Class Tuning Incoming -- February 7 (Updated)

Can warriors have set bonuses that work for both DPS spec’s please!

So, today is Friday, where are those changes that will actually help with the problems bears have?

Yeeeah, don’t think anyone didn’t see this coming.

You don’t redo an entire tree only to make it worse.

Holy macrol… you guys don’t exactly roll with precision tools, do you? “BUFF IT ALL BY A BAJILLION!”

Affliction needs help with AoE. My Affliction ST dmg feels light years ahead of my Demo ST dmg.

Why not just fix Guardians Mastery scaling, don’t need tons of extra armor and damage reduction if guardians return to being the damage and healing sponge they used to be.

We’ve updated the OP with all tuning adjustments in progress for February 7.

Classes

Death Knight

  • Blood
    • Heart Strike damage increased by 15%.
    • Blood Plague damage increased by 15%.
    • Blood Boil damage increased by 15%.
    • Death and Decay damage increased by 20%.
    • Shattering Bone damage increased by 5%.
    • Sanguine Ground damage while inside Death and Decay increased to 6% (was 5%).
  • Frost
    • Unleashed Frenzy duration increased to 10 seconds (was 6 seconds).
    • Cleaving Strikes Obliterate now hits 2 additional targets (was 1).
    • Frost Fever damage increased by 15%.
    • Glacial Advance damage increased by 20%.
    • Frost Strike damage increased by 10%.
    • Frostwhelp’s Aid damage increased by 100%.
    • Frostscythe damage increased by 35%

Druid

  • Guardian
    • Armor from Ironfur increased by 20%.
    • Reinforced Fur now increases Armor from Ironfur by 15% (was 8%) and Barkskin’s damage reduction by 10% (was 5%).
    • Ursoc’s Fury now grants an absorb shield based on 50% of damage dealt by Thrash and Maul (was 30%).
    • Reinvigoration’s Frenzied Regeneration cooldown reduction increased to 20/40% (was 15/30%).
    • Layered Mane chance to proc increased to 10/20% (was 5/10%).
    • Lunar Beam healing increased by 130% and cooldown reduced to 1 minute.
  • Developers’ notes: We are keeping a close eye on variances in survivability across tank specializations. These changes are intended to alleviate some difficulties Guardian Druids have been experiencing with certain damage types, as well as targeting some underperforming talents which were not delivering meaningful survivability improvements.
  • Restoration
    • All healing reduced by 3%. This does not apply to PvP combat.

Evoker

  • Preservation
    • All healing reduced by 5%.

Hunter

  • Beast Mastery
    • Damage dealt by Hunter and pet abilities increased by 5%.
  • Marksmanship
    • Damage dealt by Hunter and pet abilities increased by 5%.
  • Survival
    • Damage dealt by Hunter and pet abilities increased by 5%.

Monk

  • Mistweaver
    • All healing increased by 3%.
    • Vivify healing increased by 5%.
    • Clouded Focus now increases healing and decreases mana cost by 20% (was 15%) for Enveloping Mist and Vivify.
    • Peaceful Mending now increases the healing of Enveloping Mist and Renewing Mist by 25/50% (was 15/30%).
    • Spinning Crane Kick Damage increased by 15%.
    • Ancient Concordance increases the chance for Rising Sun Kick to reset by 5/10% (was 3/6%).
    • Lesson of Doubt increases healing and damage by up to 40% (was 35%).

Paladin

  • Protection
    • Avenger’s Shield damage increased by 10%.
    • Blessed Hammer/Hammer of the Righteous/Crusader Strike damage increased by 30%.
    • Hammer of Wrath damage increased by 15%.

Priest

  • Holy
    • All healing increased by 3%.

Shaman

  • Healing Surge healing increased by 10%.
  • Chain Heal healing increased by 10%.
  • Restoration
    • Healing Wave healing increased by 10%.
    • Healing Rain healing increased by 10%.
    • Overflowing Shores healing increased by 10%.

Warlock

  • Inquisitor’s Gaze Fel Barrage damage increased 35%.
  • Inquisitor’s Gaze no longer casts Fel Blast.
  • Summon Soulkeeper damage increased 35%.
  • Developers’ notes: Inquisitor’s Gaze and Summon Soulkeeper are not contributing to the Warlock damage profile as much as we’d like. After this adjustment, we’ll continue to watch Warlocks’ overall performance and we will make further adjustments if needed.
  • Destruction
    • Soul Fire damage increased 20%.
    • Incinerate damage increased 5%.
  • Demonology
    • Wild Imp damage increased 15%.
    • Vilefiend damage increased 30%.
  • Developers’ notes: We feel that both Destruction and Demonology could use some improvements to their overall contribution in single-target situations. These adjustments are specifically targeting talents that we feel could be more competitive, while also putting additional power into rotational spells.

Player versus Player

Items

  • Neltharax, Enemy of the Sky now grants 1% attack speed in PvP Combat (was 5%).

Demon Hunter

  • Havoc
    • Restless Hunter (Talent) damage bonus for next Blade Dance/Death Sweep reduced by 40% in PvP Combat.
  • Developers’ notes: We’ve continued to see the potential burst provided by Restless Hunter much higher than we would like, especially in combination with Essence Break and The Hunt.

Druid

  • Guardian
    • Frenzied Regeneration is now 50% effective in PvP Combat (was 62%).
  • Developers’ note: This is intended to offset Reinvigoration’s buff noted above.

Evoker

  • Living Flame healing increased by 30% in PvP Combat.
  • Verdant Embrace healing increased by 20% in PvP Combat.
  • Oppressing Roar increases the duration of incoming crowd control by 30% (was 20%) in PvP Combat.
  • Developers’ notes: This is intended to offset the above noted game-wide 5% healing reduction by targeting abilities that we would like to see more prominent in a Preservation Evoker’s PvP healing profile. Additionally, Oppressing Roar has not been as valuable a talent point as we’d hoped, so we are slightly increasing its effectiveness.

Hunter

  • Beast Mastery
    • Stormwing Harrier’s Camouflage 4-piece now increases the damage of your next Kill Command by 10% in PvP (was 20%).
  • Marksmanship
    • Rapid Fire damage increased by 15% in PvP Combat.
    • Aimed Shot damage increased by 15% in PvP Combat.
    • Chimaera Shot damage increased by 30% in PvP Combat.
    • Unerring Vision critical strike damage bonus effectiveness reduced by 50% in PvP Combat.
  • Developers’ notes: With the removal of Double Tap, Marksmanship Hunter damage has been lower than we would like to see, so we are increasing several main rotation abilities while decreasing Unerring Vision, with the goal of higher sustained damage.

Monk

  • Mistweaver
    • Healing Sphere (PvP Talent) - Now triggers the dispel backlash effects from Unstable Affliction and Vampiric Touch. Healing increased by 320%.
  • Developers note: This change is to have more consistency among dispel effects that are intended to require careful consideration of the risks and benefits of dispelling it. Additionally, we felt that the healing on Healing Sphere has been too weak.

Priest

  • Shadow
    • Psyfiend (PvP Talent) healing reduction no longer stacks with similar effects.
  • Developers’ notes: Psyfiend’s healing reduction effects appear mechanically similar to many others, but were stacking with other such effects and each other in a way that was not clearly communicated to players, and yet was having a significant impact on which specializations were being favored and often overperforming in PvP. We are standardizing their behavior to follow the same rules as similar effects.

Rogue

  • Assassination
    • Vault Delver’s Toolkit 4-piece set bonus Bleed damage bonus reduced by 50% in PvP Combat.
  • Developers’ notes: The 4-piece set bonus for Assassination has been more significant in their damage profile than we would like.
    • Wound Poison (Deathmark version) healing reduction no longer stacks with similar effects.
  • Developer’s note: The Wound Poison (from Deathmark) healing reduction effects appear mechanically similar to many others, but were stacking with other such effects and each other in a way that was not clearly communicated to players, and yet was having a significant impact on which specializations were being favored and often overperforming in PvP. We are standardizing their behavior to follow the same rules as similar effects.

Shaman

  • Restoration
    • Damage dealt to Earthen Wall Totem caused by damage absorbed by pets is reduced by 90%.
  • Developers’ notes: The intent for this adjustment is to make Earthen Wall Totem feel more impactful as a defensive ability. As we noted, it was being destroyed too quickly in scenarios where teammates have pets.

Warlock

  • Affliction
    • Unstable Affliction backlash damage increased by 35%.
  • Developers’ notes: After our recent changes to normalize Unstable Affliction’s backlash damage, we’re seeing it get dispelled frequently. Our intent is for dispelling Unstable Affliction to require careful consideration of the risks and benefits and its damage was not fulfilling that.
  • Destruction
    • Chaos Bolt damage increased by 40% in PvP Combat (was 15%).
    • Resolved an issue that caused Bane of Havoc (PvP Talent) to deal more damage than intended to targets.
  • Developers’ notes: We’re addressing a bug with Bane of Havoc that was causing Havoc to deal full damage instead of the intended 60%, which is a significant nerf to the spec in PvP. Chaos Bolt has not been as threatening as intended in Dragonflight, so we’re increasing its damage to compensate for the bug fix.
    • Fel Fissure (PvP Talent) healing reduction no longer stacks with similar effects.
  • Developers’ notes: Fel Fissure’s healing reduction effects appear mechanically similar to many others, but were stacking with other such effects and each other in a way that was not clearly communicated to players, and yet was having a significant impact on which specializations were being favored and often overperforming in PvP. We are standardizing their behavior to follow the same rules as similar effects.

Warrior

  • Arms
    • Executioner’s Precision is now 30% effective in PvP Combat (was 50%).
    • Martial Prowess is now 33% effective in PvP Combat (was 50%).
    • Overpower damage increased by 20% in PvP Combat.
    • Slam damage increased by 40% in PvP Combat.
  • Developers’ notes: We’ve seen Mortal Strike come to represent too much of Arms Warriors’ total damage in PvP. Additionally, it often results in spikier damage than we’re comfortable with, so we’re moving toward an overall rebalance across several abilities.
3 Likes

Lmao what a joke for hunters, we just got nerfed in pvp

3 Likes

Still no Fan the Hammer revert

3 Likes

Thank you very kindly on behalf of my attractive Monk.

1 Like

Where are the Ele ST buffs?

2 Likes

Just delete Elemental Shaman at this point. When we are good, you nerf us instantly. When we are middle of the pack, you buff everything else but us until we are bottom again.

6 Likes

WW Single Target buffs where? Meanwhile lock st gets buffed what a joke.

1 Like

As someone stuck with a +15 CoS Key on Tyrannical because they play a DPS class who can only do burst AoE DPS on a 30 second cooldown - which means you die to the second boss and her never ending swarm of Imps every 15 seconds that need to die in 6 seconds - please do something about Shadow Crash. I’m begging you.

  • 20 second cooldown OR
  • Stacks up to 2 charges.
1 Like

hello from the hpals we’re still here

2 Likes

Hunters are the only class that can carry themselves in solo shuffle. Nerf more until they have to rely on others to help.

These changes don’t do that.

You have literally fixed nothing.

We were waiting on you to update these changes to actually help with the problems bear has in pve.

You did nothing.

3 Likes

Lmao okay buddy

You love to see it. Keep doing these iterative tuning changes. This is what shadowlands desperately needed.

2 Likes

Lol you said there would be more guardian changes coming. That was a flat out lie. Guardians are still gonna be f tier after these dent brain changes.

1 Like
  1. Armor is not our issue with Ironfur. Our issue was having AM up when we pull if we haven’t pooled rage.
  2. Reinforced Fur and Layered Mane will still not be taken because Thorns of Iron (the build you would have to use to give up Mauls for more IFs) is not strong enough to warrant it.
  3. UF is still less the 70% it was when we could spam Thrash during Incarn. We can no longer spam thrash during Incarn because you nerfed it and UF is only going back to 50%? Not strong enough to take for what you would lose.
  4. FR cooldown reduction, not bad, the only good change in here. The issue though is rarely our recover, its our ability to not get flattened by magic damage before we can react with our on the GCD FR.
  5. Lunar Beam - hilariously weak damage and healing. Waste of a point for anything but the pretty graphic.

Our problems are magic damage hits us too hard, mastery sucks because you nerfed it, and we have too little in our kit to respond to damage compared to other tanks.

You did nothing to fix that.

5 Likes