Community Patch Notes: Tuesday, March 12th, 2024

Combine with dance of the wicked for big fat evasion for a little while. Feels amazing on menagerie

  • Stead shot damage has been increased from 60% to 70%

Are you sure it’s not to 75%?

They changed it in P2 basically

1 Like

No, these are just reported to me and what I can find from streamers and on the forums. Take these with a grain of salt.

I dont think anyone is arguing it feels bad when combined with other runes that drastically increase its usefulness.

By itself, though, it is not great and feels terrible to use.

On Menagerie, it is still VERY hit-or-miss unless you are Destruction spec, as well, where you get an extra 15% crit chance on Searing Pain.

yuck so that’s how they out run living flame now. it was my go to strategy against shamans living bomb living flame and run away spreist to… i guess arcane surge it is…

On one hand, living bomb + living flame + ice nova + ice block was gross. On the other hand, nerfing mages when they’re only upper mid in PvP and Shaman and SP are s-tier is uhh… something.

Aggrend is slipping, I dunno.

2 Likes

yup it’s pretty gross 10 seconds u need to drop it on top of them now to get any use out of it since it’s only 10 seconds and they can out run it.

1 Like
1 Like

So you can now outrun living flame. Also with the reduction in time on living flame, does this include the travel time? If so, it doesn’t seem worth it anymore.

All the complaints I’ve heard about was Living Bomb, so why nerf Living Flame?

Blizz burner account detected.

It does, it’s actually a massive nerf if you consider the following…

People are not really understanding how much a Nerf the Living Flame change is, let me break it down.

It takes about 5-6 seconds for Living Flame to reach the target, at 20 seconds that is 25% of the spells duration, giving roughly 15 ticks of damage

When the total duration of Living Flame is 10 seconds that is 50-60% of the spells duration, giving 4-5 ticks of damage. Additionally, you will have to press it twice in the same minute so it is doubled in mana cost and requires an additional GCD on Boss Fights.

Over the same one minute period, you now do 8-10 ticks of damage, instead of 15 and the mana cost is double and requires an additional GCD. For PvP it also means the total damage is split by 30 seconds heavily reducing it’s value.

Apparently the movement speed of living flame has also been lowered so it will probably perform even worse than I’m speculating

2 Likes

Living flame is super nerfed for pve and somewhat even in PvP. If you can get the poly and set up on someone it’s still insane damage in PvP, but idk if I’d rather have the shorter cooldown or longer duration yet. Feels okay to press in PvP in pve the nerf is substantial

Looks like we are all switching back to icy veins.

I hadn’t really seen Living Flame as an issue. In my opinion the shadowpriests who can wipe over 2k health with 3 instant cast dots and the warlock lifetap shoulda been looked at first. They are absolutely stupid in PvP, every1 knows it. Other classes been nerfed for less.

What’s the problem with lifetap? That’s not even a new ability. :clown_face:

Yeah neither was starsurge. Gotta say it’s sad that almost every warlock I see in PvP played the tanky life tap spec. Rarely you see destruction locks and even rarer the affliction. I don’t play warlock and fair enough if they are actually enjoying that cheat code spec and not just meta gaming. I don’t see the fun in it and it’s just stupid. Give the locks some love IMO.

You mean Life Drain, with Soul Link, it’s always been broken af. That’s why SL locks have won every major Classic Era Dueling tournament

Honestly, I feel there needs to be a slight increase to certain class base damage or at least percentage gains. For example, SoM is 50% wpn dmg, and with conviction as well as vengeance, those “15%” increase to dmg and 5% crit doesn’t feel massive enough. Maybe it’s cause we can only go so far into holy strength right now and not truly p3/4 content, but I still feel without rng or good enough ramp, paladins just fall too short. Same for rogues. I feel without procs for our melee groups/players it’s really just a caster/rdps world. (Unless you’re a shaman)