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.

Cairne
Illidan
You know what happens when you're a hammer.... Get over yourself.
Dethecus
"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."
Ghostcrawler, your an idiot.
The bugs that warlocks have been !@#$%ing about for the last 5 months have been that our pets are RETARDED.
I have my pets commands hot-keyed, durring a boss encounter i will constantly tell my pet to switch targets to whatever i need to dps down.
My pet will do several things....
1. Ignore me entirely, and continue to attack whatever he dam well feels like.
2. Switch targets, but half way to the target hes supposed to attack, he "charges" to the initial target, and then starts running back to what he should be attacking (the target is usually dead by the time his stupid ^-* gets there).
3. get bugged out with pathing, and simply refuse to fight at all.
4. without being ordered to, my pet will randomly charge a nearby enemy unit (might not even be in combat with it), in order to engage it.
Next bug (this one really pisses me off)
Whenever you enter a vehicle (strand of the anchients, etc etc) your warlock pet despawns. upon leaving the vehicle, you are missing your 25% dmg reduction buff, and thus take 33% increased damage, SWEET! Also lets not forget that many warlocks CC comes from their pets, but thats ok we got a 5.5 second cast time, if we dont have the soul burn cooldown.
Since i started playing other classes instead of my warlock, i have found in bg's its SUPER easy to kill them. my favourite is to run away, with their pet attacking me. when i get to about 60-80 yards from them, their pet despawns. so i mount up, and rush em before they can even get their pet back out, and poop in their mouth. cause really, a 5.5 second cast is super easy to interupt. i love to watch them cast it, and just as its about to be finish, kick!
I like how players always state that "you can just use soul burn" to get your pet back if he/she despawns/buggs out.
But with Ghostcrawlers genious over here, with the 4 piece set bonus, you get the choice of a 10% damage bonus, or actually having your pet out. . . nice.
The warlock is a dead class, just dump us in the toilet and get it over with. we all know you don't give a crap about us anymore.
The doomgaurd used to be one of the most unique mechanics, and probably one of the strongest units in the game. It has been hit with so many nerfs, in terms of the lore, it doesnt even make sense anymore. I like the mechanics of a instant cast ranged demon pet to single target dps. but the doomgaurd has lost all his flare.
Cenarius
Andorhal
Lightning's Blade
Good note: Thank you for fixing jumping charges Blizz :D
Farstriders
Lothar
Illidan
For the bit of arcane outperforming every other class:
Shadow priests and affliction warlocks can easily outdps an arcane mage. The only thing that helps arcane mages do high dps is the fact that they're a nuke class. Most of a fight is fought conserving mana. I've learned the hard way that if you don't manage your mana properly you spend alot of time OOM, thus negating the benefit of mastery and zeroing your DPS. When the burn phase comes is when arcane mages are the greatest. Mages don't have life tap or benefit from spirit like the other classes do, and you can easily outburn the mana gained from glyphed mage armor. Now, I'm not complaining about that, because there has to be a difficulty factor to keep balance, but you're making it sound like arcane mages are unstoppable. As said before, priests and affliction locks can easily outperform a mage, as can boomchickens and hunters.
For your bit about fury warriors:
Fury warriors were not on equal territory with other melee dps. With our gear scaling, we had an advantage over the rest of the pack in melee. The reduction in our damage was necessary, and if you could stop your complaining and look past the initial information, you'd see that in the end fury warriors will still do awesome DPS.
For the bit about the AP bonus not going to hunters:
How is it possible for a survival or beast mastery to be affected differently than marksmanship in the AP bonus? The problems with survival and beast mastery are within the spec itself, not in attack power. If you'd think your comments through, you'd understand that if you buffed attack power for ranged it'd still keep marksmanship above the other two specs.
Hunter DPS may be considered to be high, but all melee was given an attack power buff to help close the gap. Casters will probably always outperform melee in terms of DPS, but don't forget we're in a lore-based game (lolore), and if you look at it from that particular perspective, casters are wielders of more power than a person can hold in their hands.
Off of that point, Blizzard know exactly what they're doing, taking information from a globe full of players in all sorts of situations. Just because of the BS you see on the forums or from the videos you watch of top guilds raiding and seeing their great dps doesn't mean that's the way it is. Even if the changes they're gonna implement happen to bomb, they still have the ability to make hotfixes. You can't get a 100% reliable idea of how the changes will work because of the fact that free epics and 85 toons are given away. I bet you still do horrible DPS even ON the PTR with the gear provided. Your view of my "awesome gear" is primarily what gives you away. These pieces are easily obtainable in just about any pug. Have a bad server that can't pug that well? Not in a raiding guild that you can progress in? Get over it. Circumstances don't change the fact that it's possible. There are videos all over YouTube, as well as the abilities being GIVEN to you in the dungeon journal.
Your problem seems to be not only a lack of gear, but lack of experience. Stop being such a little crybaby and blaming all your problems on the company hosting the game. No amount of gear will help your dps if you still suck at your class. If anything, it hurts your chances. Let's say you were on the PTR with a group running 10 man Firelands and you had full heroic firelands gear and were dual-wielding heroic Sulfuras, if you don't hit the buttons right, you won't be topping the charts. It's alot harder than just "use this button, then this button, then this button".
I'll be glad when you QQ'ers will stop sitting around moping and crying and actually get out there and get experience with your class.
If you want results, put in the time, the rest of us had to.
Tanaris
Zul'jin
Maiev
Baelgun
PVP is so unblanced right now its not even funny and Cataclysm is the worst expansion of all time. Pigeonholes and only five levels introducing a new marketing tactic to make us buy an xpac for 40 dollars that sucks now every year.
I do not want to hear the excuse "players would rather have us serve up !@#$ every year than good content every 2 years."
I also will not hear the lie "we understand that you want to play what spec you want to play"
You have not made all three specs equal for years because you do not give a %^-*.
Gorgonnash
Illidan
Terokkar
Thank god they finally fixed it so people can't jump a warriors charge anymore.
Tanaris
Feathermoon
Tanaris
Tanaris
Feathermoon
Tanaris
Feathermoon
Tanaris
Feathermoon
P.S. Gale Winds is useless because for aoe you should be using Wild Mushrooms and multi dotting. Have a nice day!
Kil'jaeden
Feathermoon
Tanaris
Azgalor
Tichondrius
Anub'arak
Actually, those BoEs drop in Firelands, being that, just because they are BoE doesnt mean you aren't raiding to get them. (Granted, he does lack raiding experience) So, judging someones gear on the fact that they have BoEs, is retarded. Infact, my druid uses the BoE bracers over the the BoP ones, why? because they are better for her gear setup. Here is another good point, the ONLY viable shield for a Holy Paladin AND Resto Shaman IS BoE off Beth'tilac. Now if she would ever drop it for me, I would be completely happy.
Feathermoon
@Syrith: Im arguing because he's telling people to learn their class when he can't even play his.
@Ceresc: Im judging him on both his gear and raiding experience if he had all of his items as boe and actually done some cata raids then I wouldnt have mentioned it and I hope you get your shield.
Tanaris
Tanaris
Tanaris
Tanaris
Feathermoon
Tanaris
Feathermoon
Feathermoon