These changes are so out of tune no assa/sub fient nerfs

Pointless question, but you probably did not see most of us because there was largely not much to complain about or provide feedback on until this patch. No reason to post if there is not much to say.

Not a single person I’ve asked has said enh is ‘fine’ except into mages. Mages are obviously a problem in general, frustrates every melee class, but enh is a pretty immobile melee and struggles into most mobile ranged dps, not just mage. It also can get kited by most melee as well. I have seen Saul ask for more mobility (once the burst damage was reigned in) and I think I’ve seen bigdam talk about it as well but cant fully remember. The main issue is that if enh has problems connecting, then doing big damage once they connect is almost necessary, kind of like Arms warrior can do once they connect. One shot burst is not okay though and did need reigning in. Of course what you play with can help the mobility/uptime issue a bit, but then you deal with the other issue of how easy enh is to kill.

Buffing the other build is good, I mean I’ve sat here messing around with what builds I want to try and what I’m going to play come tuesday. The buffs themselves aren’t bad like I said, its just that totemic not getting compensation for these nerfs is not great, and I did not say this was uniquely an enhance sham situation. I am just providing feedback because its happening to enhance, and the nerfs effect the current build pretty heavily. You can look at Bigdams thread if you want to see what he says about this if you’d like, he isn’t super thrilled about it either.

I am personally interested in changing up the build and seeing how Stormbringer plays tomorrow, Totemic might still be better even with some talent changes potentially as well, that doesn’t mean they were successful in tuning the current build though, and I dont think they were.

Lastly, honestly, damage is one of the things I’m least concerned about. Its one of the easiest things in the game to fix, so many ways to fix it. I am not panicking about it, just giving feedback. What I would like to see though is help with enhancements survivability issues (worse than every melee spec in the game aside from dks according to stats in shuffle and 3s), or the mobility issue. Game isn’t tuned around the best of the best, because they can play anything and make it work, but making it work does not mean it is actually good, and when we look at arena overall, enh survivability looks quite bad.

Will avoid mentioning all of the passive DR thats in these class trees, but most of them have a lot of general passive DR/Phys DR.

Surv hunter has x2 wall on 1.5 min cd, immunity on a 2.5 min cd, exhilaration heal on a short cd (2 min baseline, CDRed by spending focus), feign death avoiding certain spells and giving 90% dr every 30 secs+removes poisons/diseases, has poison/bleed/disease clear every 25 sec, Explosive trap knock+10% dr from targets it hits, and good mobility which is important for survivability.

Feral has Barkskin (1 min cd useable in cc), Renewal(1.5 min cd), Frenzied regen+auto frenzy, Bear form giving armor/stam that you can enter into whenever you want, the ability to shift out of all roots/slows without a cooldown, extremely good mobility with the ability to pull in and out of melee due to bleeds doing most of the damage+Typhoon knock+Mass root or Vortex to keep people away.

DH has blur (1 min cd), Darkness (5 min cd can be made to be 3 min cd), Vengeful Retreat + Glimpse (20 sec cd, avoids all CC and provides 35% DR, can also be cast x2 in a row with hero talent)+Netherwalk (3 min cd immunity) or Auto Blur, passive healing, and great mobility.