Rogue:
Mutilate weapon damage scaling changed to 90% per weapon (was 100%) (damage further reduced by 20% while in pvp combat)
Saber slash weapon damage scaling changed to 120% (was 100%)
Hunter:
Chimera shot damage reduced by 25% in pvp combat
Multi shot damage reduced by 10% in pvp combat
Trap launcher range reduced by 7 yards.
Shaman:
Mental dexterity spell damage/healing scaling changed to 15% of attack power (was 30%)
Lava burst damage reduced by 20% in pvp combat
Chain lightning damage reduced by 20% in pvp combat
Priest:
Void plague damage reduced by 35% in pvp combat
Shadow word pain damage increased by 10% (reduced by 10% in pvp combat)
Shadow word death damage increased by 10% (reduced by 10% in pvp combat)
Mind spike damage increased by 15%
Mind spike now increases the damage of mind blast by 20% per stack, critical strike chance changed to 20% crit per stack (was 30%)
Druid:
Starfire damage increased by 10% (reduced by 20% in pvp combat)
Wrath damage increased by 10% (reduced by 10% in pvp combat)
Moonfire and Sunfire damage increased by 10% (reduced by 10% in pvp combat)
Mage:
Reverted previous change on living flame
Warlock:
Reverted previous change on lake of fire
Curse of corruption and curse of agony damage increased by 15%
Mutilate is fine in PvE and in BGs, it should only get a slight nerf (maybe 10-15%) in open world PvP. We run out of gas in one or two mutis, depending on if we cheap shot or not.
PVE and PVP are not balanced separately in Classic. While I don’t disagree that something needs to change, I also dislike the idea of it evolving into PVE vs PVP damage, but there isn’t really a better option. The current issue is that stamina is so low. Which is also going to be an issue come 60 if they add a ton of stamina to the gear to balance it out, then bosses in PVE will need to be hitting harder to make up for it.
They could add resilience to gear, but even resilience would only cushion some of the blow and not actually fix much. Largely because it is a weird barrier entry point for new characters that struggle hard until they get gear.
Because people start spamming about something being OP in pvp. Yet it’s either perfectly fine in pve or required for a raid mechanic. Then the hammer comes in with regards to pvp balance and destroys it in pve.
Which is why the two need to be balanced seperately to begin with. This is also why so many things get reverted because of the effect they have on pve. Or they need to decide which audience they want and to design a form of the game for that only… It’s just another reason they bleed subs. Nobody wants their character destroyed for an aspect of the game they never play.
Mutilate should grant 1 combo point, and 2 if it crits.
Shuriken Toss should have a much higher threat modifier if you have Just a Flesh Wound applied.
Just a Flesh Wound should make Slice and Dice apply the effect of Blade Dance.
Main Gauche should be moved to the leg slot Blade Dance previously occupied.
Hemorrhage should benefit from Carnage.
Carnage should be a passive buff, not a debuff that applies after a bleed(so it does not apply to that bleed, or subsequent stacks of that bleed -did anyone even test this before you pushed it live?).
In general: Why have new rogue tanks for a limited time seasonal server and have them suck as tanks, buff the hell out of them and the same thing applies to mage healers wtf is going on in your heads blizz these specs should be kings of this season hands down
Vanilla Wow is inherently not balanced for PVP. The amount of balance necessary is just a fools errand. They shouldn’t even really try to balance it from a class standpoint.
The best thing they could do is just to merge factions for Battlegrounds. Mixing teams and they should have the tech from what they did in Blood Moon.
Hunter:
Explosive Shot now deals 100% weapon damage.
Explosive Shot now has 2 charges.
TnT rune now gives Explosive Shot up to 4 charges.
Explosive Shot’s DoT effect can now stack multiple times on the same target.
Serpent Sting’s DoT effect periodically grants +1 charges of Explosive Shot.
If an enemy dies with Both Explosive Shot and Serpent Sting’s DoT effects on them Serpent Sting is spread to all nearby targets not under crowd control spells within 15 yards and the duration is refreshed to full.
Rogue is trash after these flat DR nerfs. It would be completely dead in PvP with this.
Chimera shot already only hits for 400-500 damage, and has the lowest crit modifier for any ability in the game.
Multishot has never been a problem.
Trap launcher needs its range increased with hunter range talents. You’re going to limit MM to 8-28 yards. That’s insanity.
Mental Dexterity needs a nerf.
Burn needs a nerf.
Decoy totem needs a nerf.
Shamanistic Rage needs a nerf.
Enhancement and Elemental should have their base healing reduced by 50%.
Lava Burst absolutely needs a damage nerf.
Chain lightning is fine.
Priest dots really aren’t bad in BGs anymore, they’re like 200 damage a tick. A 35% reductions is overkill.
Boomkins don’t need more damage.
needs a damage nerf then
So you want to nerf priest dots while tuning warlock to be just as strong? lol
Im not going to get into damage numbers, but why would trap launcher be nerfed? It is already shorter than all other ranged hunter attacks, and it doesn’t benefit from the +range talents.