With scheduled weekly maintenance (on September 19 in this region), we intend to make the following tuning adjustments for Player versus Player activities.
Player versus Player
Evoker
Disintegrate damage increased by 33% in PvP combat (was 20%).
Developers’ notes: Devastation’s killing power outside of cooldowns is lower than we’d like, so we’re increasing Disintegrates damage further to help Devastation in PvP. In future patches, we would like to further expand on this effort and move damage out of Dragonrage and into other areas.
Priest
Discipline
Penance healing is increased by 35% in PvP combat (was 15%).
Shaman
Elemental
Volcanic Surge now increases the damage of Lava Burst by 45% (was 55%) and Lightning Bolt / Chain Lightning by 50% (was 35%).
Restoration
Riptide healing is now increased by 25% in PvP Combat (was 10%).
Healing Stream Totem healing is now increased by 30% in PvP Combat (was 20%).
Warlock
Affliction
Unstable Affliction’s backlash damage increased by 35%.
Ret PVP talent Lawbringer is being gimped by either horrible tuning or bugs that need to be corrected. No reason this PVP talent should consistently be less than 2% of my overall damage when I’m specced into 2 charges of Judgment and every possible cd reduction of Judgment.
This is appreciated, but honestly, I’d rather see more involved ways to create sustained damage. Like Pyre, Living Flame, or Eternity Surge/etc giving us X seconds of Dragonrage. And tune Mastery from there.
As a Devoker main, I’m getting tired of Disintegrate being such a huge part of the rotation. Its damage feels pretty cheap and easy. Living Flame is essentially only used offensively on Procs, and Azure Strike is a generator. I don’t often find moments where Pyre seems like a worthwhile global, especially if I waste Charge Blast outside of burst.
I would really love a reason to cast Pyre or a new rotational instant every once in awhile.
And y’all are absolutely right. Devoker feels too much like old Ret. Godmode when using its 2 minute burst, pretty ineffective outside of it.
I’d rather have more frequent offensive CDs than one huge long one.
Great to see changes even though 10.2 is on PTR. Only buffs to weak specs as well which is ideal towards the end of a season, encourages more people playing. Good stuff
Are the devs even aware that a single Blood DK can currently survive “easily” against 15-20 players at the same time? How they can literally “solo” epic battleground bosses? It’s actually quite comical just how busted they are
Last week I saw a single Blood DK “tying up” like 20 Alliance players without too much trouble, his healthbar yo-yo’ed but it took those ~20 players a good 3-4 minutes to take him down
Except when talking balance, it does. All Blizzard cares about is 3v3. Battlegrounds, 2’s, RSS, none of that matters in Blizzard’s mind. 3’s is all they care about.
really appreciated but what i want to see is have something to mitigate damage taken because if disentegrate get kick and really easy to do it we have nothing else except Living flame and when our hover are all used we are good as dead against melee