FEEDBACK: Mists of Pandaria Class Changes

Hybrids are still not better than a main dps and hunter nerf got reverted so there is still not a reason to bring them (25m scenario). Plus ele shaman got ancestral guidance gutted. You should not be super happy about this.

1 Like

The nerfs here are an L 
 If you need to buff up other specs to close the gap, give them a little love, but why alter a CLASSIC rendition so drastically as to use changes from AN ENTIRE EXPAC LATER!? This is seriously jumping the gun and showing initiative in the absolute wrong way. MoP is about 1 month out and people have planned around the capabilities of the specs in MoP when it originally released. I get trying to be active, but this is rug pulling your own community rather than supporting/uplifting. Not really sure what’s going on back there
 I hope future class tuning is more transparently discussed and done in smaller increments.

2 Likes

This is super harsh. Resto Shaman is finally getting their chance to be one of the top HPS dawgs. Let them thrive. Buff the underperformers.

Healing Rain is undeniably powerful, and I can understand some nerf to it. But a flat 25% in value, and 25% uptime loss? That seems extreme.

If you’re gonna nuke Healing Rain, why nerf Chain Heal and Riptide too? Haven’t we suffered enough?

I’ve been super excited to play Resto Shaman
 but man, these changes are HARSH.

1 Like

We’ve added the following changes to the Beta:

General

  • Damage over time effects should no longer fall off prematurely when a damage over time extension is used.

Classes

  • Developers’ notes: The below are additional adjustments following yesterday’s changes. These are subject to the same rules as before where they do nothing in PvP and they also are subject to change.
  • Paladin
    • Holy
      • Seal of Insight now has a chance to restore 4% of the Holy Paladin’s base mana when striking a target in a non-PvP environment. [5.4 Revert]
      • Devotion Aura cast by a Holy Paladin will now reduce all damage by 20% (was Magical damage only).
        • Developers’ notes: Changing Devotion Aura to reduce all damage makes it beneficial in more situations and aligns with other damage reducing abilities like Power Word: Barrier.
  • Priest
    • General
      • The target caps on Divine Star, Halo, and Cascade have been returned to being uncapped for damage and healing.
        • Developers’ notes: We are still keeping Divine Star’s reduced healing for Discipline Priests but we want these abilities to feel impactful in larger raid groups still. If adjustments are still necessary to bring in Discipline Priest power it will be done in other ways. This was already partially reverted on Beta, but we’re doing it completely now for all effects.
      • Cascade returned to 4 bounces.
    • Holy
      • Holy Word: Serenity Healing increased by 40%.
      • Holy Word: Sanctuary Healing increased by 60%.
      • Holy Word: Sanctuary mana cost decreased by 33% and now costs 2.5% of base mana (was 3.8%).
      • Mastery: Echo of Light will now deal its healing every 1 second (was every 3 seconds).
        • Developers’ notes: This was originally intended in Mists of Pandaria but due to latency issues it was changed to 3 seconds. We are going to try this out to see if it works with modern tech the way that it was meant to be.
      • Divine Hymn now heals up to 50 targets regardless of raid size.
        • Developers’ notes: This was including pets in its original targeting, and instead of just making pets get the short end of the stick here - we moved this to hitting all targets. It’s a 3 minute cooldown and wasn’t that appealing compared to other cooldowns that exist. We feel this is a good direction for Discipline Priests being great with mitigation cooldowns, and Holy Priests having throughput cooldowns that reward the Priest for finding moments to get a full channel off in a fight, or in the case of Holy Word: Sanctuary - placing it in an area that players will be standing in for at least 30 seconds.
8 Likes

Insane changes but im not sure if these actually make holy viable comapred to taking another rshaman or disc even but hopefully we can make most healers viable.

Ok but can you fix the servers so we can actually test the changes?

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I looked through our beta logs at the various kills we had done on the first beta weekend, and this change would have been a 14-21% nerf (depending on the fight) to the overall non-overheal (not raw) throughput of our Restoration Shaman.

That’s assuming you can even do the same amount of throughput, since the nerf to conductivity alone will make a shaman have to cast anywhere from 0-6 more HR per encounter (perfect world, yadda yadda), at 21981 (unmod) mana per cast. That’s a cost of around 136 to 222 extra mana per second required to maintain the same number of casts, on top of the reduced throughput. Couple that with fewer TC lightning bolts and the associated regen, we’re talking some real pain here.

Obviously there are a ton of factors that would impact this (encounter length, raid comp, damage profile, raid assignments, positioning and performance, gearing, etc. etc. etc.), but those are real world numbers from beta raid logged heroic 25m kills.

At the risk of being inflammatory, I regret to inform you that I humbly disagree with the logic backing up these changes (at least for rsham) and question the design decisions that prompted them. After spending 6+ years working on the design of WoW classes and encounters and the accompanying intellectual and emotional investment, I legitimately felt nauseated when I read through these notes.

The magnitude of the nerfs is too high. I realize you want to de-incentivize class stacking and promote the inclusion and viability of lesser represented class/spec combos, but golly, Linny, this is crazy.

2 Likes

It’s actually a 33% reduction in uptime, considering it’s 10s base and the notes say the max duration was reduced by 10 seconds, not the extended duration.

Ty for balancing the game as a ret main would like to see even more love so comps are not about stacking the same classes anyways good to see devs doing changes in game keep it up

Holy paladin isn’t the strongest healer for once, quick announce more buffs.

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It was literally the bottom healer by a large amount. I was basically being told by some people that it wasn’t even viable. It needed buffs to at least bump it up to usable.

No honestly you guys can stop at the changes you already did before you guys ruin every reason why I wanted to play the expansion to begin with.

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To be doing 65k hps and 40k DPS at the same time? Is that why you wanted to play? lol Disc is doing as much DPS as the low tier DPS AND like 20k more hps than the other top heals. If you don’t think that warrants a nerf then you’re kinda out of touch. Most of this is done by using like 2 cool downs and spamming smite btw.

4 Likes

Yes. Because thats how it was back in the day. I wanted to relive those times. Why are we doing such hard balance tuning like this anyway? It’s supposed to be classic. Bring up the slackers and leave the others alone.

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The blanket nerfs to RSham have made me completely lose interest in playing MoP now, I was excited to try challenge modes and play the game on a class I really enjoyed. Its very disappointing to see such heavy handed nerfs to the class and on top of that giving Buffs to classes that just absolutely dont need it at all like Warlocks is just so out of touch. Ive been lvling an Rsham for MoP and now I feel like my time has been completely wasted.

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No. No you weren’t. Stop making things up.

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Hopeful to see some more prot pally changes

I’m ok with changes, MoP has some seriously bad outliers both ways that was going to lead to some bad issues with some specs getting over stacked and others not getting to play at all.

That said there are some out there that still seem comparatively left out like Frost DK compared to Unholy, Hunter somehow being untouched when Survival is super powerful and Marksman and Beastmaster aren’t even close.

Also seems to be a few that got buffs that may need a bit more going for them. I have a hard time thinking the changes to Maul for Guardian Druid is really going to make that much of a difference compared to the beasts that Blood DK, and Bremaster Monk are.

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they think by buffing them now (and nerfing them later) is fun and enjoyable

All I can say is I’ve been looking forward since the lauch of TBC classic to the possibility of replaying my discipline priest in Mists of Pandaria and relive it as it was back then.

I’m a bit sad to see those chages. It killed the hype and makes me reconsider if I really wand to play it.

For context
 this was the most fun disc ever was, WOD was brutal, and the Legion version is where I decided to stop playing a priest and just go monk because I hated that version an still do today and found it not fun and frustratig.

So I was really looking forward to it
 now those changes might force a playstyle change because atonement won’t heal as much as it was.

6 Likes