Upcoming Class Changes

Upcoming Class Changes

We have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.

Before you dive down into the meat below (not really a pleasant image, that), be advised that we’re still early in the preliminary stages. The patch isn’t coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn’t mentioned below doesn’t mean we won’t address it.

PvE

We’re happy with damage overall. We have very few traditional tank and spank fights (even Argaloth likes to parry melee) so it’s hard to get consistent numbers without very large data sets. Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marksman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them. We aren’t seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.

Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn’t willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.

Tank balance overall seems good at this point in time. Threat seems to be in a good place -- good tanks don’t have much of a problem, but they can’t “phone it in” either. We’re seeing all four tanks get a lot of use, even on Heroic raid fights. That could change as more guilds are able to make serious heroic attempts.

PvP

The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn’t determine the outcome of every encounter. There are several individual abilities that we aren’t happy with in PvP.

We’re keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.

We’re also looking at crowd control, interrupts, and self-healing in PvP. It’s possible we’ll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.

Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.

We also want to make sure the epic PvP gear isn’t too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don’t want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.

Stats

We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.

Mastery is a new stat for us, and there are a few specs that don’t value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don’t think it’s possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).

Potpourri

Some additional class-specific tweaks (keeping in mind this is not the full list):

  • Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.
  • Arms warrior burst damage might still be too high in PvP, while we don’t have a great way to adjust their sustained damage for PvE. The Lambs to the Slaughter talent is a good place to address this. We also might nerf warrior stuns.
  • We think Arms and Fury warriors are getting too much damage out of Heroic Strike. We want it to be clear that it’s a rage dump and not make it the hardest hitting ability.
  • For Holy priests, we’re increasing Chakra’s duration and changing Surge of Light so it can now benefit from Flash Heal and Greater Heal and can crit.
  • We’re making some additional buffs, such as Pain Suppression and Barkskin, undispellable.
  • We’re buffing Wild Mushroom. It’s a cool spell that isn’t getting enough play.
  • Empowered Touch will now benefit from Regrowth as well. We’re also buffing the Glyph of Regrowth.
  • We are looking at Holy Concentration (after our most recent buff) and Omen of Clarity to make sure they don’t account for too much mana savings.
  • We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
  • Inferno will no longer increase the radius of Hellfire.
  • Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
  • We want to redesign Improved Soulfire.
  • Censure will no longer break Repentance.
  • As part of the Marks and Beastmaster buffs, we’re buffing Aimed Shot, Kill Shot, Chimera Shot, and Kill Command.
  • To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.
  • We want to make it clear that Combat is intended to use fast off-hand weapons. We also want to polish Revealing Strike a bit.
  • We want to make sure Enhancement shaman avoid caster weapons.
  • We want to make sure Unholy DKs prefer two-handed weapons.
  • Necrotic Strike needs to be affected by resilience.
  • For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.
  • We also want to address DK mobility in PvP.
  • We think we overnerfed Every Man for Himself, and are reverting it back to a 2-minute cooldown again. We might evaluate other racials after we’ve seen more PvP.

“GC, is this the final list of changes? Does this mean I can expect no changes for my class? Does this mean you don’t care about me?”

No. This is some stuff we are looking at so that you’ll have some context if you see changes on a future PTR. The final list of class patch notes for the next patch will doubtless be much longer.

-Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He uses words like “potpourri.”

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Comments (9,884)

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Deathwìng
Azgalor
Deathwìng
12/27/2010
When do these changes take place? Hopefully soon.
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Galerena
Khaz Modan
Galerena
12/27/2010
Sigh, well, looks like I'll drop some more cash to go back to the only ally race with a useful racial : /

I'm glad it's changed back but I think other racials will definitely need tuned up. :|
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Also can we change Swiftmend to not eat Omen of Clarity procs? The tooltip says spells "with a cast time" and swiftmend clearly does not apply.
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Dyambel
Feathermoon
Dyambel
12/27/2010
Please... as a feral tank, do NOT take away our de-fear from Berserk? Sure we can break snares, but I use Berserk so often as a last-ditch maneuver in PvE when everyone's feared to survive. Without it, I'd be a goner.
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Lanfeär
Frostmane
Lanfeär
12/27/2010
NO MORE INCREASED HELLFIRE RANGE NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
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Elizander
Bonechewer
Elizander
12/27/2010
@Lanfeär:

The range was indeed very stupid wide. I'm just worried that they'll make more unfavorable changes to Demonology due to its AoE dominance. Also once Throwdown is nerfed I see Axe Toss lined up next.
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Draklyare
Llane
Draklyare
12/27/2010
Every time I see 'change' and 'pvp' in the same post I already know that blizzard is going to be doing something completely stupid to cater to only one side of their players. Here's an idea blizzard since your programmers obviously can't think of this themselves, instead of changing a class completely, why don't you just put limitations and/or buffs on abilities when they are used in PVP? You can't say it's hard, because I came from a well known MMO that has been around for quite some time, and instead of saying 'screw you pve'ers' and totally ruining a class for pve, they instead just place limitations on abilities when used in pvp. For instance a wizard would have the ability to drain all their mana and do a massive direct damage attack. If this ability were to be used on another player, it would have it's damage reduced by a very large amount to prevent them from being overpowered in pvp. The didn't say screw it and remove the ability completely because pve'ers had a great use for this ability. Why can't this be done? Too much work? If that's the case, hire programmers who appreciate their job.
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Gurtogg
Bronzebeard
Gurtogg
12/28/2010
@Draklyare: Aye like when Curse of Doom was uncastable on players.
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Gunzlol
Kel'Thuzad
Gunzlol
12/27/2010
hunter buffs<3
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@Razorek: Yes
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Elizander
Bonechewer
Elizander
12/27/2010
I'm a little disappointed that they'd consider removing Drain Mana entirely and still not mention looking into Mage Armor.

I'll forgive you though if you just take away the obscenity that is Improved Soul Firel.
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Reesespuffs
Skywall
Reesespuffs
12/27/2010
I love you Greg.
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Korvos
Emerald Dream
Korvos
12/27/2010
Please address priest mobility and dispel protection for all specs.

Our direct heals need buffed.

Our instant cast heals need ALOT of buff.

Penance needs a HUGE buff.

All specs need mobility and dispel protection.

Shadow needs better mana longevity in pvp.
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Talrenya
Bloodscalp
Talrenya
12/27/2010
Can you tune-up druid heals a little? I really feel like I'm not really healing for much more than I was at 80.
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@Talrenya: That was intended. Our throughput/regen is pretty on-par right now and in some cases better, I could argue, than other classes.
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Druine
Balnazzar
Druine
12/28/2010
@Druw: druids were and in my opinion should continue the be the healing class that benefits most from spirit (remember the days when spirit = heal power?) druids are often times (or at least were before we became useless healers) the main raid/ aoe heals, as a druid who used to be a proud healer, please bring my spec back, id like to be useful for more then feral (even though it seems blizzard is intent on nerfing the last good druid spec ie feral, and yes both balance and resto suck at the moment)
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Gurtogg
Bronzebeard
Gurtogg
12/28/2010
@Druine: Actually resto is decent. Given a good group that has some coordination, and dps that can get out of the Oh $h!^ AoE, healing heroics is not hard.
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Toupée
Illidan
Toupée
12/27/2010
priest mobility
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"Empowered Touch will now benefit from Regrowth as well. We’re also buffing the Glyph of Regrowth."
While this seems like a buff I have to complain about losing our ability to buffer damage while we wait for lifebloom to proc. Blooming is often a game changer and it's a cheap and effective way to get 20-30k on the tank. Can you add a detonator to swiftmend to offset this loss? Or something?
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Raygun
Thorium Brotherhood
Raygun
12/27/2010
can hunters get some free honor and conquest points to catch up in the gear discrepancy that is already prevalent. Seriously, I dont expect that, but something has to be done. Gear is a HUGE factor in pvp and arena, and hunters are already behind the curve. We will be playing catchup for the rest of the expansion.
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Thank you so much for addressing Retribution mastery while simultaneously making Hand of Light still part of our gameplay. Excellent job.
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Nakara
Demon Soul
Nakara
12/27/2010
Sounds like I'm getting a Howling Blast nerf in the near future.
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Reiayanami
Ravencrest
Reiayanami
12/27/2010
Yay!~ More mage changes. :) It will be interesting to see how much love we get this time around. ;)
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Wafflepally
Thrall
Wafflepally
12/27/2010
Wrath heroics were more fun TBH
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Shammyorc
Saurfang
Shammyorc
12/27/2010
@Wafflepally: In my opinion, Wrath heroics were very dull, there was little challenge to them and most of the fights were tank and spank or failure to avoid the bosses spells and so on had very minimal negative effect.
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Dagstein
Dark Iron
Dagstein
12/28/2010
@Wafflepally: I couldn't disagree more. Actually using Spell Lock and Fear in PVE is fun.
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Sternbridge
Blood Furnace
Sternbridge
12/27/2010
<3
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Clearly
Arathor
Clearly
12/27/2010
You're really going to remove drain mana?
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Elizander
Bonechewer
Elizander
12/27/2010
@Clearly:

I hope they don't. It's already been made into a 3 second channel which pretty much negates the "goes through pillar" thing since it has less ticks and a shorter duration.

Losing signature spells sucks to be honest. They could just as easily make it not work once a healer is down to 20% or 25% mana. The healer would still heal but he'd have to be more careful.
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thanks for the attention to disc/holy pvp :)
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Phroste
Eldre'Thalas
Phroste
12/27/2010
absolutely agree with everything in this post....except mages need more damage nerf than cc nerf
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Gryllz
Zangarmarsh
Gryllz
12/27/2010
I would like to say to the people who have noted other things that need to be addressed with the classes being talked about. If you try and do too many things at once, it becomes impossible to predict what will happen. They probably know of the issue, and after these changes happen, they'll see if these changes happen to fix the problem. If it doesn't fix it, then they might try to address it directly.
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Ouchaz
Laughing Skull
Ouchaz
12/30/2010
@Gryllz: Maybe they should take a look at the hunter forums and address the overwhelming issues with that class in pvp before they do any thing
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Kuroyume
Feathermoon
Kuroyume
12/27/2010
"Healing in PvE is working out pretty much as intended." "We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons."

biggest problem i have with this statement is that it feels like the increase in difficulty is mostly targeted at healers... it's not really an increase in the difficulty of heroics, it's an increase in difficulty for healers...
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Gryllz
Zangarmarsh
Gryllz
12/27/2010
@Kuroyume: There are several things that other people can do to lower the difficulty for the healers: good crowd control, stuns, interrupts, proper defensive cooldown usage, focusing rather than AOEing, etc.

Part of the reason for nerfing the healers was also to make it harder on everyone else.
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Kuroyume
Feathermoon
Kuroyume
12/27/2010
@Gryllz: True, but pugs that actually do that are few and far between... i understand the intent of the healing changes, but they still feel like punishment to healers... we are the only roled that scaled in reverse... we're worse at our jobs at 85 than we were at 80...
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Ryac
Dragonmaw
Ryac
12/27/2010
@Kuroyume: Exactly. Why make it so the healer is who pays with all this? Is there no way to make it harder on everyone else without throwing it all on the backs of the healers in the end?
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Kwame
Deathwing
Kwame
12/27/2010
@Ryac: Not really, no. If healers are strong enough to heal stupid dps through avoidable damage, then they'll be expected to. The only alternative is to boost avoidable damage into one-shot range, which is too harsh.

The community needs to adapt.
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Trashey
Illidan
Trashey
12/27/2010
thanks for paying attention to the real issues of hunter pvp, our class has a horrible method of applying ms and provides nothing another class doesn't do better. Every comp in the game currently is better off replacing the hunter with something else, we used to provide control and burst, now marks has no burst due to steady shot sucking, aimed shot being useless and readiness double rotation combo being impossible due to focus.
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Faritania
Borean Tundra
Faritania
12/27/2010
PVE Sub rogue here. I'm a little embarrassed to even group for fear I'll get kicked over my dps. I'm not asking for a major overhaul here, but please don't ignore Subtlety entirely - we're out here, trying to give you numbers to look at.