Feedback: Class Sets in The War Within Season 2

The Holy Priest 4 piece literally only works when you have Apotheosis running. Which is like, maybe once a minute if you get POM bounces, are in combat, and have a charge of a these holy words up.

And then we’re “rewarded” with a 15 second “renew”? Absolutely horrible.

The whole set reads like I hit the “Jackpot!” on a penny slot machine that was empty.

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I agree, Prot Warrior should have their defensive buffed! It is the second worst Tank defensive!
Fortifying Brew is a much better defensive, since it also increases max hp AND increases Stagger amount :slight_smile:

Fortifying Brew is tied for the second best tank defensive of all those listed in the sets. People see “20% DR” and stop reading, forgetting it increases max HP too. Ignoring the stagger talent in the spec tree AND the extra 10% DR talent in the class tree, it is tied with Guardians SI at 60% DR. If you include either the extra stagger or extra 10%, its second best.
DK and Warrior have it the worst, Vengeance has it the best, Prot Pally is a happy medium, and Bear and BrM are slightly above that at “healthy”.

The tank 2-pc is awful… a random chance to get a defensive? We all no you won’t but please re-think these…

Neither of those talents are run. At best Determination might be run, but it’s pretty unlikely we swap to Ironshell considering how absurdly long the CD is without Expeditious. Even with Expeditious and Brew CDR it’s around a ~2.5m CD iirc. Fort Brew isn’t bad by any means, but a random uncontrolled proc is hit or miss whether it will be valuable.

First comment in iono how many years. Been playing since vanilla. This is garbage, uninspired and lazy. As a disc priest, I wanna say that holy and disc are assuming and hoping for a total rework in 11.1 so this tier set preview doesnt bode well for that.

Besides that, this 2 and 4 set is garbage. X.1 patches are supposed to be the fun tier sets after the X.0 balancing. So my disc 2 set is RNG…ok ill take a lemon i guess–but the 4 set? Comon, what is this crap ppl. PW:S → +healing % buff?

Yall will sell a 90$ mount to make millions, push out TWW expacs fasters to make millions, but your customer service is garbage and the development leaves alot to be desired. Please change this and stop dropping the ball. Wont even sub for 11.1.

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Yeah my main point was people were dunking on Fort Brew when it is far from being a bad defensive
The real problem, is that the offensive benefit is tied to the defensive benefit, which ONLY occurs when you TAKE damage. If the 2 set was “your damage/abilities has a chance to activate Luck of the Draw”, then I wouldn’t mind it as much.
But only getting a damage boost proc, which theoretically is always valuable, when you are getting hit sucks.
Vengeance gets to double dip as Fel Scarred though. The wording says “cast [Defensive]” which based off of the wording of Fel Scarred capstone means you get 5 empowered abilities to use and a refreshed Fel Dev
and in the case that it doesnt affect capstone, then it still gets an empowered SCleave and SBomb.

I hate to start off spicy but I think it needs to be said: These sets seem to be made with a lack of understanding of how Blood & Frost work, and the gameplay identities of the specs that have been most loved and most successful. Unholy appears to be made with plenty that understanding though! So my overall question is: You can see how things work for Unholy and make a fun set… why wasn’t that same approach taken to Blood & Frost?

Tuning dependent this could be fine, but the gameplay impact is at best not engaging and at worst negatively engaging. This set seems out of touch.
(2) Set Bonus: Having a RNG defensive in the 2-set seems nice on paper however: you can’t reliably proc it, therefore you can’t rely on it or plan around it.
At least in the game right now there are only extremely rare opportunities to take advantage of the proc as a way to save a defensive cooldown or lean more into damage. The way the class works involves balancing our resources continuously and even if this proc makes us delay our next Death Strike… we’re going to use it anyway to prevent overlapping.
That along with how much stats we currently have makes this 2-set an absolute nothingburger and will be virtually nonexistent. Yes on average the data will work out that it increases survivability, but only for people who get lucky. This won’t ever feel good to play with or around.
(4) Set Bonus: Cleaving Death Strike is really really nice. In fact, why don’t you double down and let Cleaving Strikes affect it too. That combined with the Rune of Sanguination bug that still isn’t fixed we can just put all our eggs in the Death Strike basket!
Sarcasm aside, this is actually nice for Death Strike and will make few-target cleave feel a lot better… except it’s RNG dependent and only active while you have a free defensive.
If I have a free defensive proc then I’m even less likely to be Death Striking for healing and instead only be preventing RP overcap/keeping up Coagulopathy. So now the game is encouraging me to WASTE defensive resources to get a strong +15% + 2 extra targets Death Strike out. 2 less RP per DS is negligible to say the least.
So I got my free defensive from 2-set, but in order to capitalize on that bonus damage I have to sacrifice the very defensive resources I need for when that period ends!?

I just feel like both of these sets are out of touch with how Blood DK actually works. I understand encouraging using Death Strike to sacrifice some of your defensiveness in a few seconds to deal more damage now… but making that unpredictable and RNG is just not what any tank ever wants.

Similar to Blood this set seems completely out of touch with the spec.
(2) Set Bonus: Why does Obliterate remove Winning Streak? Oblit is the core of Frost and has been forever. Everone loves hitting big Obliterates regardless of build… so why discourage the identity of the spec? This can easily be fixed by rewarding the player for using Oblit to remove their streak.
Thematically give the player the chance to “cash out” on their winning streak with something like this:
“Obliterate has a 15% chance to Cash out your Winning Streak! removing all stacks and causing your Obliterate to deal an additional 2% per stack as Frost Damage.”
I understand the desire to get frost away from just a “set up, hit as many Oblit’s as you can” spec but that’s the identity… make it interesting by encouraging people to do more setup. If I’m outside of a Pillar/Breath window do I consume a KM now? Or dump a bit more RP into Frost Strike/GA to further my winning streak and increase that KM value?
(4) Set Bonus: Nobody likes Frostscythe. Nobody has ever liked Frostscythe. Stop trying to make Frostscythe happen, it’s not gonna happen. We have abilities like GA and Howling blast which hit the identity, Deathbringer gives us that Big Scythe Energy. Just please stop trying with this ability.
Frostscythe benefitting from Winning Streak! makes it essentially a must take, adding another AoE button for consideration that when we already play around our RP generators for AoE and play big cleave on Obliterate. Some of the power in Frostscythe comes from being able to reduce it’s CD with lost of KM consumption… but why are you hitting Obliterate to consume KM’s if it’s gonna reduce the damage of your Frostscythe?

Overall like with Blood, both of these sets seem completely out of touch with the way the spec works. It takes the existing GOOD interactions from the spec and makes them negative. Why are we so focused on abilities coming at the expense of others instead of letting players capitalize on procs? Sure this will add skill expression for the 0.01%ers of the class but overall make the spec feel less welcoming and just constantly punishing for the others. And since when have the 0.01%ers been asking for MORE skill expression out of Frost!? Look at the fun and popularity people are having with DPS DK right now. Lean more into that instead of trying to step backwards.

Ok this set is on point. This is great and I’m happy about it. The only feedback is that tuning needs to be careful to not turn back into a “Garg and them hitting Death Coil is everything RNG massive ST start the fight at the top of the meters doing 42069B dps” spec.
Unholy is in a great spot with more evened out ST damage and better AoE burst setup. DT giving 10 stacks immediately means we can reliably use the tier set in our CD windows which makes it super playable.
It will feel good to high roll Death Coil and Epi, encouraging us to press it MORE to capitalize but - oops you lost your streak. Oh well, it was fun while it lasted and losing the streak doesn’t hurt us, and the only reason I lost it was because I was using it. This is exactly the type of gameplay that Frost should have.

2 Likes

For Elemental Shaman
Elemental

  • (2) Set Bonus: Your spells and abilities have a chance to hit a Jackpot! that summons a Fire Elemental for 8.0 seconds. Casting Ascendance always hits a Jackpot!
  • (4) Set Bonus: When you summon or extend your Fire Elemental, your Lightning Bolt, Chain Lightning, and Lava Burst deal 10% increased damage for 8 seconds.

I feel like getting a Flame Elemental doesn’t seem that exciting from a game play perspective but I love the idea of at times having both storm and fire elementals up at the same time. From playing Elemental Shaman in Season 1 the Fusion of the Elements Talent really leans into the class fantasy of I am not a fire, ice or lightning mage rather I am cycling the elements through myself and using them together and being rewarded for that effort.

I think updating the fire elemental to buff your critical strike for each lava burst or flame strike application (so that it can work in multi-target with things like magma totem) (with a cap like the storm elemental) so that it feels like your elementals are more balanced and that when you hit the jackpot and you have two elementals up you have more of a reason to be cycling through both your lighting and fire spells to buff yourself.

I sadly cannot produce suggestions or go into deep details because there’s absolutely nothing salvageable about this iteration of pretty much any tier set.

You’re basically doing what you did for BfA armor sets, but for the effects, and you already know what happened with that.

This Havoc set is very likely the worst set in terms of gameplay that we’ve ever had. A passive proc we don’t track, we don’t play around and practically does nothing. Might as well don’t exist.

This is just a bad joke.

4 Likes

I think we should stay far away from spreading UA, at least in pve. The devs have struggled to balance MR in the past even with the UA st/aoe caveat. If we’re going to have max damage MR in cleave the spell will quickly become unbalanceable in ST.

This is a cool idea, but frankly, having Jackpot! proc a non-exclusive instance of Phantom Singularity on the target would be healthier than this.

as shaman I don’t want to see more healing rain tier in pvp is garbage

Class: Warlock
Spec: Demonology


First, i want to mention the existence of the Totem Bars and its impact on some of the Demonology Warlocks pets, case in point, Grimoire Felguard, Vilefiend and Dreadstalkers.

This system has a maximum limit of 5 Demons, and whenever a 6th demon proc or is summoned the lowest duration demon before him vanishes even if he still had some duration before expiration.

This system had issues in the past on Demonology who eventually resulted in the removal of Wild Imps from it (in Legion); Limiting only 1 spot for the pair of Dreadstalkers(in Shadowlands) and the removal of the Tyrant from it (also in Shadowlands).

Currently, you will have a maximum of 3 to 4 Demons using the Totem Bars during a tyrant setup, in the case of 1 Grimoire Felguard, 1 Vilefiend and 1 to 2 sets of Dreadstalkers (second set happening after tyrant cast due to the cooldown coming back.

Given that Tyrant will also summon another Dreadstalkers thats the 5th spot filled, meaning any additional proc of Dreadstalkers during Tyrant will possibly Kick one of the demons outside of the totem bar causing it to expire.

Maybe, the Dreadstalkers summoned by the tierset shouldn’t occupy space in the totem bars to avoid this issue.


Another interaction who might be worth of concern is to check if the proc of the [2] bonus can lead to the consumption of the Dread Calling Talent stacks.

As this could lead to it consuming to buff only said Dreadstalkers instead of the 2 Dreadstalkers you summon by casting Call Dreadstalkers.


There is also the possibility that given enough Dreadstalkers active (and you can easily have 5 Dreadstalkers active inside a Tyrant window with this tierset) it can lead towards you forsaking the GCD efficiency of 3-shard hand of guldan in favor of 1-2shard Hand of Guldan who will trigger Dreadbites.

If this is an intended consequence of the tierset and a direction the developement team wants to bring with this tierset, disregard the next paragraph.

If it is not intended, i believe a lower baseline efficiency but with a more agressive bonus efficiency per soulshard would be better, as it would avoid the situation by making the 3-shard HOG the ideal way to trigger the extra Dreadbites.


Something that needs to be tested as well is if Hand of Guldan itself will count as a “damaging spell” as in the past, Hand of Guldan did have issues to proc such effects due to how the spell is coded.


I am also curious if the guaranteed extra Dreadstalkers from Demonic Tyrant will also be extended.

In fact, i wonder how “good”/“bad” it is for those extra Dreadstalkers to be extendables or not.

By one side, extendable Dreadstalkers would better synergize with the kit(Demonic Tyrant) and create this “wow” feeling when you manage this gigantic tyrant with 2 additional Dreadstalkers.

On the other, it could lead to some increase in the RGNess of the spec, and frustration of players when they compete with others who had good luck and they had bad luck.


Honestly, i am surprised and happy with this tierset.

At the original reveal of the next tiersets i was quite upset with the original perspective of how they would be.

But once the actual tiersets got unveiled i must say, i am incredibly happy with how this tierset turned out to be.

I Congratulate the ones responsible to making the tierset, and specially when Demonology tiersets have had a history being a banger after banger (3rd Dog and Malicious Imp was great, GFG tierset was also nice, Doombrand tierset was great).

So overall, i am happy with this tierset design, congratulations are in order.

Class Priest (holy)
content PVE (dungeons m+ /raid)

Insurance! 15 sec heal over time feels like it will be over healing a majority of the time, currently as a holy priest I pulse AOE healing from halos and my mastery and a majority of that is over healing some +60% outside of rot windows. I just don’t feel this will be too impactful for my game play.

Next in the case of a raid can players have multiple stacks of insurance on them from different healers or will they only be able to have one on them.

I feel that the main problem with Insurance! for holy, will be when I need the bonus most, the Insurance! will be gone since it will be consumed in a high damage window. Maybe change the play style to add a bonus to healing after Insurance! is consumed or expires vs when it is active. Or create some sort of cooldown reduction for Apotheosis for each Insurance! that is consumed or expires to make a game play loop.

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With how the monk set looks… can we get a flying Nimbus mount yet?

Please blizzard, i know what you are capable of and how you made tier sets in the past. Some of them were better than others, but in general the real outcry has been either on egregius Rng tiers or plain homogenized nothingburgers like bfa/SL

Please reconsider reworking these tiers, they are not interesting and pretty much every class/spec besides select few specs dont find them good.

if there is an issue with creativity that has ran stagnant or whatever the issue is, please communicate it with us , we are after all supporters besides customers. If need be do an IDEAS post and let everyone shoot their ideas and choose what would sound best for you, do a poll between 2-3 and let us choose. or give us alternatives so we choose.

This is far and beyond a let down . please reconsider

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Thinking about how this will play in M+ and raid, I overall feel really positive about this idea - i think it’s creative and interesting. However, there is going to be a very big discrepancy between ST and multi target situations. Currently UA is a small portion of warlock dmg, and recent buffs haven’t moved the needle - hopefully this might be addressed in overall aff tuning - but failing that (or even with significant UA buffs) the 4 piece is significantly under-powered in ST. It absolutely will need something that gives compensation if there are no targets for UA to spread to.

I also think Soul Rot should be the trigger rather than Darkglare. In multi-target situations you want the UA spread for every soul rot window - if you don’t have it there is a good chance you have to resort to bad gameplay like holding of cooldowns for a random proc, and if you don’t get one it’s going to feel awful. There’s also a strong potential that the DG dot extensions don’t work with the spread due to the order extension/spread happens. If it’s tied to Soul Rot this isn’t a problem and the gameplay will feel a lot better - you’ll have the jackpots for the dmg events you need them for - which I assume is the intention to always giving one during major cooldowns.

I also wish the 2 piece gave something class related as well as the haste, a class proc (like the arcane set gives spell dmg and clearclasting), so when it happens you get something that lights up and feels good - maybe a Crescendo proc or Nightfall or something.

agreed make poll

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Class: Warlock.
Spec: Affliction.
M+/Raid.

1º - Concerns in Regards to the (2) Set Bonus.

Truth be told, a Haste Proc for affliction is a good effect in PVE, specially given it should have something close to a 30% uptime with it’s 1ppm + haste and darkglare proc.

But it’s not the most original tierset effect, in fact, this tierset is very similar to the one who existed in Vault of the Incarnates for affliction, both offering a 12% haste proc who is also hasted by itself.

If compared to the tiersets of Destruction and Demonology, the number of interactions and synergies with talents fall on the basic side.

In the end it is a tierset who increase your damage by 4% or so, but don’t actively change anything on how to play or how you interact with spells/talents, thanks to that it looks more like an effect who would exist on a S1 tierset (like Vault) than in a S2.

2 - Concerns in Regards to the (4) Set Bonus: Single Target vs AOE.

The idea of spreading damage over time effects from one individual target to multiple ones is quite a brilliant idea, makes me think a bit about Necrotic Plague who Unholy DK’s once had in Warlords of Draenor.

But it’s power balance between the single target value and the aoe value is at odds, its power in single target is very low while in aoe its much higher.

The effect is currently weak in single target, at a 30% uptime, with Unstable affliction at some 7%-10% of your overall puts this effect at 1%~1.5% damage gain.

But buffing this effect can be dangerous because, on the other hand, in aoe, not only will it add 3 more UAs for aoe at a 30% uptime, it will also increase the damage of Malefic Rapture and generate additional shards if the targets affected by those UA come to die under its effect.

This will be partially limited by UA’s only going to 3 additional targets, different from many tiersets who fully scale with AOE.

In conclusion, i find it will be challenging to make this effect meaningfull in single target and aoe at the same time, without creating issues where its “too powerfull” or “too weak” in specific situations.

3 - Concerns in regards to the (4) Set Bonus: M+

I also have some amount of worry towards how this tierset will interact in M+.

Procing this effect at the end of a pack will feel quite a bit of a waste after all, as not only the pack will shortly be dead, not giving enough time to extract value of the additiona UA’s but any Soul Shard generated will quickly vanish due to the soulshards being reset to 3 while out of combat.

Procing the effect at lower soul-shards counts will also be fairly limiting, as the biggest benefit of Unstable Affliction is increasing the damage of Malefic Raptures.

As the Target Count increase up to 4, the effect grows exponentially, 4 UA’s in a pack with 4 targets is after all not only 4x more UA damage, but also Extra Malefic Rapture Damage due to the extra Dots and from Focused Malignancy.

But, after that, the higher the target-count of the pack, the more limited will the effect of 3 additional Unstable Afflictions will become as the damage of those UAs will only reflect on a smaller % of the pack.

4 - Concerns in regards to Refreshing Unstable Affliction.

Currently, whenever you refresh Unstable Affliction, any other Unstable Affliction at a different target is removed.

One of my concerns is, would this also happen to the Unstable Afflictions added by this tierset? as this would lead to the unintended impact of forcing affliction warlocks to not refresh Unstable Afflictions if more than 1 UA is active due to the tier effect.

On the other hand, allowing to refresh without the removal of the Unstable afflictions meant that, once the proc of the tierset happened one could always refresh the existent Unstable Afflictions as long as you did not allow them to expire.

5 - Conclusions.

I don’t want to go and suggest something like “oh scrap this tierset”, i think the (4) bonus is very creative and some warlocks i talked to are excited about it.

But i am concerned over the sucess of this tier-set once release in an spec who have had some hard-times in more recent history.

I am worried that this tier-set will struggle against more generalistic tier-sets who seems to be a trend among the others.

I am worried that it ends up harming affliction more than helping, specially in regards to how the spec is balanced across different types of target count.

But i do wish for more experimentation, more crazy attempts at creating and help affliction identity and in this case the (4) does attempt that.

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Hi there! I wanted to share some thoughts on the new Feral Druid set and how it interacts with existing talents:

  1. RNG Overload
  • We’re already dealing with random triggers from Druid of the Claw (Ravage) and Wildstalker (Vines). Having “Winning Streak!” on top of that starts to feel like overkill.
  • The casino flavor is fun, but with so many random elements, it can be frustrating to line up bleeds and bites for maximum impact. A bit more control in the design would really help keep things engaging rather than chaotic.
  1. Clarification on Rip Mechanics
  • Is the 15% chance to remove “Winning Streak!” for Rip only on application, or does it apply to each tick?
  • If it’s every tick, that’s potentially a huge risk of losing stacks. In that case, it might be worth reducing the chance to remove stacks significantly.
  1. 4-Piece vs. 2-Piece Power
  • Typically, we expect the 4-piece to feel like a notable upgrade over the 2-piece. Right now, “dealing Physical damage to Apex Predator’s primary target and increasing periodic damage by 4% for 6 seconds” doesn’t seem as strong as a potential 10% boost to Bite, Rip, and Primal Wrath (assuming you can even stack it that high).
  • It’s a bit underwhelming that the 4-piece doesn’t stand out as clearly stronger.
  1. Overall Set Power & Possible Alternatives
  • At the moment, this tier set feels underwhelming. For a class that thrives on well-timed bleeds and bursts, more direct or reliable bonuses might be more exciting (for example, cooldown reductions for Berserk/Incarnation, a bloom of vines on all targets, or a streak of free Ravages).
  • There are so many creative ways to enhance Feral gameplay. Adding too much RNG can diminish the sense of control that makes the spec satisfying.

Thanks for reading through this feedback—I appreciate all the work going into the new season.

I’m looking at these set bonuses from a pvp and M+ lens for each spec.

Starting with Aff, I’m happy that not only do we get a haste proc, but we also have some control over when it procs with it being tied to summon darkglare. The 4 set bonus i’m unsure about though. It could be great in M+ and PVP settings pending tuning, but it seems like it will be useless on single target unless the UA’s can stack, which hasn’t been a feature since Legion. Overall I think this is an improvement over the S1 set bonus and I’m looking forward to playing with it.

For Demo, I’m extremely happy with the set bonus. This will be a solid tier set in both single target and AOE in all content. My one question or concern is if the extra dreadstalker will be extended on tyrant and if the !Jackpot you get from the tyrant itself will be extended and counted towards reign of tyranny. If it does, this may be an excellent tier set design.

For Destro, I’m unsure. The 2 set seems a bit underwhelming, however the 4 set bonus I would like to see last for a longer period of time. My biggest question is if the 2 set bonus also is enhanced by the channel demonfire talents such as more bolts, faster/stronger bolts, and immolate extensions. If those things all tie together that is great, however it does force us to play those talents. I would prefer to not have to be tied to channel demonfire for a tier set again.

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