Druid
• We’re still iterating on this design for Wild Mushrooms. Currently, they each absorb 25% overheal, up to a max of 33% of the Druid’s max health (total of 75% / 100% with 3 Mushrooms out). This max size isn’t working in build 16446, but we hope to hotfix that soon. Upon blooming, their accumulated healing is split over the targets they heal. Several parts of this aren’t yet working in build 16446, leading them to be massively overpowered (which we also hope to hotfix soon). Feedback, especially in future builds, is appreciated. Mage • The Mage 2T15 bonus does favor taking Invocation, as people quickly pointed out, and we’re considering revising it. • The Arcane Mage 4T15 bonus is a multiplier on all of the effects of Arcane Charges. Damage, mana cost, and number of additional targets hit. • The Fire Mage 4T15 bonus is before Critical Mass. Net increase to your Pyroblast’s crit rate will be +6.5%. • This build included a new version of Blazing Speed. We changed it from the previous build because we thought that it was too strong. This is definitely something we’re still iterating on for 5.2. The new version replaces Blink, but goes farther than Blink (and distance is variable instead of fixed), does not cost a GCD, and provides brief stun and root immunity, and is on a different spell school. Feedback from playing with it is very helpful. We realize that there is somewhat of a conflict here with the PvP Glove bonus, and will resolve that if needed. • Another talent we’re iterating on is Invocation; it’s quite possible that the current version is overpowered, but we’d like people to try it out, and give us feedback about how you use it, especially as Arcane. Hunter • The Hunter 2T15 bonus is a chance to summon a Thunderhawk. That Thunderhawk will assist you, and will always cast 5x Lightning Bolts for 16k to 24k Nature damage. Its damage will scale with BM mastery, and will not scale with Survival mastery. However, the proc chances (which are Real PPM) vary by spec: 0.7/min for BM, 1/min for MM, 1.2/min for Surv. • The Hunter 4T15 bonus is affected by Survival’s mastery, cannot trigger Wild Quiver, and procs at a rate of 3 RealPPM. Monk • Storm, Earth, and Fire is a new ability for Windwalkers. It’s intended to be fill the role of attacking 2 or 3 targets. It’s a rather complex ability, technically, and you’re seeing a very early version of it that still has some significant bugs (which we’re hoping to hotfix soon). To give you an idea of the design intent here, the spirits should mirror your damaging attacks against targets other than the one they’re on (so that it’s not a single target DPS gain). The spirits auto attack on their own. It should reduce your and your spirits damage while they’re out, but the exact tuning for that is still being iterated on. They’re currently -40% for 1 (total of 120% of normal against 2 targets), and -55% for 2 (total of 135% against 3 targets). Non-damaging attacks (such as Spear Hand Strike) should not be mirrored, but damaging attacks (such as Fists of Fury) should. Feedback very appreciated. Rogue • We are still iterating on Blade Flurry. We feel like the implementation of Blade Flurry on live forces rogues to go Combat on any cleave fights, while leaving Combat too far behind on any single target fights. It's fine if the rogue specs have niches, but the niches shouldn't be so rigid that you don't feel like you have any choice in spec. Blade Flurry will be how Combat does 2-5 target AoE damage. In the next PTR build, it deals 40% of normal damage to up to 4 additional targets, for a 20% energy regen reduction. • The Rogue 2T15 bonus does apply to all finishers with a duration, including Slice and Dice, Kidney Shot, Recuperate, Envenom, and Rupture. In build 16446, the Kidney Shot increase was broken, but is fixed for the next build. Priest • Shadow Priests have raised concerns about both of their T15 bonuses being tied to Shadowy Apparitions. Know that we have improved Shadowy Apparitions. Previously, there was a cap of 4 out at once. In build 16446, that’s raised to 5 if you have 2T15. However in the next build, we just raised the cap to 10, which you should basically never hit. And more importantly, we significantly improved their AI. Please try them out. If they give you problems, please be as specific as possible about those situations. Shaman • The Elemental Shaman 2T15 bonus triggers from Lightning Bolt and Chain Lightning hits (including Overloads). A Chain Lightning that hits 5 targets has 5 separate chances to trigger the Lightning Strike. If it Overloads, then 10 chances. There is no ICD, so it can proc multiple times from a single Chain Lightning. However, in the next build (or perhaps a hotfix), the damage from the Lightning Strike will be split between affected targets. There is a very high potential impact from this set bonus, so we’re keeping our eye on this, and may have to nerf it. But we’re trying it this way, since it is the most fun version. Warlock • Fel Armor has a significant typo in its tooltip; we added the 10% damage reduction and took away the armor. The health and healing received are still increases, not decreases. • The new Glyph of Unstable Affliction reduces the cast time, but does not affect the GCD. Thus, it is not a DPS gain in a purely Patchwerk situation, but makes it harder to be interrupted, and allows you to start moving again slightly faster. • The Affliction Warlock 4T15 bonus increases the damage of Malefic Grasp itself, and the extra ticks triggered by it. Same with Drain Soul. Warrior • The DPS Warrior 2T15 bonus has a RealPPM rate of 1.6 for Arms and 0.6 for Fury. It triggers all of the effects of enraging, including generating a Raging Blow charge, and 10 rage. Death Knight • The DPS Death Knight 2T15 bonus has a RealPPM rate of 1.0. The Zandalari spirit it summons has damage and attacks similar to the normal DK Ghoul, benefits from Unholy’s mastery, does not replace your current ghoul, and you can have multiple of them up at once. EDIT: The Zandalari does physical damage and doesn't benefit from Unholy mastery. • While the DPS Death Knight 4T15 bonus (increased Army duration) is on target, performance-wise, in most fights, it’s always challenging to have a set bonus improve a 10min cooldown. We’re considering some additional changes to this, such as also lowering the channel time and / or rune cost. We understand this is a challenging set bonus to design, so we're going to have to iterate on it a bit. |
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Whenever a PTR build goes up, we get a flurry of simple questions that we want to address, but that don't feel patch note worthy. We are going to be posting the answers to some of these in this thread.
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PvP Power
-- On live, PvP Power grants 0% healing to Balance, Feral, Windwalker, Retribution, Shadow, Enhancement and Elemental. In the next 5.2 build, this number will be 25% (or half of what a healing spec gets). We agree that PvP healing feels too weak for these hybrid classes. We also don't think Shadow really needs this buff, so we will likely offset it in other ways. -- We are working on a blog (hopefully next week) to explain some of the other changes to PvP gear in 5.2. We hear your concerns and are trying to address them. Paladin - The Protection 2pc is additive. It's duration is 5sec per Holy Power. We realize there are concerns about this enabling block capping, and are keeping an eye on this, and will adjust if necessary to make sure it doesn’t happen, even later in the expansion. - The Protection 4pc does incentivize Unbreakable Spirit. We’re considering possible revisions but want to try it like this for now. It's currently "You gain 1 Holy Power for each 20% of your health taken as damage while Divine Protection is active." - The Retribution 2pc is a debuff on the target, and does not stack or roll. With Glyph of Mass Exorcism, the debuff will be applied to all targets hit by the Exorcism. It affects all of your Holy damage. Yes, that includes Seal of Truth, Censure ticks, and Hand of Light. Censure ticks are affected per tick -- whether it was up when Censure was applied doesn't matter. It functions similar to the increased magic damage taken raid debuff, except is Holy-only and self-only. Clipping some debuffs when you get back to back Art of War procs is expected, and balanced around. - The Retribution 4pc does grant a self-buff that is consumed by the next TV, and does not stack. Wasting some procs is expected, and balanced around. Yes it is a single-target benefit that won't increase DPS on AE fights. We don't want to be in such a limited design space (we're talking about the 15th tier here after all) that every set bonus must be super generic and work in every situation. If anything, we'd rather the Ret bonus be even higher for single-target and paladins will just be stronger at single-target and weaker at AE once they have the set bonus than they are in other tiers. Set bonuses are one of the few chances we have to change what your character does (within reason) aside from all of your numbers just getting bigger. - We changed the Repentance cast time to make it consistent with other cast time crowd control. A 1.5 sec cast time (reduced by haste) gives little opportunity for interruption. Rogue - During Shuriken Toss, your auto attacks are replaced with throwing Shurikens, which do 80% weapon damage, but are on the 'yellow combat table', meaning they don't glance, and don't suffer the dual wield miss penalty. The 80% number was chosen because that approximately offsets those other benefits. - In our above description of Blade Flurry, 'normal' means the same as it previously did; that is to say, the damage that the ability would have done had it hit the secondary target. - The 2pc does encourage using Rupture as Combat. - Burst of Speed saying "movement-reducing" means that it no longer breaks roots, but does break snares. - We are experimenting with allowing Smoke Bomb to reduce the damage done to allies by 20%. We agree that rogues are lacking in the group utility department and we'd like to see less use of Smoke Bomb strictly as an offensive ability in PvP. - We are going to reduce the PvP set bonus from +50 energy to +30 energy. Monk - Storm, Earth, and Fire does not affect Xuen's damage. The spirits benefit from your Tiger Eye Brew. We agree that a spell with "storm, earth and fire" in the name sounds like a shaman spell, but Warcraft 3 established it as a Pandaren monk ability. - The Mistweaver 2pc is multiplicative. The first target gets normal healing, the second gets 115% of normal, and the third gets 132.25% of normal. Hunter - The 2pc and 4pc both can crit. - Direhorn Stampedes are everything you dream them to be. Druid - Please note that Restoration Mushrooms are currently incorrectly absorbing 33% of overheal each, instead of 25%. Shaman - The Elemental 4pc does trigger from Overloads. - We're still iterating on the cooldown/potency/duration of Elemental Mastery. In the next PTR build, it will likely be a 90 sec cooldown. - We are experimenting with removing the attenuation of Chain Lightning. This means Chain Lightning won't do less damage on subsequent targets. Priest - The Shadow 2pc does impact Shadow Word: Insanity, which we're working to resolve. It extends existing effects, preserving their same damage (not recalculating). - We are considering making the glyphs of Desperation and Inner Focus passive for Discipline. - We are considering giving Focused Will to Holy as well as Discipline. - We did not buff PvP Power for healer damage as we did for DPS healing. However, we believe that Discipline specifically might need more damage. One potential solution is to nerf Atonement healing but raise damage so there is no net healing change. Warlock - With the 2pc, an Incinerate crit has an 8% chance to generate 4/10 of an ember. Yes, this will apply to Fire and Brimstone Incinerates. - We are strongly considering allowing Dark Intent to provide Stamina so that warlocks don't feel like they must use their imp. Warrior - A Prot Warrior using 2 pieces of the DPS set will get 1.0 RPPM of the enrage. - We agree with concerns that the new Arms rotation doesn't involve much rage management. We are considering a small rage cost for Overpower. Arms will likely need some additional retuning of damage because of the changes to Overpower, Taste for Blood and Slam -- we haven't completed tuning yet. - We made a change to warriors to double the effect of haste for them. This is similar to the shaman Flurry benefit, but is passive and not tied to an ability. We want to make haste a better stat for warriors without it eclipsing stats like crit -- we aren't trying to force every warrior to reforge. Promises We're not making any (except maybe that Direhorn Stampede bit). We're providing you some notes of changes we are currently trying in order to provide you context for some of the other class changes. Many of these may not make it to the live game -- that is the nature of a PTR. As always, we appreciate feedback on any of this. |
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Monk
- Storm, Earth, and Fire: The spirits will not mirror non-damaging abilities like Leg Sweep or Charging Ox Wave. They will mirror damaging abilities like Chi Wave. In the cases of damaging abilities that also heal (Chi Wave, Zen Sphere, and Chi Burst), their healing and yours is reduced. But for other heals which aren’t mirrored (like Healing Sphere, Blackout Kick from the front, or consuming a Healthstone), it won’t reduce the healing. In the case of Zen Sphere, the spirits will cast it on themselves when you cast it on anyone. Note that many of these things aren’t working yet, but should in the next PTR build, or perhaps the one after that. Also, in the next PTR build, attempting to cast it on a target that already has one of your spirits on it will recall that spirit. Shaman - The Enhancement 4pc triggers each time Windfury procs, not for each attack it generates. Paladin - If you have the Protection 2pc, casting Word of Glory again when you already have the block buff will replace the existing buff, if the new one is longer duration. It won’t extend. - The Protection 4pc will not count for Holy Avenger. Priest - The Healing 2pc causes each Prayer of Mending heal to heal for 10% more than the last; it’s multiplicative. 100%->110%->121%->133%->146%. Druid - The Restoration 4pc causes each Rejuvenation tick to heal for 6% more than the last; it’s multiplicative. 100%->106%->112%->119%->126%->134%->etc. Warrior - We will reword the 2pc to be more clear about how it works. “Your Shield Slam and Revenge have a 10% chance to activate Victory Rush or Impending Victory as if you had killed your target.” Hunter - Some have asked why the 2pc procs more often for Survival than Marksmanship. Marksmanship typically has more haste than Survival, such as from Steady Focus. (Remember, RealPPM proc rates scale with your haste). |
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Hunter
- Aimed Shot's cast time has been lowered from 2.9 to 2.5 sec. Shaman - The Elemental 4pc does count Lava Bursts cast while in Ascendance. Paladin - The Protection 4pc counts damage after all mitigation, and does count absorbed damage. - The Retribution 4pc set bonus has changed. It now has a chance for Hammer of the Righteous or Crusader Strike to cause your next Divine Storm to cause extra damage to your target. The idea being that you might swap from TV to DS when you get the proc, so that the RNG is something you can actually do something with rather than it just being RNG for extra damage. - Retribution now does 50% extra healing with Flash Heal. The Selfless Healer talent has been reduced to 20/40/60% bonus healing. - Sacred Shield's absorb effect is now dispellable, but the periodic effect is not. - Blinding Light has a 1.8 sec cast for Holy only. We think Holy's CC chains are too strong at the moment, but we don't think Ret or Prot need the nerf. Death Knight - I said above that the Zandalari from the 2pc benefited from Unholy mastery. That was a bald-faced lie. It deals physical damage, like the ghoul. - There is a good chance we're going to redesign the 4pc DPS bonus. Priest - The Golden Apparition from the Healing 4pc heals the lowest % health friendly target within 40yd. Note that it has no visual yet, but will not work like Shadowy Apparitions. It is a simple missile, not a summoned unit. - Further clarification on the Healing 2pc: the Glyph of Prayer of Mending will only boost the first heal. The glyph effects won’t be carried over due to the set bonus. It will be 160% -> 110% -> 121% -> 133% -> etc. - We are going to redesign Shadow Word: Insanity. - We are going to nerf Divine Aegis for Prayer of Healing, but also lower the cost of Power Word: Shield (for Disc only) and increase the healing and damage of Penance. In 25 raids, Disc is using Prayer of Healing almost exclusively and we don't think the Spirit Shell change will be sufficient to change that. We actually want Disc to get back to using PW:Shield a little more, along with Penance. Disc's throughput is overall too strong in PvE, not even counting the fact that absorbs are often more beneficial than heals. - Angelic Bulwark and Spirit Shell can no longer be dispelled. - The 4pc PvP bonus for healing priests has changed: Reduces the cooldown of Chakra by 25 sec and during Spirit Shell, Flash Heal costs 50% less mana. Druid - The Guardian 4pc is currently a 50% increase to rage generation while Enraged. - We are going to slightly increase Resto druid healing across the board. - We still like the DR change to Cyclone, but we are going to increase its range to 30 yards, and the PvP glove bonus for Balance and Resto will be to increase Cyclone duration by 2 sec. Monk - Spinning Fire Blossoms’ damage now scales from weapon damage rather than attack power. This will result in an intended nerf. Keep in mind with those changes you haven't seen yet that they may change again before they reach the PTR. |
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Paladin
- New Ret 4pc reads in totality (i.e. there is no mention of Templar's Verdict): "Your Crusader Strike and Hammer of the Righteous have a X% chance to cause your next Divine Storm to also strike its primary target with a Lightning Bolt for Y Nature damage." Y is about a Templar's Verdict. - Obviously, I meant +50% Flash of Light not Flash Heal. Those spells are tooootaly different. :) Shaman - We're changing the Enhance 2pc from 3 charges on Unleashed Weapon to 1 charge on all Shocks. Priest - Our current though on Solace is that it will provide damage and healing for both Disc and Holy. So Holy could use it for some Atonement-like healing, as could Disc, but Disc won't double dip and shouldn't feel like it's mandatory. That could change (all of this could change) as we try it out and iterate more. |
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Purge, we'll take that under advisement and consider a new iteration.
Khendra, we have no objection to using Prayer of Healing when you need to heal a bunch of people. That's what it's for. But when you're using Prayer of Healing in preparation for future damage because DA and SS make your AE heal better at shielding than actual Power Word: Shield, then that even further reduces your options. (In 10s, Disc tends to use Atonement more, so they're doing something more than just PoH spam. In 25s, we see some Atonement use, but it's fit in when possible and healers in 25s are just always going to be able to specialize more.) We might in the future add another AE heal for Disc (I think you can make a compelling argument that in this day and age, healers need a variety of interesting AE heals and maybe only a couple of ST heals, while healer design for years went in the opposite direction) but that's not the sort of thing we want to drop on you in the middle of an expansion. In the meantime, if Disc uses Penance and PW:Shield some more (and Flash Heal in PvP) and doesn't trounce all the other healers, we will be satisfied and hopefully so will priests. |
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Paladin
- Sword of Light now reads +30% Word of Glory and +100% Flash of Light. We wanted to reward Flash of Light more, because it's harder and riskier to use. - For Divine Storm, several years ago, we got on this kick that thou shalt not use AE in single target fights. Ret paladins (Divine Storm) and warriors (Whirlwind) were particularly affected (and perhaps bummed out by it). The game has changed a lot since that time and now we have cleaving Arcane Barrages and core abilities like Howling Blast. We think the Ret toolkit is in a better place with separate single-target and AE finishers, but we get requests all the time to make Divine Storm more prominent. This set bonus is one way to do that. We also saw some complaints about yet another set bonus affecting TV, and thought maybe we could play with DS. We also saw complaints that TV randomly doing more damage would be frustrating. The new bonus allows you to take advantage of a proc to increase your damage. We could change the proc to Holy damage, but we would have to nerf it to account for the 2pc and Inquisition. - For Blinding Light, we don't think it changes much that it's used at the end of a CC chain. It's still trickier to get off a cast time spell. You have to stop moving and risk interruption. Yes, you may use it defensively less often, but the net result will still be less being CC'd by a Holy paladin. No, the CC target can't stop the cast time, but we balance PvP around group play. During MoP development, we wanted to make sure paladins had more offensive pressure. Holy ended up getting plenty with higher nuke damage and access to Repentance. With the recent changes to shaman, Holy paladins are the most dominant healer in high-end PvP. We think this change along with the set piece bonus change will help bring that down a little. Rogue - The 2pc bonus does not affect Crimson Tempest, because Crimson Tempest’s duration does not scale with combo points. - As previously mentioned, we chose 80% as the damage for Shuriken Toss, as that made it balanced with white attacks, to offset the dual wield miss penalty and glancing. However, that neglected to consider that it also triggers poisons more often due to not missing 19% of the time. So we’re lowering its damage slightly, to 75%. That’s intentionally under-compensating, so that the extra poison procs are still a gain, rather than just neutral. Additionally, to make absolutely clear that you do not want to run out, Shuriken Toss, and run back in, to get the Shuriken auto attacks, we’re making the auto attack override end when you get back in melee range. Shaman - For the Enhance 2pc, we're going to try Storm Strike gives you 2 charges on Maelstrom Weapon, for the reasons mentioned. Death Knight - We are changing the 4pc Frost / Unholy set bonus from Army of the Dead to Killing Machine and Sudden Doom proc more often. We don't have numbers yet and it's possible they won't work out. In addition to all the concerns mentioned, it was a really valid point that Army of the Dead is hard to use in Raid Finder, where most of our players experience raids. You rarely get countdowns before a pull and players in general are used to yelling at DKs who use Army because they had a bad experience at some point with the ghoul taunt. Druid - For PvP, we're considering just making the Cyclone duration buff the bonus for all druid specs. We'd likely just give Feral cheaper interrupts (their current glove bonus) baseline. |
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Priest
- The problem with Spirit Shell benefiting from mastery is that it changes Spirit Shell from "I want to bubble because we'll be hit by a lot of damage soon" to "I want to use Spirit Shell because my PoHs will be bigger." Once it is a throughput increase, then Spirit Shell loses some of its identity as a tool and it just becomes a cooldown. Now, we could just nerf Spirit Shell in some way ("you make a bubble weaker than a heal would have been") and then let mastery increase it back to base level again, but we would have to nerf it. - On the topic of PW:Shield, back in say LK, the Disc play style was to tab through every target and PW:S them. It was effective, and boring. We wanted to move away from that and we were successful. However, PW:S is still supposed to be a core spell for Disc and we're seeing very little use of it on live. There should be room in the rotation for Spirit Shell, Prayer of Healing and Power Word: Shield and there isn't right now. This isn't a change in philosophy -- any time you see a spec using one spell or ability to the exclusion of others, you can assume we're probably not happy with that. As I said before, if you need to heal damage on a lot of players at once -- use Prayer of Healing. But if a lot of incoming damage is coming, you should probably PW:S several people and not use Prayer of Healing. On live, you'd still just use PoH because it's your best AE heal and your best AE absorb. Shaman - For Enhance 2pc, it's possible that a Storm Strike may "overstack" Maelstrom Weapon. However, you can also choose to Lightning Bolt (or whatever) before the Storm Strike, knowing that you could get up to 4 charges. Paladin - The Protection 2pc will indeed count Divine Purpose boosted Words of Glory. Warrior - We have heard the concerns of Overpower's inherent dodge avoidance in addition with dodge proc'ing Overpower might do strange things with Expertise. We are considering changes, but are loathe to nerf one of the cool quirks that Overpower has had forever. - You might MS, OP, OP -> Slam some of the time, but Arms has so much uptime on Colossus Smash, that that rotation can't last for long. We do want Slam to beat OP + HS in the new model. We think it does (and remember we're trying Overpower at a small ragecost), but we'll double check. Death Knight - We agree with some of the concerns we've read on the 4pc I mentioned above. We're going to try something else. I won't mention it yet for fear of some readers getting whiplash if we change things yet again. Just as a reminder, as I said originally, we're really focused here on simple questions and simple answers. This isn't a good place to attempt to have a dialogue on the strengths and weaknesses of various classes. |
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Druid
- Cyclone range reduced back to 25 yards. (It was 30 yards in an earlier PTR build.) - Glyph of Cyclone - increases range by 5 yards (rather than 4 yards which was an odd number left over from when it was a % increase). - Maim damage has been increased by 100%. - Feral PvP 2pc - now also increases Bear Hug duration by 1 sec. - Feral PvP glove - has changed. It now increases Maim damage by 100%. - Balance / Restoration PvP glove - changes have been reverted and once again increases the range of Cyclone by 5 yards. - Feral PvE 4 pc - now also affects Ravage and Swipe (in addition to Mangle, Shred and FB). - To explain our Cyclone logic a bit more, we wanted to nerf the ability for PvP. The DR change is a big nerf, but we think it's important. We had previously experimented with increasing range or duration of Cyclone, but were concerned those offset the intended nerf too much. Rogue - PvP gloves - changed to increase healing by Recuperate by 1% of health. Death Knight - DPS 4pc - Causes Soul Reaper to deal additional Shadow damage to targets below 40% health (instead of 35%). Additionally, Killing Machine increases the crit chance of Soul Reaper and its additional damage to low health targets. Warlock - 4 pc - now increases Demonic Fury from all spells by 10% (up from 5% on certain spells). Warrior - We were concerned that our buffs to haste and mastery were enough to get Arms warriors to regem or be angry about passing on drops to say DKs. That's not the goal. We just wanted to make some of the stats better. We think the changes to Taste for Blood for Arms already make mastery slightly better for them, so we are reverting the change back to 55% for Strikes of Opportunity. (It was 75% in an earlier PTR build.) We also reduced the haste buff from +100% to +50%. It's still a big increase over live. - Similarly, we were concerned that the changes to Taste for Blood devalued expertise too much for Arms. We changed the Overpower granted by dodge to 1 charge. It's still 2 for using Mortal Strike. However, we also reverted an earlier change that let Mortal Strike proc Overpower even if the Mortal Strike missed. Editorial note This may seem like a lot of design iteration, but it's not at all atypical for us. Trying out lots of things is how we narrow in on what we hope are the best changes. We are attempting to expose you to a bit more of the design changes that are normally behind the scenes, as only a minority of our internal 5.2 builds ever make it on the PTR realm. If the constant change gives you heartburn, that's understandable and I advise you to just wait then for the final 5.2 patch notes. |
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•Rapture now reduces the cost of Power Word: Shield by 25% 50% and provides mana equal to 150% 250% (was 200%) of the Priest's Spirit At the moment (which could still change) Rapture provides a 25% cheaper Power Word: Shield and a 150% mana return on a Power Word: Shield. When we tried PW:S at 50%, it became too efficient to use nothing but PW:S. We aren't trying to kill PoH use completely, just shift to a balance where PW:S and SS are used for absorbs, and PoH is used for healing. Yes, Disc PoH will be weaker than Holy PoH, but that is offset by the incredible benefit brought by absorbs. Please don't interpret this as "Because absorbs are so good and because absorbs are my thing, it is a design failure if I ever cast an actual heal." |
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Death Knight
- Clarification on the 4pc: It means that if you have a Killing Machine proc up and hit Soul Reaper, that Soul Reaper will be a guaranteed crit, will consume the Killing Machine Proc, and the future Soul Reaper Shadow detonation will also be a guaranteed crit. Basically, Killing Machine will function for Soul Reaper, just like it already does for Frost Strike and Obliterate. Paladin - For Retribution, we were trying to emphasize what was once the most awesome spell in the Ret arsenal (Divine Storm) while reacting to some of the initial feedback that the first set bonus wasn't exciting. As often happens in cases like this, the players who liked the first set bonus and not the second have now offered their feedback. I want to stress that when this happens it's not a poll or a contest to see who can yell the loudest. We evaluate the feedback we get, weigh the strengths of the various arguments, and come to a decision. For 5.2 we're going to go back to the initial 4 pc set bonus of Templar's Verdict sometimes hitting for Holy damage. I also want to stress that anyone expecting said bonus to be a 20% DPS increase or something are going to be disappointed, so I hope that's not why you liked the bonus. :) Incorporating Divine Storm into the single-target rotation, sometimes, is still a neat idea and the kind of thing we might do as a glyph or something in the future. |
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Um, the revert on the mastery changes, haste back down to 50% (though haste isn't very good for us anyway and is more a fury buff), and the rage cost on OP are all going backwards for arms DPS. I hope there's more changes coming? As it stands we would do far less in 5.2 compared to what we do on live now. Tuning DPS numbers is one of the last things we do, because it's dependent on all of the other changes being stable. The problems we are trying to solve now are stuff like "How to make Arms use Slam more?" and "How to make rage matter?" Once we get those issues resolved, we can tune up all of the numbers at once (because we'd agree Arms is a little low in PvE). Myself and many many many rets would be happy to just have these gimmics gone. Please? We agree that it feels dumb and mandatory. We don't have a global solution to swapping set bonuses pre-pull, but we are trying to implement one. In the meantime, we have a list of specific set bonuses (including the two you mentioned) to discourage for pre-pull. Drop Skull Bash to 10 energy (currently 15), since we lost of the Glove bonus. Skull Bash costs nothing on the PTR build. Kick too. That may have missed the patch notes. Could you please make the bonus work for Aimed Shot (or even Steady Shot) too? We did so. I must have forgotten to mention it. |
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Every other melee interrupt is already free (or effectively free for enhance and ret). Only rogues, monks, and ferals have any cost at all. The "resources need to matter more" applies only to Arms warriors, and charging for utility isn't the way to do it, they need to spend rage rotationally. I would have answered similarly. (And yes, Spear Hand Strike is also free.) In PvE particularly, we think it's better when players use their utility to help the group at large rather than balking because it's a personal DPS loss to do so. In PvP, you can make more of an argument that choosing to spend resources on an interrupt or on an attack is an interesting trade-off, but the fact is that many interrupts were already free (or so cheap as to be effectively free). There are exceptions to utility being free. Hamstring for example is not, but it also has no cooldown so were it also free it might as well be passive (or macro'd) because you wouldn't be making a decision about when to use it. |
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While we're on the subject of PoH, though: I'll be really frank here. I don't think the group portion of the heal is long for this world. I personally dig it and I feel smart when I see 5 people in a group all at once who need healing. It makes the spell different from other AEs. On the other hand, it's pretty gamey. (I can only heal these five arbitrary people, why?) Priests feel like they have to ask raid leaders to set up groups with their weird AE spell in mind, which is really unlikely to happen in Raid Finder. It doesn't work at all on encounters like the shrines in Sha of Fear. We're not going to change it for 5.2. We're probably not going to change it for 5.3. But I sense the writing on the wall here that it won't last much longer. I can imagine a future iteration where Prayer of Healing is the AE equivalent of Gheal and Circle of Healing is the AE equivalent of Flash Heal. (Yes, I know Disc doesn't have CoH - I'm in a really theoretical space here.) Sorry. I broke my own rule about simple questions and answers. Sometimes I can't help it. |
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That isn't it at all. Many of those upset about the push back to PW: Shield are those who played Disc Priests during Wrath. We don't want to go back there. I'm pretty sure you wouldn't want to go back to doing nothing but spamming one spell all day long. That's what it was like for Disc Priests, too. It was a horrible model, but I guarantee you that once we get enough Spirit, we will go right back to doing that because right now it is looking like our most reliable source of throughput. We agree. Spamming nothing but PW:S isn't fun. We also think spamming nothing but PoH isn't fun. We're trying to carve a niche for both spells, where shields (PW:S, SS and DA (especially with Inner Focus)) are used to shield and PoH is better for healing. Disc won't provide the best healing out there, but that seems fair given that they will still provide the best shielding out there. We'll see fewer Disc priests, but still plenty, and more Holy priests and Resto druids. That doesn't seem like an unreasonable goal.... |
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Priest
- Halo - will not longer unstealth enemy targets. That wasn't the use we had in mind when we made it a huge AE. - Binding Heal - now also heals less for Shadow, the same way Flash does. Druid - Thick Hide - now also reduces crits from spells. - Feral PvP gloves - increases the duration of Bear Hug by 1 sec. (I originally typed Bear Huge, which would also be an awesome ability.) - Feral PvP 2pc - Thick Hide now reduces the chance to be crit by 20%. This is in addition to the Savage Roar effect. - Feral PvP 4 pc - Now also causes successful interrupts with Skull Bash to reset the cooldown of Enrage. - Feral PvE 2pc - Redesigned. Now gives your finishing moves a 15% chance per cp to add a cp to your target. Warrior - Deadly Calm - has been removed. We added it in a weak moment - a perfect example of button bloat for limited gain. Our intentions, as always, were noble. - Glyph of Incite - no longer procs from Deadly Calm. Now procs from Demoralizing Shout. - Glyph of Overpower - now using Overpower during Die by the Sword increases the duration by 1 sec per use. Note: It's a three-day weekend in the USA. Don't expect updates for a few. |
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Yes I do realize it's 40% execute time, but Unholy mastery does not make it pull that much further ahead of frost in execute, and the KM procs being able to be used on soul reaper would make frost soul reaper much better. We changed it to 45% execute range. Remember that Unholy does get a big mastery benefit, as you point out. Also remember that whenever Frost uses a KM to Soul Reaper, then they are not using KM on another attack, so there is some loss there. We think Unholy and Frost benefits are pretty close now, but explain your reasoning if anyone disagrees. |
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We changed some PvP bonus to benefit abilities for Feral (cats) so we also changed them to offer a Guardian (bear) benefit.
To be complete: - Feral / Guardian PvP Glove: Increases the damage of Maim and increases the duration of Bear Huge. - Feral / Guardian PvP 2pc: Increases the duration of Savage Roar and increases the critical strike reduction from Thick Hide. |
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Druid
- Here is our logic on cat movement in PvP. Stacking Feline Swiftness, the PvP set bonus, boot enchants and things like Stampeding Roar and Dash all stacked to be ridiculously fast. We could go back to having all of these things not stacking, but we thought that felt arbitrary and confusing. We didn't want to nerf the talent, so we thought the PvP set bonus made the most sense to hit. Long term, we could consider the movement bonuses stacking additively instead of multiplicatively, but that would do some odd things to snares without further adjustments. We also feel like giving cats Infected Wounds helped a lot with their old problem of not being able to stay on targets. Keep in mind that some of these changes are attempts to be proactive. We don't necessarily believe that Feral and perhaps Shadow are overpowered in PvP today. However if we're successful in getting mages and warriors down to a more balanced spot, we're concerned Feral and Shadow may be the next two specs that feel broken. We are also mindful that if you knock off the top thing on any list that the next item on that list becomes the new top thing. |