rogue will make them more competitive in single-target raid encounters.
- Tanks like Blood Death Knights will handle sustained raid mechanics better due to their increased output.
- Mythic+:
- Changes to AoE damage (e.g., Frost Death Knights’ Breath of Sindragosa) will balance dungeon-clearing speeds, particularly in high keys.
- Utility buffs (e.g., Marksmanship Hunters in PvP) could bleed over into dungeons where interrupts and burst are crucial.
5. Impact on Meta
- Classes and specs that have been overshadowed by stronger counterparts may find renewed relevance:
- Feral Druids and Elemental Shamans could rise in popularity with buffs to their damage and utility.
- Windwalker Monks’ improved AoE and single-target output may increase their presence in both Mythic+ and PvP.
- Specs facing nerfs will need to adapt:
- Survival Hunters and Enhancement Shamans will need to refine their rotations to maximize efficiency post-nerf.
6. Quality of Life for Players
- The tuning pass demonstrates Blizzard’s ongoing commitment to balancing, addressing both community feedback and internal gameplay data.
- Players will experience fresher, more dynamic gameplay as the patch encourages experimentation with talent trees and strategies.
Conclusion
This patch is a significant rebalancing effort designed to improve the game for all types of players, from hardcore raiders to casual PvP enthusiasts. While some specs will feel the sting of nerfs, others will enjoy newfound power and versatility. For those looking to stay competitive, adapting to these changes and exploring new builds will be key.
So many Dh players crying. Dh absolutely pumps if you’re good.
I’m guessing the reason is because once the RWF/MDI/etc. teams commit to certain specs it’s harder to reroll them later, so they spend a lot of time fine tuning whatever specs were chosen by the elite players and neglecting the others. Whereas most players would prefer they bring up the stragglers and not spend all their time fine tuning S-tier specs that are already meta. Monks and BM in particular have been neglected for a long time.
It’s also kind of silly they’re neglecting shadow priests in an expansion arc about the light and void, you’d think this would be their time to shine from a thematic standpoint. It’d be like doing Legion but having DH be a dumpster tier class in the expansion tailored to their theme, or doing mists and having weak monks.
They absolutly need love…
We are the less played spec in the game.
The hardest tank to play.
And the worst tank in mythic.
It doesnt make any sense…
We have to so more compare to other tanks to survive and keep aggro and in returns we actually underperform in every aspect.
This is really sad… like who tf care if the less played spec in the game is actually top tier.
I dont think anyone would be mad to see a little bit less paladin and a bit more diversity with monks getting buff and played again.
They actually did something good with WW and im happy monk will have more than 1 good spec now.
Blizzard listen : Tank players are needed in mythic and you literally cut all the interest towards 1 of the 6 tank spec. It would benefit not only the monks but the whole community if you actually made Brewmaster great again.
Amazing, 0.nerfs only buffs to Ion’s main as usual and nerfs to the meta classes to make people reroll and start over xd
Id like to think we have been ignored because something big is coming and they actually needed time to do it correctly.
These are class changes, not class tuning.
Thanks anyway.
If player feedback is required to get balance adjustments for something like Brewmaster this means that the class with the least representation is doomed to stay at the bottom. Regardless there are heaps of posts about the spec on the forums anyway.
Why? Because we’re in the state they’ve left us in for years?
Yeah this is the same silly thing of : “well no-one plays it anyway so why fix it?” Because obviously the reason no-one plays it is because it performs vastly worse than other tanks…lol
And you’re right, they shouldn’t need players and social media influencers to cajole them into fixing things that players of all types can see are obviously neglected and broken.
These are listed under pvp changes but it doesn’t say in pvp like every other change listed in the pvp section. wonder if this is a pve buff or if they just forgot to add it…
I’ve really been enjoying a fistweave build… but I’m finding that as I get into higher keys (just starting to dive into 10’s, came back to retail about 2 weeks ago) that a combination of mechanic damage + higher player ilevel and health pools is making the output less than effective. I feel like my RSK is hitting for the same damage at 620 ilevel as it was a 590 - granted I have better haste/crit/etc. secondary to hit/crit more often.
My sugggestion would either be to flat increase spell coefs for MW damage abilities, or to buff jadefire teachings to flat increase damage by 10-20% in addition to the stamina bonus while active - since it is already a lesser damage choice than rushing wind kick by like ~100k dps (though you would also have to hardcast heals more)
I would rather see the prior change for the sake of gear/scaling/longevity, where the latter only would put off when the build wouldn’t really work to a higher key threshold -but I think both would really push fistweaving into an awesome place.
other side notes:
-brewmaster ignored because ??? (I haven’t had a chance to get into keys with this yet, but I do use the build for solo delves / would try it for keys if I knew it wasn’t a “dead-in-the-water” spec (had tri-spec ksm in legion on monk)… realistically you have 2 real cooldowns, ironskin brew and ring of peace. One of those cd’s doesnt even work on larger mobs to stall for stagger as (I would think) intended. Niuzao has always felt like more of a dps cd to pump stomp damage on a big pull, but maybe increasing the % of stagger that he redirects to himself could also help that surviveability / need for effective mitigation cd. Maybe raising the shield amount of celestial or lowering the cd would make them more viable as well?
-windwalker buffs look pretty nice, I think reducing strike of windlord cd by 10sec baseline so that talented its 20 seconds would bring the aoe profile in line well for keys / moving pack to pack, and the proc on spinning crane kick could use an increase on % damage gained - maybe not 400% like mw, but not the 200% it has now – split the difference at 300%? alternatively maybe it can proc when energy is spent as well as chi so it can proc off tiger palm - could bring crane kick usage / priority up for aoe in keys.
Separately, I’ve been playing an afflicition lock on SoD (please put grimoire of sacrifice in there as a cloak rune) for a few phases now and it seems like its about to fall off in AQ - I was excited to try affli as my next toon to push but the feedback here is implying to me that it’s not performing / requires alot of stationary which obviously isn’t exactly viable in keys.
thanks for reading if you took the time
Agree that celestial brew could be a lot better with changes. I think the most impactful change it could have is celestial brew also purging 100% of stagger into its absorb shield.
Maybe they could do something with the idea of Shaolin Monks using chain whips; they could give the same concept to BRM and let it function like a deathgrip/ranged interrupt.
There could also be a fundamental RoP change as a capstone where you could choose to make RoP a 20YD radius but instead of pushing out, it pushes to the center.
I also think they could just make Spinning Crane kick suck enemies towards the BRM, the concept is already there with the chi orbs.
to much emphasis on healers, that’s a fact.