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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Havocsröse
Darkspear
Havocsröse
11/26/2011
This is poop, give my shaman swords!
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Lopeppe
Tichondrius
Lopeppe
11/26/2011
omg.. like blizzard... come on.. do u guys play the game? have u played a resto druid in PVP? U know how nerfed we are? WE CAN only lifebloom one target.. the one thing that makes us druids u take away, people in arena do hard switches to me and all i got is a rejuv... and u know how soft we are? anything can kill us... can u consider playing a Resto druid in PVP and then make changeS? ITS NOT ALL ABOUT PVE anymore that u can just PUG... there are tons of servers that are strictly PVP.... its time u guys make a choice... like why not have a spec for STRICTLY PVP or PVE... because us PVPers could care less about oh.. how OP growth is in PVE, if we dont... Make spells or specs that effect ONLY 1 side so u can nurf and buff in PVP or PVE

PS... PVP is sooooooooooo unbalanced
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Laindora
Agamaggan
Laindora
11/27/2011
@Lopeppe: your funny druid heals is so !@#$ing OP i cant kill a druid for %^-* i need 3 ppl with me
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Jxp
Alterac Mountains
Jxp
11/28/2011
@Laindora: its b/c he doesn't know how to pvp on his druid
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Healamor
Proudmoore
Healamor
11/28/2011
@Laindora: Assuming there are no peels on you.. chain your cooldowns and it's quite easy. Premed with recuperate, open up with CS instead of garrote, slice and dice then get off a 5pt KS when it's possible, vanish then garrote. Backstab is enough to smash us as we have less armor than a priest and you havent even used shadow dance yet :).

Before you qq you should go check out how many "op resto druids" there are above 1600 in 2's
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Healamor
Proudmoore
Healamor
11/28/2011
@Jxp: yeah cause it takes alot of skill to pop wings and win...
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Selash
Icecrown
Selash
11/28/2011
@Laindora: Druids have to be tricked to be an easy kill. Try slow dps on Target1 then when CDs are ready, hard switch to the resto druid. Might help you out when trying to bring them down in 2s or 3s.
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Trapjawz
Kalecgos
Trapjawz
11/25/2011
im a b%^% rouge sap sap laugh sap !!!they need a 4 min cd on that sap
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That is so cool! Resto shams already have some of the most lacking CC in the game and you made their spell mute a ton slower... WAY TO SUCK BLIZZARD. YOU GUYS ARE IDIOTS.
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Watafu
Ragnaros
Watafu
11/27/2011
@Bùd: Yeah the nerf to wind shear is ridiculous. Every day there are fewer and fewer reasons to play any healer other than paladin in pvp
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Selash
Icecrown
Selash
11/28/2011
@Bùd: "That is so cool! Resto shams already have some of the most lacking CC in the game" One question, name a holy pally's cc? Is there one? I think holy pally cc is more lacking bro.
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Nailclipper
Area 52
Nailclipper
11/29/2011
@Selash: last i checked, theres a 6 second stun, oh not to mention the fact that two abilities give like 100% speed increase, while one of them reduces damage by 20%. hmm bubbles, LoH, granted not in arenas but still op in BG. lets not forget that holy pallies are the only plate wearers in the game.
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rogue poisions are still OP'ed in PVP in comparsion to there CC abilitys. in pvp i have been sapped twice by a rogue with full health and dead before i've had a chance to do even 10% damage to them.. as with the CC reduction effect in PvP i feel these posion effect that cause stuns/or other abilitys should be simerally nerfed as well. and in addition that the repeared use should also count as part of the CC reduction to CC everyone get in PvP
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Ehalu
Wyrmrest Accord
Ehalu
11/25/2011
@Jabba: Looks like you didn't spam your Divine Shield button enough. Rogues are not OP in PvP - I've had my precious steak flanks flayed by a lot of them, I would know.

Also, there aren't any poisons that cause stuns. What you were experiencing was probably the frenzied mashing of buttons when you saw "I can't do that yet" spam near the top of your screen. Nerfing their stuns would only cause an uproar from the majority of the playerbase, with the exception of frost mages fiendishly grinning as they watch from the distance.

Furthermore, if you pvp as a tank, you shouldn't be causing your enemies to explode - getting frustrated because you can barely put a dent in a player's healthpool while PvPing as a Prot Pally is redonkulous. Positively redonkulous.
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Laindora
Agamaggan
Laindora
11/26/2011
@Jabba: we dont got poisons that stuns like that we button smash hard so every single level you level rogues get smarter and know what to do
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Invokemyrage
Zangarmarsh
Invokemyrage
11/27/2011
@Jabba: sap is broken by damage and cant be used in combat, you obviously dont know how rogue abilities work, poisions dont stun either (yet)
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Jxp
Alterac Mountains
Jxp
11/28/2011
@Jabba: Yes I agree rogues are annoying and their stuns seem endless. But if they weren't they would get blasted in the face. And if u dont want to get sapped get in combat, go smack the priest around a bit to make the rogue pop out.
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Saladuk
Caelestrasz
Saladuk
11/24/2011
amg. rogue changes please.
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Stdk
Emerald Dream
Stdk
11/24/2011
Hey look! Still nothing about rogues!
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Matrius
Greymane
Matrius
11/24/2011
As I've said before, I dont' care what you do with PvP. Just bring Ret on the same level as the rest of the raiding melee classes in a PvE situation. Giving ALL melee a buff will still keep ret at the bottom of the list. And buffing ALL melee will now just put rogues even further at the top. Maybe I'm not seeing all of the changes, but I enjoy play ret in a PvE situation, but being lol'd at just for being ret is getting ridiculous. When my under geared hunter can out DPS my pally, there is something wrong there.
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@Matrius: Here is an idea then, since ret seems to be in no hurry to change in dps go play an important spec. i.e. Prot/holy. If that doesnt tickle your pickle play a different melee class there are obviously many to choose from much better than a ret pally.
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@Matrius: well i don;t understand you issue being a ret pally mself i must say i'm never at the bottom of anything unless i screw up and die in fact i'm usually in top 2 melee DPS in a raid and usually top 3 overall in a 10 man it come down to your skill and the skill of those you are raiding with. the AP bonus from BOM will help boost all melee dammage compared to hunter due to the need to move far less to get a shot off in raids where the targets move alot
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Healamor
Proudmoore
Healamor
11/28/2011
@Matrius: Currently ret is the top dps on the ptr by a good 15%.. nothing wrong with ret
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Jinnx
Staghelm
Jinnx
11/23/2011
come on can you buff frost so we can live longer in bgs and areans i get blown up rly fast so come on enough with this buffing blood crap
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@Jinnx: Roll with an enchanc shaman or a ret pally. Ive seen those comps live way past what they need to.
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Ønline
Warsong
Ønline
11/23/2011
nerf mage
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Dashivah
Ravenholdt
Dashivah
11/23/2011
So much complaining to patch changes all the time... Ultimate fix to this game that seems to switch from one flavor of the week to another? Get a console and play shooters to fill your gaming needs, or skyrim. I actually just cancelled my subscription because I'm tired of this game ever only having temporary and superficial fixes to major issues myself...
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@Dashivah: Then why are you still on the forums? I for one look forward to each and every patch because of the changes. its what makes this game fun all the change ups. Leave wow all you want your not making a difference in how the game is played and your certainly not making up anyones mind in the forum to leave.
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Bayowoulf
Staghelm
Bayowoulf
11/23/2011
I am tired of being EMBARASSED to go into a dungeon, battleground or raid because I will be the first to die and die often. In tol barad i die before i can get off a spell. FIX THE GEAR already
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@Bayowoulf: If your first to die its most likley because your the threat. If you die quickly, actually put on some pvp gear and get some resil. If you die first in dungeons then that sounds like a tanking problem or if your healing maybe your not healing good enough. Its not the gear TRUST me
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Malemantwo
Baelgun
Malemantwo
11/24/2011
@Chenti: Agreed.
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Náru
Jaedenar
Náru
11/27/2011
@Bayowoulf: well maybe if you get some pvp gear and proper talents for bg first, you could last longer, we all know you have to start from zero , and go to bg with what you have, but dont pretend to step into a a bg in pve gear and do a "one druid army, i can take you all" because that wont happen, so dont blame blizzard for it, you will always die in bg with or without pvp gear, just because thats the idea of bgs, kill or get killed, keep always that in mind.
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Náru
Jaedenar
Náru
11/27/2011
@Bayowoulf: ohh and if you die in dungeons/raids, it happens one of this 2(or maybe both), you were standing on the wrong place, or the healers didnt heal you : /
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Donovin
Shadowmoon
Donovin
11/27/2011
@Bayowoulf: I'm not really sure what this post is about. You probably have no idea what you are doing/saying.
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Raggaeton
Winterhoof
Raggaeton
11/23/2011
My main since bc was a Warloc. Then cata came and made my spec destro/demo useless compared to mage/priest dps. 16percent to all spells across the board! How the heck do you call that class balancing? So many people left their locs and the game cause of it.... /bonk
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Raggaeton
Winterhoof
Raggaeton
11/23/2011
Yes make all Interupts have the same cooldown. 15secs vs 10 not fair in anyway Duh!
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Adrenicide
Moon Guard
Adrenicide
11/23/2011
ok so who here think that thay should bring the arms warrior 2 handed spec up to 15% from 12% that would be fine by me might be able to do some kinda of damge to ret pallys or at least close to killing them with there wings up,but anyways comperd to last patch,but befora last patch when was the last time warriors where in a good place for pvp not talking about pve.i want to hear from the higher end pvper and midd pvpers,yes i can do ok in bg's in when theres no fullruth rogues or pallys or feral druids or mages(frost) to own my faces and jumping my charges,all of witch do more high amonts of damge then my warrior,and i do pve and i know my rotaion.but i am arms therefor i am out dps by all of above that i noted.some of the best dps warrios i know quit playing there warriors cuz thay dont want to tank or be fury thay loved arms.so whats a small buff?
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Serinitý
Frostmourne
Serinitý
11/23/2011
@Adrenicide: Rogues, mages, pallys and feral druids would rage at the fact a warrior has even a small chance of beating them.
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@Serinitý: Yes, but we're SO Under-Powered! We're only good for PvP and it makes US ANGRY! :P
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Adrenicide
Moon Guard
Adrenicide
11/23/2011
@Serinitý: the thing is people would tell me i am bad that i cant beat them well i want them lvl a warrior from 1-85 then gear up full ruthless then go do arenas or just dueling people and test the damage agnist them and you will see how much thay do wayyyyyyyyyyy more then you.kinda sucks