Season of Discovery Hotfixes - July 16

but didn’t you hear from the moron a few posts above they nerfed hunters already

its not making the 20 stated in the original blue post but we’re making 10 which is still better than 2 per cast.

Warrior charges into his counter.

Warrior loses.

Warrior is confused.

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Weren’t they going to do changes every reset?

Where there any class changes today that just haven’t been posted yet?

I’m really upset that it looks like this “fix” 15 years later was to nerf rank 3’s coefficient rather than to increase ranks 4-8 to match when paladins are already one of the lower preforming classes. Would have loved to have seen this as a small buff opportunity especially since this effect Era as well as SOD.

February 20, 2024

WoW Classic: Season of Discovery

  • Increased the number of crafting materials found in Boxes of Gnomeregan Salvage and slightly increased the drop rate of Grime-Encrusted Salvage throughout Gnomeregan.
  • Druid
    • Berserk now also increases the number of targets struck by Lacerate while it is active.
    • Starsurge bonus damage to Starfire increased to 80% (was 66%). Corrected a bug causing this bonus damage to be lower than intended at level 40.
    • Swipe now scales with attack power, gaining 10% of attack power as damage.
    • Threat caused by Swipe greatly increased.
    • Rip duration increased to 16 seconds (was 12 seconds).
  • Hunter
    • Raptor Strike damage when the Melee Specialist rune is active is now normalized weapon damage.
  • Paladin
    • Fixed an issue where Fiery Weapon enchantment and Seal of Martyrdom were triggering each other. Neither can be triggered by the other any longer.
    • Fixed an issue where Fiery Blaze and Fiery Weapon enchantments could trigger or be triggered by Seal of Martyrdom. Those interactions do not happen anymore.
  • Priest
    • Mind Spike damage increased by 10%.
    • Void Plague damage increased by 10%.
    • Shadow Word: Death base damage before modifiers decreased by 40% and spellpower coefficient adusted to 42.9% (was 64.3%).
    • Developers’ notes: Overall, this should result in a 33-40% damage reduction on Shadow Word: Death, depending on the amount of spellpower the priest has. Shadow Word: Death has been doing a larger percentage of overall priest damage than intended, and we feel like this could begin to put additional pressure on healers in PvE, as spellpower gear improves and the damage that priests inflict on themselves continues to scale upwards. It could also prove to be increasingly oppressive in PvP, as it’s an instant attack that can be used on the move, from range, with very little counterplay.
  • Rogue
    • Shuriken Toss bounce range reduced to 10 yards (was 15 yards).
      • Developers’ notes: This should reduce the chance of it bouncing a little too far and pulling extra packs in dungeons. It now matches the range of other chain spells like Chain Lightning and Avenger’s Shield.
  • Shaman
    • Fixed an issue where Fire Nova did not benefit properly from Elemental Mastery.
    • The Dual-Wield Specialization rune now provides 50% bonus damage to your offhand weapon swings.
    • Lava Lash now gains 50% increased damage if Flametongue Weapon is imbued on your offhand.
    • The proc chance of Maelstrom Weapon is now roughly 50% higher when your main hand weapon or your two-hand weapon is imbued with Windfury Weapon.

Cool, fix armor values in gnomer now!


warriors need gear before you can compare. stop crying and play a mage xD

Love the shuriken toss change but like 50% more threat on it would be amazing


Aren’t these the same notes from the other day or are there differences, or were they just not put into the game up until either today/just now?

Mage water makes 10 at a time now, which I’m not complaining about by any means because 10 > 2 but, I know you guys intended it to be 20 so not sure if you guys know it’s bugged or if we just vibing with the 10. I’ll vibe regardless but just reportin that over.

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more classic garbage and zero updates on retail

trash devs

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Math has been done, even with gear the armor and bleed resistance is too much.

This isn’t like any other phase for warrior.

Poor mages, only a premier class always.

this change doesn’t just affect warrior btw, it hurts all physical dps.

And melee hunter just got an 8% nerf

So now warriors going to pass hunters by week 3 instead of week 4.


hate it, it was only fun because it would bounce extremely far for fun pulls, now its completely useless

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It was useless before. lol


No one gives a crap because no one uses this garbage ability.


Swd nerf is slightly too much. priests aren’t useful anymore. we don’t bring any utility to the table and we don’t do enough damage to keep up with mages or hunters. I’m 1/2 bis and hunters with barely any bis gear out damage me by a mile now. buffing our dots also doesnt help this phase because the raid bosses all take less damage from disease so you just made us pretty weak in P2. the PVP counter play to SWD is i just killed myself. everyone complaning about getting one shot by swd is probably min maxing HP. i used to crit for 1.3k now i crit for 700 while other classes have spells and abilities doing 2-3k and they dont kill themselves for doing so. i appreciate being made useless for the 100th time since vanilla. very disappointing.

for a frame of reference. i was doing over 415 dps single target before nerf. i just tested and im hitting at 320. i just got about 100 dps taken from me. SWD is now about 10% of my dps on cooldown.

what was most fun about priest before this imba nerf was our DPS was EVEN ACCROSS THE BOARD. all our spells contributed evenly to our dps if we were rotating correctly. now its just void plague at 35% if im not in gnomer where bosses will take no dmg from void plague…


Devs, please show resto druid some love. We have serious mana issues.

We didn’t even get a gear set in raid.

So when are you going to balance Thermaplug to give melee comp raids a chance? Fix the bomb mechanic. Melee has to run too far for the buttons and those groups are falling behind on the bombs. The health, armour and damage of the boss is fine. Just fix the bombs so pugs and guilds aren’t just bringing in Mages, Shadow priests, Druids and Meta Locks; just so they can Searing Pain and Sunfire spam the bomb bots. A bunch of classes are being excluded over 1 boss mechanic. Smaller guilds may not have access to the ranged classes I mentioned above either. The raid isn’t hard. But don’t have huge oversight and restrict content from certain classes. A level up dungeon converted into a raid for 2 months should be doable and completed by every group composition. Period. Either slow down the tick rate of bombs that fall down from the slots. Or have a fixed rate of 4-5 bombs drop per slot opening so it’s not an unlimited amount. If this isn’t changed. The only melee classes getting invited will be a Melee Hunter, Feral, and tank. The rest of the slots will go to casters for a poorly designed mechanic. You went from shafting casters season 1 to screwing over melee season 2. Just design and launch content that is balanced for both. Is it really that difficult? This is reminding me of Diablo 4 that launched without the quality of life updates that made Diablo 3 better. This company is completely out of touch. I expect it to get worse with the lay offs.


FROST MAGE LIVES MATTER. What is even happening??