PvP Tuning Incoming – November 21

We’ve looked at data and feedback from players over the first week of Season 3 PvP and intend to make some adjustments with scheduled weekly maintenance to address a few classes where we’re seeing over- and underperformance.

Player versus Player

  • Death Knight
    • Unholy
      • Death Coil damage is now increased by 70% in PvP combat (was 90%).
  • Demon Hunter
    • Havoc
      • Inertia damage bonus reduced to 12% (was 18%) in PvP combat.
      • Elysian Decree damage reduced by 20% in PvP combat.
      • The Hunt initial and periodic damage reduced by 30% (was 20%) in PvP combat.
      • Throw Glaive damage reduced by 10% in PvP combat.
      • Essence Break damage bonus reduced to 50% (was 65%) in PvP combat.
      • Fel Barrage damage reduced by 20% in PvP combat.
  • Druid
    • Restoration
      • Lifebloom periodic healing decreased by 12% in PvP combat.
      • Grove Guardians Nourish healing decreased by 15% in PvP combat.
      • Grove Guardians’ health decreased by 66%.
  • Hunter
    • Marksmanship
      • Rapid Fire damage increased by 20% (was 40%) in PvP combat.
      • Guardians of the Dream 4-piece set now causes your next Rapid Fire to fire 40%
        additional bolts (was 60%) in PvP combat.
      • Arcane Shot damage increased by 35% (25%) in PvP combat.
      • Chimaera Shot damage increased by 35% (25%) in PvP combat.
  • Paladin
    • Holy
      • Mana Regeneration now decreased by 25% (was 55%) in PvP combat.
  • Priest
    • Shadow
      • Increased damage of all abilities by 8% in PvP combat.
      • Mind Trauma’s duration reduced to 15 seconds (was 20 seconds).
  • Mage
    • Blast Wave now snares by 50% for 6 seconds (was 70%) in PvP combat.
    • Arcane
      • Chrono Shift now increases movement speed by 25% (was 50%) in PvP combat.
      • Temporal Shield now heals for 60% of damage taken over 4 sec (was 100%) in PvP
    • Fire
      • Ignite damage increased by 20% in PvP combat.
      • Fireball damage increased by 30% (was 12%) in PvP combat.
      • Scorch damage increased by 100% (was 45%) in PvP combat.
      • Glass Cannon (PvP talent) now increases the damage of Ignite, Fireball, and Scorch by 40% (was 100%) and decreases maximum health by 15% (was 20%).
    • Frost
      • Flurry damage increased by 20% (was 8%) in PvP Combat.
      • Frozen Orb damage increased by 75% (was 30%) in PvP combat.
      • Frost Bomb (PvP talent) damage increased by 80%.
      • Ice Lance damage increased by 35% (was 15%) in PvP combat.
      • Comet Storm damage increased by 40% (was 15%) in PvP combat.
      • Freezing Winds now grants Fingers of Frost every 5 seconds (was 3 seconds) in PvP
      • Frozen Orb damage now has a 5% chance to grant Fingers of Frost (was 10%) in PvP
  • Monk
    • Mistweaver
      • Rising Sun Kick damage decreased by 36% (was 20%) in PvP combat.
      • Blackout Kick (Teachings of the Monastery) damage decreased by 25% in PvP combat.
      • Tiger Palm damage decreased by 20% in PvP combat.
      • Ancient Teachings now transfers 275% of damage done (was 220%) in PvP combat.
  • Rogue
    • Assassination
      • Kingsbane initial and periodic damage now reduced by 20% (was 11%) in PvP combat.
    • Outlaw
      • Crackshot now causes Between the Eyes to Dispatch the target for 50% (was 75%) of
        normal damage when used from Stealth.
    • Subtlety
      • Perforated Veins damage bonus reduced to 40% (was 50%) in PvP combat.
      • Goremaw’s Bite damage reduced by 10% in PvP combat.
  • Shaman
    • Elemental
      • Lightning Bolt now deals 67% increased damage in PvP combat (was 45%).
      • Chain Lightning now deals 15% increased damage in PvP combat.
      • Icefury damage is now increased by 85% in PvP combat.
      • Volcanic Surge now increases the damage of Chain Lightning and Lightning Bolt by 30% (was 50%).

Nov 14th? Bruh, it’s Nov 20th right now! Where are our time machines?

EDIT: They corrected the time. :slight_smile:

1 Like

not my fistweavers… :frowning:


Well, suddenly I am happy that my PvP go to right now is my Frost Mage. Cool beans.

(Sips :beer:)


Soooo we can look forward to not playing frost dk and forced into Unholy than for pvp?


Bless your soul




Can we get cylone, hex, fear, polymorph, and sap to all have cooldowns in pvp?

Also, give us the option for tab & action targeting to ignore pets and totems.


Know what 0*8% is? Cause it doesn’t really matter how much you buff Shadow damage in PvP when they’re back to getting sat on by every melee.

1 Like

Those Frost Mage changes certainly are something.


Please add:

  • bring back Damage Penalty while Divine Shield is active
  • add diminishing returns on slows and snares. Having 5 different slows on a player that, when the player trinkets to get out of them, are immediately reapplied (this is not a high skill thing, its a click a button you were all ready going to thing)… what then is the point of the trinket?

Arent they nerfing Unholy? Something reducing from 90% boost to 70% boost?

1 Like

If the lack of healers is a massive issue for shuffle, maybe you should allow aggressive healers that play like melee/Dps to be meta


No, people hate FWs unless they’re playing with them. Healers being able to be out in open out of position and smacking you is so obnoxious.


30 minute qs are obnoxious


The problem is frost dk has been barely touched over the years. it’s mechanically as a class behind everything else in pvp. The talents we currently have needs a full on rework.

I played Frost dk start of this season and not only was a I roasted for playing frost but called a team griefer for playing it in solo queue.

Frost dk’s currently lack survivability so we just get nuked down as main target every time and the damage in comparison to Uhdk or Dh for example is far away. Frost dk’s have ok cc but that’s it. I’d say frost is viable for Rbgs but in arena it’s pretty sad since it’s my favorite spec but it’s on hard life support.

Atleast imo that’s how I feel. I have 3 frost dk’s and had to go Unholy to start pushing rating since I felt bad for potentially throwing games for others in solo queue due to the issues they have.

  • Currently as of 11/20/23 there are 2 frost dk’s above 2k rating. While Unholy has 112 above 2k in solo shuffle.

I will take 30 day queues if it means I don’t have to face healers doing DPS levels of damage that also heals their team to full like we had in season 1, that was the worst experience in this game I have ever had.


Time to put the Druid healers on the shelf for awhile. They were hardly OP.


Say sike right now.


FW will be fine. They’re toning down the damage they do because there’s already PLENTY of damage out there— and they’re compensating with a buff to the % of damage that gets converted to healing. They likely won’t see a difference in their healing output, while seeing a bit of a nerf to their damage output