Explanation of 4.3 Balance Changes, Part Two

Explanation of 4.3 Balance Changes, Part Two

Don’t take this as an announcement that the release of patch 4.3 is imminent. While we have completed a lot of work, it’s just hard to know at this stage when the patch will be ready. Nothing is set in stone until the actual patch, and even then we still have the ability to hotfix any major problems that we missed or caused.

First, here is the link to Part One of our balance explanations. We’ll discuss additional changes below.

In particular, you may want to pay attention to my comments about rates of change. While we do overhaul mechanics when we think it’s warranted, we try to save as many of those as possible for expansions. As exhilarating as it can be for players who log in regularly to suddenly be able to look at a talent or spell in a different light, it can also be frustrating for players who maybe took a break in between patch 4.2 and 4.3 to have to relearn rotations or re-gem their character. In particular, we try to be really conservative when buffing spec B of a class upwards to compete with spec A of the same class. We have gotten it wrong before, and forced a large number of players to swap specs. Ideally we want you to play the spec you enjoy the most and not the one that does the highest DPS, but asking you to continually swap specs to achieve that highest DPS is an unreasonable thing for us to ask.

Mortal Strike (and similar debuffs)
We dropped the healing debuff from 50% to 10% some time ago, but were convinced at 10% that it was hard to appreciate the effect at all. We want to try Mortal Strike et al. at 25% to see if it feels useful but not mandatory. If 25% is too much and 10% is too little, then it may mean the entire mechanic may not have much of a future. We decided to only change the debuff for the warrior, rogue, and hunter, restoring the original relationship between “strong” and “weak” MS that we had in Lich King.

Death Knight
We decided not to prevent or discourage block capping for paladins and warriors, because it would have required several corresponding changes to compensate for such severe nerfs and the risk of getting things wrong or asking players to change gear was just too great. Instead, we decided to buff DK and druid tanks to improve their ability to handle streaks of bad luck. In the DK’s case, we increased the armor bonus of Blood Presence.

Druid
As mentioned above, we increased the Stamina bonus of bear form in order to reduce the chance of tanks being killed too quickly by bad luck. We also changed the armor bonus for bears at lower levels by removing the mechanic that mimicked the warrior and paladin transition from mail to plate. Bears were having difficulty surviving in low-level dungeons, which honestly we don’t want to be that challenging. The armor change should not affect end-game tank balance. We changed the Glyph of Shred so that Feral druids wouldn’t need to vary their rotation in situations where they could not Shred (such as on Ultraxion). We changed the pushback on Cyclone because we decided that it was appropriate for DPS casters to not have pushback protection on heals, and for healers to not have pushback protection on nukes, but that utility spells should be protected for both roles. This will be a small PvP buff for caster druids.

Hunter
We provided a modest DPS buff for Beast Mastery and Survival hunters to help them catch up with the Marksman spec. As I mentioned above, we wouldn’t consider it a success if we made every Marks hunter respec to Survival, so our intent is to get close without going over. BM also suffers from a lack of AE damage, so we increased the damage of two of their AE pets.

Mage
We offered some buffs to Fire mages to help them compete with Arcane. Frost is viable in PvE, but at high-end raiding we understand that its damage isn’t perceived as comparable to Arcane or Fire. The problem is that Frost has a lot of control and survivability, and if their damage were also identical, there would be no reason to choose Arcane or Fire. Note that the 5.0 talent design is partially to fix this specific problem, where specs have either higher DPS or higher utility.

Paladin
We continued to adjust Holy Radiance for its new 4.3 design. We want paladins to be a viable group healer without suddenly becoming far and away the best AE healer. We also want Holy paladins to continue to care about Holy Power and Light of Dawn and not revert to just spamming Holy Radiance. We changed Beacon of Light largely because it was unclear which mechanics were supposed to cause the Beacon transfer. This is a change from our previous design, which allowed Protector of the Innocent and other forms of healing to benefit from Beacon. We want Beacon of Light to remain a powerful spell, and it will be even with these changes, but putting slightly less focus on Beacon will allow paladins to still shine in situations where Beacon isn’t operating at its maximum effectiveness. For Retribution, as we suggested previously, we lowered the crit chance of Hammer of Wrath to reduce burst but increased sustained damage through Two-Handed Specialization and Seal of Truth.

Priest
Most of our Holy adjustments were discussed in Part One, but we did buff Guardian Spirit to make it more competitive with Pain Suppression. The Shadowform glyph was strictly a quality of life improvement requested by several Shadow priests.

Shaman
We have slightly unnerfed the initial Wind Shear nerf, but we still want it to be much harder for a healer spec to have such a potent interrupt. Wind Shear (originally Earth Shock) was balanced in the hands of a Resto shaman as a tool for coping with enemy casters in the absence of a magic dispel.  While a priest could remove an ally’s Polymorph, the shaman’s only recourse was to prevent it from ever landing in the first place.  But in a world where Resto shaman gained the ability to remove magic debuffs, the net result was too potent. We nerfed Elemental’s tier 12 set bonus because it was so powerful that shaman risked passing over their tier 13 set bonus. We increased the passive benefit of Shamanism and Fire Elemental scaling to help compensate for this nerf. There are many other shaman changes discussed in Part One.

Warlock
We increased Demonology and Destruction’s DPS to be more competitive with Affliction, and increased the duration on Improved Soul Fire to make that buff a bit easier to manage. We also fixed a long-standing bug that caused the Doomguard to do too much damage, so Demo’s buff also needed to offset that.

Warrior
We believe we have fixed “charge jumping,” where a target who jumped ended up in a different location from the warrior. The warrior should now end up next to the target. We needed to nerf Fury’s DPS slightly to keep them from being ahead of other melee DPS.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. His first hunter pet was a crab named Sushi.

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Comments (1,174)

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Djimmy
Tichondrius
Djimmy
3/17/2012
Their was never nothing wrong with mortal strike, its the healer that can't heal that well, so i would like it to go back to 50% because warriors aren't doing that well this patch :(
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Dadoria
Stormreaver
Dadoria
2/18/2012
Well you definitely did a great job at making frost mages possible to kill with a melee class... wait..
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Ícu
Blackwater Raiders
Ícu
1/31/2012
Goodwork on making the 2 most difficult dps classes to kill even more difficult.
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Razzleberry
Dragonmaw
Razzleberry
1/28/2012
I have been playing RPG's for a long time and the class idea has always been the following-

Caster-Lots of damage, but squishy and easy to kill up close
Melee- Good damage, can take a good amount of hits, but can be CC'd and kited. Hopefully lol.

People playing wow have forgotten this idea and want their class to beat all the other classes instead of all the classes being balanced and letting skill be the determining factor on who wins the fight or not. Personally I'm not a fan of being gear dependent on how well I can stand up to another class. Even if I do everything perfectly if my gear is two tiers lower than the other persons I will always lose. Unless the other person is just horrible i guess.
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Krugerzill
Blackrock
Krugerzill
1/26/2012
Halgrek.. If I was a rogue no new is good news. If that makes sense.
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Halgrek
Whisperwind
Halgrek
1/14/2012
never anything changed for rogues. good thing, or we really forgotten?
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Daycarelolz
Illidan
Daycarelolz
1/11/2012
well guess range will still hit harder than a warrior and have the abillity to kite em all day beside charge and heroic leap uptime
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Omgqt
Tichondrius
Omgqt
1/31/2012
@Daycarelolz: heroic leap doesnt work, if a caster is on anything higher than the warriors current placement you cant heroic leap
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Justus
Proudmoore
Justus
12/13/2011
Why are you letting hunters get rofl-stomped.... We -need- a BM hunter for that buff. But their damage is so far behind other classes that we're possibly better off without any hunter.

Do you guys not look at world of logs at blizzard? Hunters need help in all specs. Also how about a token trading vendor where you can pay x3 protector tokens for x1 of another kind eh? Considering it's the least played class set overall...
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Drashun
Baelgun
Drashun
12/8/2011
I am astounded that the game designers are concerned enough about the resto shaman interrupt to nerf it while so many major class imbalances continue. Look at the druid healer CCs . What about the Frost mage ice lance OP problem (huge damage, slows, and is instant cast)? Hunter CCs, interrupts. spell deflection, plus pet abilities (get stunned, distracted, trapped. silenced until you are dead) Just fails to make sense.
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Berrymanalow
Nesingwary
Berrymanalow
1/25/2012
@Drashun: Ice lance doesn't slow, and it is only OP with procs. Without procs I hit a massive 3k with it.
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Evilpálly
Daggerspine
Evilpálly
12/6/2011
I think that the Ret Pally nerf, 2/4/6%, is a huge nerf blizz, cmon now in 2v2 how will a ret kill a healer. Avenging Wrath is the ret burst which Hammer of Wrath is huge part of it and now its gone. It should go back up to 20/40/60% or if not atleast make Avenging Wrath undispelable.
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Welding
Illidan
Welding
12/4/2011
We aren't broken, fury needed the damage Nerf, when your doing 40k bloodthirsts that's a bit ridiculous. All arms needed was to actually GET TO the target with charge, a good warrior knows how to utilize their abilities and macros. Also, not alot of other warriors even use macros, I see warriors all the time get hit with buffed spells they could have reflected. It says im arms but im prot all day for FC. Prot would be the way to go, the 20 sec spell reflect is a bit much.. but just do what you can. When your a warrior, you don't really need to know much, you need to know more about the other class your fighting than yourself. He does this so in turn I use this... so on. Mage blinks I leap/throwdown. Understand classes before you complain about nerfs. Understand the mechanics of classes before you complain about individual abilities.
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Qintara
Farstriders
Qintara
12/6/2011
@Welding: The problem with that is vs a mage warriors are really UP if fighting a (decent) mage. A lot of mages will predict the leap and fake cast then move before you leap wich normaly will lead into a full cone of cold. If they BS ice block enless there to far away to hit you. And so on. Personaly warriors need more ways of staying on there targeted when fighting a mage or kitting class.
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Ícu
Blackwater Raiders
Ícu
1/31/2012
@Welding: Screw frost mages. Why dont you go duel a blood death knight and tell me how it goes.
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Darkraiff
Shadowsong
Darkraiff
12/1/2011
typed about 20 lines of text then read it deleted it to sum it up QQ frost mages and blood dks in pvp are retarded and arms warriors are pretty much worthless
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Kandrade
Misha
Kandrade
12/1/2011
@Darkraiff: you are correct, best pvp for warrior is prot or if your with a group then furry... but now they just nerfed warriors again ... blizzard must not like warriors
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Eleric
Nordrassil
Eleric
11/30/2011
You guys forgot to buff resto druids for pvp to make up for the nerf in wildgrowth and all the stupid nerfs that ruined resto druid pvp in 4.2.. I guess they going to hot fix it?
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Cakefartss
Crushridge
Cakefartss
11/30/2011
im holy all day every day that changes they mad have not affected how well i can heal tanks. also befor the changes i still heald the tank as well as the rest of the raid be it a 10 or 25 man it dont matter if you know what your doing as a holy pally its no problem at all. as far as messing with our judement i am kinda pissed about that because that is one thing that help us not go oom when people are dumb. and holy raidence i only ever used in bh when the eyes came because lets face it noone knows how to stack there anyway lol. and taking away our speed boots using holy raidence sucks because it was usfull to get out of a bad situation......other than that with the changes i still heald all the new intances just fine but im still not happy with the changes..
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Judgment
Duskwood
Judgment
11/30/2011
As much as Holy Radiance is a beneficial spell, seeing that a large portion of raids tend to have more overall Raid Damage, I feel as if Blizzard has decided to take Holy Paladins, and turn them into armored priests, asking them, "Would you like to be Holy, and Raid heal? Or Discipline and Tank heal?". For the longest time I've known Holy Paladins to be a necessity for tank healing; However now that Blizzard is trying to toss paladins into the role of raid healing, (When in 5mans or 10mans Beacon worked just fine if we needed to raid heal), our importance as sole Tank healers is dwindling. If anything, our ability to tank heal should be boosted, while the ability to raid heal should be a more minor role in the event it's needed.
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Crispnstiff
Sen'jin
Crispnstiff
11/30/2011
It seems to me that Blizz is just trying to make the classes dps more rounded. I personally have 8 85s and the two that I don't have are a dk and a mage. Which are argueably the two highest dps consistantly. To me thats annoying considering I don't want to be stuck tanking or healing all the time. I've been playing this game for years and know that Blizz is constantly trying new things with it. Sometimes good, sometimes annoying. But hey, thats just how it is. So, if you like the changes, great! If not, go uninstall, cry for a week, realize you don't have a life, and reinstall and get over it. Toodles! =D
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Lavennator
Garithos
Lavennator
11/29/2011
i think its funny that they nerfed warrior's because " We needed to nerf Fury’s DPS slightly to keep them from being ahead of other melee DPS."
the whole thing of a warrior has always been pure damage, which blizzard does not seem to understand. Rogues have stealth, paladins can bubble (i would say heal too, but i know that they really cant) dk's still pull similar dps if they know what theyre doing, not to mention bringing a bres now, and druids also have bres, as well as stealth.

soooooooo... what do warriors have again?
we have fortitude or horn of winter, both of which other classes have.
we have no reliable cc.
we now offer the same or lower dps as anyone else

so, i guess we just get to bring our rallying cry in and thats about it. *sigh*
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Crispnstiff
Sen'jin
Crispnstiff
11/30/2011
@Lavennator: Rallying Cry is pretty lame... you should just roll a druid imo ;) ... but you can do you cute little leap if it'll make ya feel better!
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Kandrade
Misha
Kandrade
12/1/2011
@Lavennator: i agree with you, warriors in pvp are a joke. the only thing we have is high damage if we can get close. now warriors are totally screwed. time to pack away this warrior and play on my other 85s until blizzard realized they messed up.
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Calâsiøn
Hydraxis
Calâsiøn
12/23/2011
@Lavennator: Are you saying fury warriors have no utility?...
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Winterhalter
Emerald Dream
Winterhalter
11/29/2011
I agree Mookiin. Guild Wars PvP no matter if it was Hero's Ascent or the Jade Quarry just simply worked because they new that they could not possibly balance each skill for both PvP and PvE. In Guild Wars skills simply changed what they did, how they worked, or had different cool downs in PvP. Having a PvP version of Certain skills that are hard to balance is the answer to all of WoW's problems with balance across PvP and PvE. Blood DK's are out of control in BG's and in 2's Arena, and now they have even more armor? And I also agree about hyrbrids. If you are going to say play a Feral Druid the idea that you can take cover behind a pillar heal up to full and go back into cat form is insane.
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Lynkz
Stonemaul
Lynkz
11/29/2011
Cmon people, its a game not a job.
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Lorient
Galakrond
Lorient
12/3/2011
@Lynkz: i think more people need to realize this...i have actually grown tired of an add on called "recount"..i have had idiots kick me from a dungeon group for doing 22% damage because in their estimation i should have been doing 25-30% (for a mage)..it is people like this who ruin the fun for others by being so facist and calling others noobs because they don't play the way they think they should...
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Jastiriari
Elune
Jastiriari
3/29/2012
@Lorient: i have recount but it is for my personal use to see where i need to change a chant or gem or whatever not to judge if another player is pull than 25k plus dps. or if the healer is healin within a certain range if u dont wipe and u rem u have a healer who may need mana from time to time its all good.
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Mookiin
Twisting Nether
Mookiin
11/29/2011
Also, I couldn't agree more with Runeblade, 6 posts down. Part of the reason PvP is so broken atm is that too many classes have reliable CC, heavy burst for 10-20 second intervals, good self healing, and survivability. No one should have ALL of these things.

Perhaps take a Guild Wars approach and make all the abilities act a little differently depending on the scenario, be it PvP or PvE. I realize some things in WoW work this way (i.e. blind does not last 60 seconds on a PvP target) but I think a lot more is needed.
Theres a reason so many people QQ about frost mages - just likes there's a reason that so many frost mages are 2200 rating+ and also competing in high level tournaments. They are broken - and it's fine for anyone to disagree... but the numbers speak for themselves. Those are facts.
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Mookiin
Twisting Nether
Mookiin
11/29/2011
I don't really understand why rogues get a buffed wound poison. As if they aren't deadly enough for 3's and 5's with their CC, smoke bomb, and 1-minute burst cooldown.
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Demólitión
Thrall
Demólitión
11/29/2011
I believe Blizz is doing their best to even things out for everyone (yes my main is a fury warrior) the nerf dosent bother me that much it just means i need to work a little harder to stay on top of the charts... 99% of the time with ppl of equal gear I am top dps so i see where they are coming from here so to all the warriors QQ out there ... if your not hitting top in the charts against equal geared ppl ... reroll!
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Bloodsurge
Kul Tiras
Bloodsurge
11/29/2011
@Demólitión: Only thing we can do is keep proving why Bliz needs to nerf us more :D YOUR NERFS WILL NEVER KEEP ME DOWN BLIZZ!
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Cerìdwen
Bladefist
Cerìdwen
11/29/2011
You need to give us Fury Warriors a break, we've spent years as the red-headed step children of WoW... We finally had something good going for us, and now blamo, we're sub par yet again.
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Bloodsurge
Kul Tiras
Bloodsurge
11/29/2011
In my raid group and generally a old raid content i PuG for fun I am generally top dps/dmg done... only ones i usually lose out to is frost DK's. The thing is that I am the most geared and only top out at maybe 22k. I dont mind I do my job and get things done. What I DO MIND is that they made it a point of singling out my class and in specific my spec... Blizz you have made me cry once more
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Journeyy
Echo Isles
Journeyy
11/29/2011
Alrighty, looks like ill be the first to comment on the doomguard change :3, personally i think its balanced as demo, and any long standing bug that has been in the game for over 6 months really isnt a bug that seems to be "worth fixing" in blizzs eyes, ya my doomguard does out dps people but if they learned there class they could do better :).....let the QQ river flow
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Mòrtiis
Sen'jin
Mòrtiis
11/30/2011
@Journeyy: No QQ about the doomguard here, as I (and other Demo locks) have done just fine without it in most cases, but you're right: why fix it after 6 months?
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Gallogane
Gul'dan
Gallogane
11/30/2011
@Journeyy:
I dont quite understand why anybody would be QQing about that in the first place. If they're getting out DPSed by a summon, they need to pull up their pants and do better, and in the mean time be thankful that the summoner is carrying their !@# in the first place.
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Runebabe
Caelestrasz
Runebabe
11/29/2011
Agreed Prost, might be time for Blizz to finnally realize their running 2 games here PVE and PVP - solution might be to simply nerf certain aspects in the PVP game, obtain game balance that way....
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Veknar
Skullcrusher
Veknar
11/29/2011
Clearly there are two different factions in the Dev concerning Warriors and Melee DPS. On the One hand a Fury warrior does do quite a bit of damage in PVP and questing PVE. In that way I can see the point of the Dev's. But for the last patch nearly every instance boss had a mechanic that forced the melee DPS to run out of range. This amounted to a huge loss in DPS. If I'm not in range I cant do damage. I'm not just talking about Arms and Fury warriors, but all melee including rogues. This was clear. Even the Dev's have admitted it. So you have this give-take with the Instance vrs PVP/PVE damage issue. My point is why nerf damage then buff damage to cancel out the nerf? DPS warriors are one trick ponies. Quit hobbling me then slapping me in the butt to go faster.