Dragonflight Class Tuning with the Weekly Maintenance - May 7, 2024
Originally Posted by Blizzard(Blue Tracker / Official Forums)
We have continued to closely monitor data on class performance and feedback from players. With scheduled weekly maintenance in each region, we’ll make the following adjustments to classes that are over- and under-performing in group content and PvP.
Classes
- Demon Hunter
- Vengeance
- Sigil of Silence duration reduced to 4 seconds (was 5 seconds).
- Sigil of Silence cooldown increased to 90 seconds (was 60 seconds).
- Cycle of Binding now reduces Sigil cooldowns by 2 seconds per trigger (was 3 seconds).
- Soul Cleave damage reduced by 8%.
- Vengeance
- Druid
- Balance
- Season 4 (2) Set Bonus now increases the damage of your next Wrath or Starfire by 50% (was 30%).
- Season 4 (2) Set Bonus new reduces the Astral Power cost of your next Starsurge or Starfall by 30 (was 15) and increases the damage it does by 60% (was 40%).
- Balance
- Monk
- Brewmaster
- Keg Smash damage reduced by 10%.
- Spinning Crane Kick damage reduced by 10%.
- Summon White Tiger Statue damage reduced by 30%.
- Effectiveness of Stagger against magical attacks increased to 55% (was 45%).
- Healing Sphere healing increased by 10%.
- Brewmaster
- Rogue
- Assassination
- Ability and auto-attack damage increased by 6%. Does not affect PvP combat.
- Fixed an issue that caused the Assassination Rogue Season 3/Season 4 bonus to do slightly less damage than intended.
- Assassination
- Warlock
- Affliction
- Doom Blossom damage increased by 10%.
- Vile Taint damage increased by 25%.
- Soul Flame damage increased by 20%.
- Soul Rot damage increased by 5%.
- Destruction
- Chaos Bolt damage increased by 3%.
- Conflagrate damage increased by 5%.
- Incinerate damage increased by 5%.
- Affliction
- Warrior
- Fury
- All ability damage increased by 3%.
- Season 4 Set Bonus (2): Rampage damage and critical strike chance increased by 15% (was 12%).
- Season 4 Set Bonus (4): Bloodthirst bonus damage increased to 35% per stack (was 30%).
- Protection
- Developers’ notes: Our goal for these changes is to reduce Protection Warrior deaths to the dangers that are most likely to kill them, like burst or magic damage. There are some talents that warriors have for protection against these threats, like Disrupting Shout, Bolster, or Battle-Scarred Veteran, but it can be difficult to find the talent points for them. To provide more build flexibility we are reducing the power of the Battering Ram talent and moving its damage and defensive benefits into core abilities. We’re also increasing damage across the board and buffing some defensive talent options.
- All ability damage increased by 5%.
- Devastator damage increased by 30%.
- Ignore Pain healing increased by 6%.
- Disrupting Shout’s cooldown reduced to 75 seconds (was 90 seconds).
- Enduring Alacrity increases Stamina and Armor by 10% (was 5%) and Haste by 2% (was 1%).
- Battering Ram now increases your auto-attack damage and speed by 10% for 20 seconds (was 20%).
- Fury
Player versus Player
- Death Knight
- Frost
- Frost Strike damage increased by 95% in PvP combat (was 75%).
- Frost Fever damage increased by 25% in PvP combat.
- Unholy
- Death Coil damage increased by 75% in PvP combat (was 60%).
- Festering Wound damage increased by 190% in PvP combat (was 180%).
- Frost Fever damage increased by 25% in PvP combat.
- Frost
- Druid
- Balance
- Moonkin Aura’s Starsurge now grants 2% increased spell critical strike chance per stack (was 4%).
- Balance
- Evoker
- Preservation
- Time of Need healing reduced by 25% in PvP combat.
- Preservation
- Hunter
- Marksmanship
- Rapid Fire damage increased by 45% in PvP combat (was 30%).
- Aimed Shot damage increased by 55% in PvP combat (was 40%).
- Sniper Shot now deals 15% of the target’s health (was 20%).
- Marksmanship
- Monk
- Mistweaver
- Clouded Focus increases healing and reduces mana cost by 20% per stack in PvP combat (was 15%).
- Mistweaver
- Paladin
- Holy
- Word of Glory healing increased by 15% in PvP combat.
- Holy
- Priest
- Discipline
- Atonement healing increased by 11% in PvP combat.
- Power Word: Radiance healing increased by 10% in PvP combat.
- Shadow Word: Pain and Purge the Wicked damage increased by 15% in PvP combat.
- Holy
- Spirit of the Redeemer now reduces the duration of Spirit of Redemption by 9 seconds (was 8 seconds).
- Mana regeneration is now reduced by 40% in PvP combat (was 35%).
- Discipline
- Rogue
- Assassination
- Kingsbane instant damage reduced by 32% in PvP combat (was 20%).
- Kingsbane damage over time reduced by 8% in PvP combat (was 20%).
- Improved Garrote damage bonus now reduced to 20% in PvP combat (was 30%).
- Outlaw
- Between the Eyes damage is no longer increased by 12% in PvP combat.
- Ace Up Your Sleeve now has 4% chance to trigger per combo point spent and grants 4 combo points in PvP combat (base 5% chance and 5 combo points).
- Assassination
- Shaman
- Enhancement
- Healing Surge healing increased by 40% in PvP combat (was 25%).
- Restoration
- Riptide healing increased by 10% in PvP combat.
- Enhancement
- Warlock
- Affliction
- Oblivion damage increased by 25%.
- Drain Soul damage increased by 30% in PvP combat (was 15%).
- Shadow Bolt damage increased by 90% in PvP combat (was 60%).
- Agony damage increased by 25% in PvP combat (was 40%).
- Demonology
- Shadow Bolt damage increased by 90% in PvP combat (was 60%).
- Affliction
This article was originally published in forum thread:Dragonflight Class Tuning with the Weekly Maintenance - May 7, 2024started byLumyView original post
Published on 2024-05-06 03:51 PM
37Comments |
37 Comments
- nothing fun about having 20 different micro cc's,plus long cc's,losing control of your character is by far the most unfun mecanic,and honestly 90% of the toolkit should be removed
Originally Posted by kamuimac
once again fun detected - fun nerfed in case of VDH
instead make other tanks fun to play - lets destroy DHs - because its easier.
i remember back when i pvped in wrath and cata,being able to do chain cc's and setting up kils was actualy very comp dependent and skill dependent,now everyone has to much of it and its purely down to rng,who can zerg faster wile auto cc'ing
- Reply
I find this strange and odd that they are choosing to buff talents for Affliction AoE. It has been about a month and a half since I played affliction, but last I checked the Aoe for that spec was bad ass. I didn't think it needed to be buffed more. It is the single target that sucks major ass.
EDIT..And whoever says Ven DH was not OP is just living in a fantasy. That damn class is sooooooooooooooo OP that it is ridiculous. cry me a river please.
- Reply
- Im not going to say no to damage buffs but warriors are dying because the tools against those dangers suck compared to others. Same for guardian.
Our goal for these changes is to reduce Protection Warrior deaths to the dangers that are most likely to kill them, like burst or magic damage.
Why can't warriors get some kind of chain that pulls an enemy? Or guardian some pulling roots or whatever. Its not DK exclusive anymore anyway. Nerfing VHD isnt the solution, buff others to their level instead of bringing them down.
- Reply
- Still broken, fake nerfs that do basically nothing. The issue is illuminated sigils which needs replaced with a new talent that's not as broken and that's not going to happen until TWW and certainly not in a tuning patch during a meme season.
Originally Posted by Gurkburk
VDH making up for 80% in M+. Yeah, its just broken. Literally broken. But what would you know about that in the 2k range.
If there was a nerf to complain about it's the brewmaster one, good aoe dps was literally the ONLY thing brewmaster had going for it in M+. It's complete dogsh*t in every other category.
- - - Updated - - -Hard disagree, it shouldn't be primarily the tank's job to control mob packs. It should be a group effort. No f*cking shot every tank should have the current control a VDH has, and VDH shouldn't have it either. The issue is actual mechanical changes like this aren't going to happen in a hot fix, so VDH is going to remain broken until TWW pre patch.Originally Posted by Sanguinerd
Im not going to say no to damage buffs but warriors are dying because the tools against those dangers suck compared to others. Same for guardian.
Why can't warriors get some kind of chain that pulls an enemy? Or guardian some pulling roots or whatever. Its not DK exclusive anymore anyway. Nerfing VHD isnt the solution, buff others to their level instead of bringing them down.
- Reply
- Love that "Disrupting Shout" change.
Protection
Developers’ notes: Our goal for these changes is to reduce Protection Warrior deaths to the dangers that are most likely to kill them, like burst or magic damage. There are some talents that warriors have for protection against these threats, like Disrupting Shout, Bolster, or Battle-Scarred Veteran, but it can be difficult to find the talent points for them. To provide more build flexibility we are reducing the power of the Battering Ram talent and moving its damage and defensive benefits into core abilities. We’re also increasing damage across the board and buffing some defensive talent options.
All ability damage increased by 5%.
Devastator damage increased by 30%.
Ignore Pain healing increased by 6%.
Disrupting Shout’s cooldown reduced to 75 seconds (was 90 seconds).
Enduring Alacrity increases Stamina and Armor by 10% (was 5%) and Haste by 2% (was 1%).
Battering Ram now increases your auto-attack damage and speed by 10% for 20 seconds (was 20%)
Would have loved a small cooldown change for Spell reflect as well, that's our main help with terrible magic encounters- Reply
- general problem is tanks are extremely unrewarding to play, you don't deal good damage and when we creep to even 60% of what dps do, you get nerfed. With the exception of dh and bdk they(blizzard) continue to make you reliant on healers to survive. So whats the reward structure behind playing well? Holding threat is free assuming mobs make it into melee range of you so its not like playing well lets dps do more damage via threat. All tanks really have is control unless you think getting punched in the face a little less hard makes us happy the same way a dps pumping does or a healer crunching hps does.
Originally Posted by Tech614
Still broken, fake nerfs that do basically nothing. The issue is illuminated sigils which needs replaced with a new talent that's not as broken and that's not going to happen until TWW and certainly not in a tuning patch during a meme season.
If there was a nerf to complain about it's the brewmaster one, good aoe dps was literally the ONLY thing brewmaster had going for it in M+. It's complete dogsh*t in every other category.
- - - Updated - - -
Hard disagree, it shouldn't be primarily the tank's job to control mob packs. It should be a group effort. No f*cking shot every tank should have the current control a VDH has, and VDH shouldn't have it either. The issue is actual mechanical changes like this aren't going to happen in a hot fix, so VDH is going to remain broken until TWW pre patch.
VDH was actually a f*cking blast to play this expac because of the utility they got. Honestly give tanks control that so their role is fun or if you wanna strip it away make tanks atleast competitive dps wise with poorly played dps(~75-80% of well played dps). Most tanks are just meatwalls that move mobs/bosses around on rails for dps and healers to engage in mechanics atm. Make tanks more engaging to play not less.
- Reply
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