Explanation of 4.3 Balance Changes, Part One

Explanation of 4.3 Balance Changes, Part One

Back in June, I wrote a blog explaining the context behind some of the changes in the upcoming patch that might not be intuitively obvious. That blog ended up being one of the most popular ones we’ve ever done; even players who disagreed with the specific changes appreciated our explanations for what we were trying to accomplish. Therefore, we’d like to continue in that fashion and we figured there was no reason to wait until 4.3 was “on the shelves” to get the ball rolling.

One note before I dive into things. If you haven’t read the previous blog, “Rate of Change,” now might be a good time. There are some changes that we want to make to class mechanics or balance in general that we don’t think are fair or appropriate to spring on players in the middle of an expansion. These include things like the power of interrupts or the active mitigation model we want to implement for tanks. We’ll get there, but in short term we fundamentally believe that it’s important to pick our battles.

On with the show. Note that most of these changes are mechanics changes. We have not yet finished enough testing to be confident in our benchmark damage, healing, and tanking numbers for 4.3. When we finish those, and when we see what some players are capable of doing on the PTR (or even what they theorycraft or sim based on PTR numbers) there will be additional changes. Off the top of my head, I’d say Fury warrior damage is almost certainly too high and Resto druid AE healing (ignoring the effects of Tranquility of course) is also too potent.

You’ll also notice some classes aren’t mentioned at all. It’s possible we’re just happy with them, but it’s more likely we just haven’t gotten to them yet. We don’t want to hold a PTR until every single thing is done, because that minimizes test time.

Melee DPS

Overall, we think melee DPS in dungeons and raids is still too low. We think melee DPS is fine in PvP, and we think melee DPS is competitive against ranged specs against target dummies, but in actual encounters with all of their moving pieces, melee falls behind. To attempt to adjust for this imbalance, we have improved the benefit to attack power given by the various raid buffs (Blessing of Might et al.) to melee only. Hunter DPS is fine, or even high in 4.2, so we didn’t want this buff to extend to them, which is why the AP benefit is now 20% for melee attacks but still 10% for ranged attacks.

Vengeance

As promised, we allow for this tanking mechanic to now ramp up quickly when the tank is taking damage.

Death Knight

We discussed some of our Blood changes in a recent blog. We wanted to make it less punitive for DKs to miss Death Strike. Long term, we still want to make hit and expertise matter more to tanks, not less, but it wasn’t fair to punish DK players for working the “right way” when the other tanks aren’t there yet. We also reduced the cooldown of Outbreak for Blood DKs so that applying diseases doesn’t compete with Death Strike runes as much, and we simplified Blade Barrier so that there is less pressure to spend runes instead of sitting on them.

For now all we have done is bumped Bone Shield’s charges. We may still try out the “big hit dampening” described in the “Bloody Mitigation” blog.

Druid

We’re okay with Resto druids using Wild Growth frequently, but we think we allowed it to become too powerful given its ease of use. As I suggested above, this may or may not be sufficient to nerf Resto druid throughput overall. The change to the Glyph of Wild Growth has positive and negative elements. We heard from druids that they felt like they didn’t have as many major glyph choices as intended, since the Glyph of Wild Growth was such a no-brainer for raiding druids -- it increased the number of Wild Growth targets with no downside. We want major glyphs to be a decision, which usually involves them having some kind of downside. With the AE heals, we thought the downside might be that the healers may not be using their AE heals necessarily, but having seen two raid tiers of content now, we’re confident that the glyphs did not have as much of a downside. (We changed the Glyphs of Circle of Healing and Light of Dawn for similar reasons).

Paladin

We changed Seal of Insight to no longer return 15% base mana and then changed Judgment of the Pure to provide mana regeneration so that Holy paladins would not need to Judge every eight seconds. With these changes, they will want to Judge every 30 seconds, which seems more reasonable. Judging every eight seconds is hard to ask someone who is also targeting players a lot to heal them.

We made several changes to Holy Radiance to make it a cast time spell. We felt like Holy paladins couldn’t go into a group healing mode because Holy Radiance had a long cooldown and in the absence of a cast time, didn’t compete with any other spell. With this change (and the Light of Dawn change below), paladins can opt for an AE healing “rotation” (insofar as healers can ever have a rotation) of using Holy Radiance -> Light of Dawn instead of Holy Light et al. -> Word of Glory.

Several Holy talents changed to support the change to Holy Radiance, such as allowing it to benefit from Illuminated Healing, Clarity of Purpose, and Infusion of Light. It didn’t make sense for Speed of Light to be triggered by a cast-time spell, so we caused the Paragon of Virtue talent to lower the cooldown on Divine Protection, so that Holy wouldn’t lose quite so much functionality of Speed of Light. Speed of Light has definitely been nerfed compared to 4.2, but we feel it’s an acceptable change given the entire package.

We reversed the glyph for Light of Dawn. Instead of providing an additional target to Light of Dawn, the glyph now reduces the number of targets but increases the throughput. Light of Dawn was not a very useful spell in 10-player raids or similar small groups, like Arena teams. This glyph should allow paladins to tailor Light of Dawn for their group size.

Priest

We were seeing too many situations where a raid wanted one or even two Disc priests at the expense of a Holy priest. We think part of the problem was Holy’s lack of a strong raid cooldown, so we replaced the State of Mind talent (which was fairly weak ever since Chakra had an unlimited duration) with Heavenly Voice that boosts the healing of Divine Hymn to make it more competitive with Power Word: Barrier. We also increased the number of targets of Divine Hymn from three to five.

We also reduced the mana cost of Power Word: Sanctuary. We think Holy has sufficient AE throughput, but this spell in particular was very expensive.

We wanted to change the Glyph of Circle of Healing to make it less of a no-brainer as I explained above under Wild Growth. In the case of the Holy priest, we thought the healing done by CoH was appropriate (which was not the case for the druid) so we had the glyph increase the mana cost instead. Relying too much on Circle of Healing in inappropriate situations (such as when only a few characters are injured) risks hurting the priest’s efficiency with this glyph.

We rebuilt Spirit of Redemption in a different way. We aren’t trying to change the power of the talent at all, but we did want to make it feel more responsive (less lag between death and Spirit) as well as clean up a few bugs.

Shaman

We made changes to Wind Shear to restrict the short cooldown version to the DPS shaman (who have the Reverberation talent) and make Restoration less potent at interrupting. We think Restoration is currently too useful in PvP relative to other healers because of a potent, ranged interrupt. We don’t think this nerf will have major PvE ramifications.

We changed Mental Quickness and Flametongue Weapon to hopefully put a nail in the coffin of Enhancement shaman using spellpower weapons. We want Enhancement using melee weapons. Players who have been doing so should notice no change in their DPS. Players who have been using caster weapons or armor will find that gear is no longer useful to them.

Elemental’s AE damage was still not competitive with the rotations of other DPS specs, so we buffed Earthquake and removed the cooldown on Chain Lightning. These two spells should be the bulk of Elemental’s AE DPS, while spreading Flame Shocks should be an Enhancement mechanic (see below).

We also tried to improve Enhancement’s AE. In this case, the DPS was fairly competitive, but applying the AE was a headache with having to tab through multiple targets to spread Flame Shocks. Enhance can now use Lava Lash to spread Flame Shock (and the bonus granted from Improved Lava Lash has been baked into the base Lava Lash ability, so Enhance should not suffer any DPS loss as a consequence).

After checking in on thousands of raid attempts, we were concerned that Resto shaman were not competitive with the other healers, especially on 10 player-content and on fights where the raid needs to stay spread out. It’s okay for healers to have niches where they really shine, but we felt like Resto wasn’t experiencing enough of these. We buffed Riptide outright and gave Ancestral Healing a new mechanic of boosting the target’s max health. These buffs are also intended to help offset some of the loss of Wind Shear for PvP.

As you can see, we changed shaman mechanics quite a bit, some of which will be met with cheers and others will be met with poo flinging. Please try out the changes when the PTR goes live and offer us constructive feedback if you want us to discuss any concerns you might have. That goes for all of these changes of course.

No doubt when 4.3 goes live, there will be even more changes and some of the above will be modified or redacted. Part Two of this blog will explain our intent behind the final changes.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He knows Plainsrunning.

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Jasonisabad
Frostmourne
Jasonisabad
4/12/2013
You guys have no idea what you're doing.
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Samiell
Detheroc
Samiell
8/22/2012
Ghostcrawler..Did you yourself come up with this idea to make hunters use haste so mobs can't dodge a bullet..Just plain ludicrous w/o a modicum of any sense of role playing reality. But being a rogue yourself I can see why you would push for something so asinine. Unless Blizz is trying to get more people to just plain quit and move on this makes no sense.
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Nadeau
Khadgar
Nadeau
7/18/2012
Every class will have its up swings and down swings in the exspansions. Who knows what will happen in mists but the only thing u can do right now is play ur class the best u can. Complaining about it will not change it. acsept what u got
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Lohhar
Rexxar
Lohhar
3/8/2012
I am doing 18k heal with regrowth that take 1.37 sec to cast when retro paladins are doing 80 k heals with word of glory witch is instant and a 10 sec cooldown.I have 5 k res. and I still takes one DK or a Paladin about 3 sec to kill me.
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Razzleberry
Dragonmaw
Razzleberry
1/28/2012
I have to say I haven't played the game in a while and I'm coming back because of the expansion and major changes they are making to the game. I still don't understand how Druids keep saying they need to be fixed.

If your a healer in pvp you should die easy because your HEALING.

If you could Heal and do major DPS and @*#@ people at the same time that would be overpowered. Like you guys have been in the past. Even one of you said you can do the same stuff as 4 different classes in the game.

I think they are heading in the right direction finally and can't wait for the expansion. I personally think they should have a hardcore internal testing with all the classes for pvp and fix them that way and not listen to what players say on forums. Internal testing should really tell them everything they need to know.
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Gremel
Shadow Council
Gremel
2/28/2012
@Razzleberry:

Resto Druids die a LOT easier than any of the other healers, while having by far the least clutch healing against burst damage. Both my teams are new and just for points, but let me tell you, when I was up at ~1800... you didn't see resto druids. Hell, I don't remember seeing them at 1500. They've sucked bad all expansion, flat out.

Not sure why you're commenting on balance so vehemently when you're obviously so out of tune and haven't played all xpack, lol.
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Ctesias
Farstriders
Ctesias
1/23/2012
I got no real complaints, but sometimes I think the class balancers aren't even playing the game when they make a comment like:

"Judging every eight seconds is hard to ask someone who is also targeting players a lot to heal them."

Sure it's nice to not judge as much, but if they were playing the game they'd know you're never actually targeting anything but the boss, and using healbot and mouse clicks to cast heals on everyone meaning you never lose your target on the boss to judge.
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Fival
The Venture Co
Fival
5/15/2012
@Ctesias: woa dude yer assuming that every player uses addons. an cant do anything right without em
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Shawaa
Aman'Thul
Shawaa
1/16/2012
Why dont they nerf mages! hayyys
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Coldêthyl
Dath'Remar
Coldêthyl
1/3/2012
well then please explain, again what you say and do are two totally different things and shows why people have left the game and pan you when you blog mate.

Paladin (Forums / Talent Calculator)
Tier 13

Item - Paladin T13 Holy 4P Bonus (Holy Radiance) now increases healing done by Holy Radiance by 5%, down from 20%.
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Veradis
Malygos
Veradis
1/9/2012
@Coldêthyl: Yup, buff hunter dps after saying it was fine. That'll prove you right. Wrong!! Get a different job loser Dev team. Give WoW to someone that cares and can do their job.
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Sïmba
Darkspear
Sïmba
12/31/2011
Resto druids need an intense buff in PvP.
Listen when I !@#$%, rogue's recuperate ticks for my regrowth, rejuvenation and wild growth combined. I'm in full ruthless. THERE IS SOMETHING WRONG!
Give us more solid healing or some defensives, the only thing that makes us reasonably viable is the fact that we have so much CC from being like 4 classes at once
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Züpper
Grizzly Hills
Züpper
12/29/2011
Hey Ghostcrawler Ty for the (as you do so well) the Nerff, you have given me the time to go to that one place (outside, fresh air,fishing ect) knowing that in W.O.W i'm a joke in PVP, all i'v got left (as well as other druids) is healing (pve) along with 90% of the other druids on the server, however I must say 4.3 was your prime and glory and well it was fun for about 2 weeks, =] awesome job, your kinda sort-a so/so fan-zup.
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Heallius
Kel'Thuzad
Heallius
12/23/2011
Resto druids have become an absolute JOKE in pvp... For the love of all that is holy, FIX US. Stop beating around the bush and take care of business. How many more patches is it going to take ????
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Saphala
Hyjal
Saphala
12/15/2011
As a resto shaman, I agree with the changes made. We need more buffs cause we are simply not at par with other healers such as holy priests or -pallies. But I am upset about the lack of attention put into the Resto shaman's obvious Mana regen issues that other healers just do not have. In a DS LFR raid, I'll see LOTS of draining health bars, oh goodie, AoE blasting for me!!! But I manage to go through some healing rains, some Greater Healing Waves, riptides, etc. here and there, and only a minute or less into the fight, I'm already OOM. I ask the other healers what I'm doing wrong, and it turns out that their actions are NO different from mine....
How is it fair that us resto shamans have to have Mana spring totem, AND Water Shield active at all times, just to have a -slightly- less sucky mana regen. I say that you either 1) Lower the mana cost on Healing Rain, or 2) Increase the mana regen gained from Water Shield. Cause as it is right now, I'm lucky if I can substain 9k HpS in a boss fight with 2% mana left, spamming nothing but healing wave and riptide cause I simply cannot afford anything else...By the end I have 1% mana, ~9k HpS or less, while every single other healer easily sits comfortably at 16k or more, and their item level is at, or slightly higher, than mine. Fix mana regen please. Thanks.
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Fallen
Black Dragonflight
Fallen
12/17/2011
@Saphala: You're doing it wrong. Stack more spirit. I have around 3k and put out very competitive if not chart topping numbers. Never had a problem with mana.
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Moogiver
Crushridge
Moogiver
12/15/2011
resto druids suck compared to every other healer in pvp. sad day
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Taterbug
Eredar
Taterbug
12/13/2011
i love in this article that you have not put any thing about arms warriors, and blood dks. it dumfounds me. i do alot of pvp and before melee was pretty balance it was just mages being op as allways but i am tired of a warrior being able to self heal over 100k in arena matches and the same for DK's being able to death strike for 20K and never die stop nerfing druids we get slightly good in one spec and you decied to nerf use back to being the bottom of the charts
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If you are gonna nerf resto druid AoE, which I can on some level understand (even with the buffs to EVERY OTHER HEALING CLASSES AoE ABILITIES) the you need to buff our single target healing. Pallies are the worst of the worst culprits imho, not only do they have mad healing single target (80k crit heal wtf) but the have it on TWO targets (120K healing from divine light crit heal 40K goes to BoL) but they have insta saves (LoH) and instant cast giant heals (50k-ish WoG) along with holy shock... another 15k.... and lets compare that to a resto druid, our 1 insta save is NS+HT... for 60k.... thats it.... and swiftmend which heals for as much holy shock... oh, and we use a cooldown for that... but we are kings of AoE.... nope... not with HR as OP as it is atm, 3 targets with it up then AoE cone of OP.... whoever thinks I am being a sour puss, I am... I am annoyed that if I go into DS I am no longer competition to other healers. A pally could pull 50k sustained with 2 spells, I use everything, all my CDs, everything and spike up to 27k... ya... goodbye resto, hello bear tanking.
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Arimai
Garona
Arimai
12/6/2011
As a resto Shaman, I'm somewhat happy with the buffs to resto, I still think they need to change the mechanic of water shield to be more like lightning shield. Since its a good source of mana regen, in high damage fights it's highly irritating to keep refreshing water shield. After running a few dungeons and raids I still feel shaman healing isn't quite as efficient as some other classes. We've seen a lot of resto shamans who are well geared who just can't handle the damage output, but that may be well because they can't play the class. I for the most part can handle the damage, but it still gets a little scary every once in awhile.
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Kìllådín
Thorium Brotherhood
Kìllådín
12/6/2011
Anybody else feel like pvp is just a big advanced version of rock paper scissors? every class is good..against someone,and also fails against another!
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Kìllådín
Thorium Brotherhood
Kìllådín
12/6/2011
@Kìllådín: by someone i mean class btw :P
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Gotshaman
Tortheldrin
Gotshaman
12/4/2011
Thank you for chain lightning spam, its pew pew with Blood Lust + spirit walk
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Sighco
Gnomeregan
Sighco
12/3/2011
Since patch 4.3 came out I can now understand why so many encounters ib raids only need one tank. The Prot warrior class has again been screwed. The only way a prot warrior can raid now is with another prot warrior. The increase in threat from 300% to 500% had a very interesting outcome for my prot warrior. I was tanking in three LFR random. Twice I was assigned the task of being main tank. I have no problem holding agro against the dps or the healers, but I could NOT hold agro agains tthe other tank. Even when they stopped taunting and just auto attacked their 500% threat generation was greater than mine because of all the missing I did with no expertise or hit (all was in avoidance). Blizzard wants to give other tanks the ability to attack with duel weapons or a 2 handed weapon and make the prot warrior tank with a one hander thats fine, but don't talk to me about TANK DPS with out giving the prot warrior the ability to actualy use a weapon that does DPS. So now I have to reforge and regem back to expertise and hit so I can actually compete agains tthe other tank for threat (and generate soe decent dps numbers). Am I going to be welcome in the 10 or 25 man raids when all the healers start screaming that my mitigation totally sucks? Thats seriously doubtful. On my resto shaman I hated to try and heal a prot warrior before the increase in threat from 100% to 300%. After the increase to 300% threat generation I still disliked healing prot warriors as they took a lot of mana to keep up unless they were all avaoidance. Now with the 500% threat and my inabiulity to keep agro off a totally undergeared pally and DK tank I doubt the prot warrio class has any real future in game. Thanks again blizzard for screwing the prot warrior class.
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Sugarrush
Kul Tiras
Sugarrush
12/2/2011
well i already got mount for year pass but there way to give it back i want to quite all my casters are nothing compared to melee dps spells take to long they dont hit as hard and the man use and recovery to slow. how do u get outa yearly pass?????
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Saiyajin
Darrowmere
Saiyajin
12/3/2011
@Sugarrush: Call your bank and tell them your credit card was stolen.
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Moustacheio
Darkspear
Moustacheio
3/12/2012
@Sugarrush: WUT? have you done pvp with a caster? i was in an arena last night (i have 46oo resil with pvp wep) and i was getting nailed for no joke 30k + frostbolts and icelances. not sure about other casters but when i take 60k in 2 gcds from one player, i don't think that the class is underpowered. i think you just need to learn your class's capabilities
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Klaumbazz
Echo Isles
Klaumbazz
12/2/2011
As an elem shaman. I dont know if i like the water cannon lightning bolt. but chain casting chain lightning with mastery triggering....AWESOME visuals. i feel like a full on lightning storm of zappy power.
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Spideysloss
Bonechewer
Spideysloss
12/2/2011
After enjoying the set bonus for allowing the fire elemental totem cooldown to reset with damaging spells, I was really disappointed to see that change to only include lightning bolt. Now that ability almost never procs, and that set bonus is essentially useless.
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Luvtractor
Bloodhoof
Luvtractor
11/30/2011
We also tried to improve Enhancement’s AE. In this case, the DPS was fairly competitive, but applying the AE was a headache with having to tab through multiple targets to spread Flame Shocks. Enhance can now use Lava Lash to spread Flame Shock (and the bonus granted from Improved Lava Lash has been baked into the base Lava Lash ability, so Enhance should not suffer any DPS loss as a consequence).

----Lava lash to spread flame shock did not work!! Any other enhancement shaman notice this as well???
----------------------------------------------------------------
Also I would like to complain about the lack of enhancement weapon drops/items in 4.3. Noticed this when firelands came out. Haste/crit sucks for enhancement and we do not use daggers. We should use a weapon if its speed is 2.5 or slower.

Another thing I noticed is the overload of leather/dagger drops in firelands and now 4.3 Whats up with this?

Last but not least Nerf bat the mages/rogues!!!!
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Stealthkillz
Nazjatar
Stealthkillz
12/1/2011
@Luvtractor: idk bout ur shammy probs but i can tell u rogues are not OP we seem that way but it takes aalot of practice and skill to do everything right so we can appear OP thats all, ive actually noticedd enhace shammy is a bit OP especially in 1v1 pvp situations but t hats just my opinion
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Skorch
Steamwheedle Cartel
Skorch
11/29/2011
Shields dont last that long and can be dispelled and stolen ..
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Killianq
Garrosh
Killianq
12/17/2011
@Skorch: at least in the case of Lightning Shield, you can get a glyph to make it not run out of charges. Idk about the others.
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Aeyikyz
Farstriders
Aeyikyz
11/29/2011
I COMPLETLY AGREE!!!
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Helliex
Farstriders
Helliex
11/29/2011
All that i ask is that Bizzard nerfs frost mages. Their bubbles are for like 30k and by the time i get through them, they have it all over again because the cooldown is soooo short. It's bullsht. Also I think that you need to make a Retribution Palidan's sprint either not last as long or make it not so damn fast. I do have sympathy for warriors tho, i kill them no problem, even if i have wayyyy less gear then them. Also I think that if you have never been in a raid you have been in before, you need to add a raid helper for bosses that tells you how and what to do on the bosses. I also strongly beleive that Rogues are OP as SH** I just watched the number 3 rogue on the realm kill the number one druid on the realm (Feral). So either nerf Rogues or make druids stronger.
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Darkraiff
Shadowsong
Darkraiff
11/29/2011
Arms warriors need a mobility buff... maybe take charge and intercept off the same cd or maybe make hamstring a 70% slow just really sick of not being able to catch ghostwolves and freedom-ed pallies.. maybe make charge remove snares i think we will see very very few warriors that PVP with any real success. i tend to think warriors are the weakest class right now as far as pvp goes. also whats with blood dks in pvp ... Blizz i have faith in you i bet if you tried you could make blood dks be decent tanks and yet not be able to hit my 4200 resil geared toons for 50+k over and over.,.. really sick of being outclassed by 9 classes....
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Karrgath
Shu'halo
Karrgath
12/3/2011
@Darkraiff: ROFLMAO warriors are one of the best pvp classes if your good with them.
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Vvfrt
Kil'jaeden
Vvfrt
11/29/2011
of course proskill is not gonna !@#$% he is a blood DK
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Proskills
Nesingwary
Proskills
11/29/2011
This just makes my point even stronger..@Vvfrt:
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Biggels
Emerald Dream
Biggels
11/29/2011
What Blizzard needs to do is make these "new raids" retard proof.... I'm tired of going in there and jumping over fire and beating bosses... And people STILL complain that its way to hard...
There's my two cents