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.

Daggerspine
Bladefist
Dreadmaul
Eitrigg
I feel at this point that the developers only make class changes when they feel like changing them. Not by what the community (particularly these forums) is asking to change.
I'm looking forward to the new features in a few short hours, but these class tweaks don't impress me.
Stormscale
Shu'halo
Dreadmaul
Bladefist
Korgath
Gundrak
Gundrak
Drenden
Please stop nerfing Warriors. Rolling a DK instead of a Warrior has been a no brainer since WotLK. I'm beginning to feel like an endangered species.
You like to talk about hard decisions, upsides having downsides and balance, but it seems rather arbitrary. Perhaps the old rumor that DK's were intended to replace Warriors was not a rumor after all.
Dreadmaul
Bladefist
Burning Blade
Gundrak
Gundrak
Kul Tiras
Blood DK - Yes it sucks now getting P/D/M some 3-4 times in a row on death strike, and have been considering making changes myself. Even if a few points of expertise to knock down dodge n parry a few %
Trollbane
Dragonmaw
Illidan
Bladefist
Tanaris
Muradin
Burning Blade
Thrall
We don't use holy radiance much in the current version because it requires us to be in harms way for it to be useful. We don't use Light of Dawn (much) because it requires everyone to stack up before it is in anyway useful. But we do use Light of Dawn a lot more than Holy Radiance. Adding the insanely long cast time to Holy Radiance, without boosting it to an instant+hot heal (similar to priest's glyphed Prayer of Healing), only ensures it will still never get used, and even less used than it is now. From what I could tell on the ptr (minding the gear nerfs in the instances), the cast time on Holy Radiance is longer than the priest's Prayer of Healing. Even with 1700+ haste, the cast time was so long the group ended up being half dead before I was done casting, making it near pointless because I can single-heal half the group that would be affected by radiance in the time it takes to cast Radiance. It is also not powerful enough to validate the long cast time. If you gave us a glyph, or talent, that turned consecrate into an instant aoe heal for holy pallies, then you can keep the Radiance change. But with what you've done you've only made pallies a worse aoe healer than they were.
And touching on druids: I find they are currently the hardest class to heal on in 5-man content. Though all the pointless changes you're making to Wild Growth and AoE heals in general, are aimed at raiding, it is at the same time lowering the druid's already poor usability in 5-mans. When you have to deal with constant rapid damage on a class that has near no instant heals (that won't kill the mana pool in 5 seconds), and then take away the one heal that made the content managable, you create a scenario where druids need to be far overgeared to run content other healers have no problems with. I found on the ptr that I struggled more to heal cata heroics with my 378 ilvl druid than I do the same content with my 355 ilvl druid on live. Same spec, same glyphs, only some gear differences. And you still haven't added the 50% mana cost reduction to Regrowth while in tree form. Making an expensive heal instant only makes that heal burn down the mana pool faster, it does not make it attractive, on an ability with a long cooldown.
I still find priests are far too weak compared to paladins and shaman; gear for gear priests have to use more expensive heals to get the same throughput. If you want balance, you gotta start with the output vs the mana cost, which is currently extremely unbalanced among the healer classes.
Stormreaver
Scarlet Crusade
Quel'dorei
Uther
Shandris
Shandris
Bloodhoof
Quel'dorei
pvp and pve
Darkspear
Wyrmrest Accord
Scarlet Crusade
Dath'Remar
For Rogues: And yeah I agree with upgrade rogues too they sorta sucky atm haha.
PS: Would be epic if hunters could tame dragons n phoenixs
Thanks =)
BTW new pet I would like is baby Kangaroo (Joey) , bring out some Aussie style to WoW ;)
Thankyou ^_^
Sargeras
Tichondrius