Patch 5.2 Class Reviews – Part 1

Patch 5.2 Class Reviews – Part 1

In addition to significant PvP changes, a new Raid, a new quest hub, and a mysterious island full of dinosaurs, numerous class changes are coming in patch 5.2: Throne of Thunder. Stay up to date on all the incoming class changes by reviewing the 5.2 patch notes and reading the other parts of the series (also, you can skip straight to class changes if you’ve already read this introduction):

Part 2 - Mage, Paladin, and Priest

Part 3 - Rogue, Shaman, and Warlock

Part 4 - Warrior and Monk

We don’t alter classes lightly, and every change comes only after a great deal of player feedback, developer thought, and careful analysis. We also know that while class changes can help keep things fresh, they can also mean that there’s a need to re-learn things about your character that you thought you already knew. We want to make this process clearer, more understandable, and easier to adapt to as we move into patch 5.2, so I’ll be working with World of Warcraft Lead Systems Designer Greg “Ghostcrawler” Street to write a short blog series that will provide an overview of the important changes coming to each class.

Many of the 5.2 patch notes fall into two main categories: balance tuning and talent adjustments. Unless we called out a specific reason otherwise, you can assume that the various +10% or -10% adjustments you’ll see in the patch notes were made to keep all of the specs where we want them in 5.2. In some cases these are changes to reflect the different environment in 5.2 with new gear and set bonuses. In other cases, we are correcting issues we found in patch 5.1.

In terms of talent adjustments, while we’re still happy overall with the Mists of Pandaria talent overhaul, we do recognize that there were some talents that weren’t tuned as well as they could be or just weren’t attractive. That’s not to say that all talents should be all things to all players all the time; some talents are situationally quite attractive, and we’re happy with those. On the other hand, others just never see much use and we would rather provide players real options for each talent tier.

Note: The purpose of these blogs is mostly to provide an overview of the design intentions behind our 5.2 changes, rather than to detail the thought process behind every individual note. You can refer to the patch notes for specific changes and numbers.

ClassReview_WoW_Blog_DividerDeathKnight_GL_590x75.jpg
We had three main goals:

  • Make some less attractive talents more compelling.
  • Improve quality of life for Unholy Death Knights.
  • Give a small PvP buff.

We didn’t feel like Death Knights needed many changes overall, and we try not to change classes for change’s sake, especially midway through an expansion, so you’ll see fewer changes here than for some other classes.

To address some issues with less attractive talents, you’ll see buffs to Death Siphon (more damage dealt) and Conversion (less Runic Power over time).

Unholy’s quality of life changes were mostly to solve the problem of “orphaned” runes. A Death Knight would, for example, Blood Boil twice and then Scourge Strike, leaving two Frost Runes, which weren’t sufficient to use Festering Strike. Now Icy Touch activates Reaping, which will allow those Frost Runes to convert to Death Runes. We also made Plague Strike apply Frost Fever to reduce the need to use Icy Touches. We also made Summon Gargoyle no longer cost Runic Power and changed the damage done to both Shadow and Nature to synergize better with Unholy’s Mastery, Dreadblade.

While we think Death Knights are in a good place in PvP overall, we did agree with the feedback that Strangulate has a very long cooldown for what it does, so we lowered its cooldown and also lowered Asphyxiate to match. Finally, it is worth pointing out that the tier 14 2-piece ended up being overbudget to the extent that we were concerned DKs would keep using it in the 5.2 raid. We nerfed the set bonus and buffed Death Knights to compensate. Blood is in a good place overall, but we did buff Blood Parasite dramatically, because it was just undertuned.

ClassReview_WoW_Blog_DividerDruid_GL_590x75.jpg
We wanted to:

  • Make some unattractive talents more compelling.
  • Slightly reduce Feral’s effectiveness in PvP.
  • Improve Restoration slightly in PvP and PvE.
  • Give a bump to non-Restoration Druid healing in PvP.

We had a problem where some Druid talents were only attractive to certain specs. Changes such as the buff to Cenarion Ward and Force of Nature were to help with this problem, while other talents, such as Mass Entanglement were just undertuned for all specs.

We addressed Feral in PvP by adding a cooldown to Cyclone. Now Feral won’t gain such frequent use of free Cyclones through Predatory Swiftness, but can still benefit from the proc for heals. We initially tried a few different mechanics to prevent Cat Form from stacking speed benefits to a ridiculous level, but that left Druids feeling like they were being penalized for taking the Feline Swiftness talent (which many of them didn’t take, even in PvP). We ended up with Feline Swiftness not stacking with the PvP set bonus. We’re keeping a close eye on Feral’s damage output in PvP, but we didn’t make any changes for 5.2.

Restoration’s buffs include an across-the-board buff to healing, as well as mana savings on Rejuvenation. We think that some of Restoration’s performance issues were actually caused by Discipline Priests being so dominant (since absorb shields are better at “sniping” heals than even Heal over Time effects), but we still wanted to make sure that Druids were competitive healers, so we increased their healing by 10% through the Naturalist Passive. Rejuvenation is an iconic Restoration spell. While we don’t want druids to do nothing but spam Rejuv, we don’t feel like it was getting enough use overall. We redesigned Wild Mushroom to benefit from the overhealing that can occur with Heal over Time spells. Now, the new mushrooms allow a Druid to “bank” overhealing, and then unleash it when the Mushrooms bloom.

Balance and Feral should also see a boost to PvP healing effectiveness because we’re allowing 25% of PvP Power’s benefit to increase their healing output (versus 50% for Restoration druids).

ClassReview_WoW_Blog_DividerHunter_GL_590x75.jpg
Hunters overall are in a good place in PvE and PvP. We wanted to:

  • Make unattractive talents more compelling. (Notice a theme?)
  • Improve Marksmanship’s viability.

Like Death Knights, Hunters were also in a good place overall and we didn’t think they needed many changes. These notes are relatively short as a result.

In terms of talents, we felt like Silencing Shot was too powerful so we increased its cooldown slightly, while removing the Focus costs of the competing talents: Binding Shot and Wyvern Sting. We also recognized the community’s frustrations with using Powershot so we rebuilt it so it would reliably hit even moving targets.

We reduced the cast time of Aimed Shot partially as a quality of life change for Marksmanship, and partially to buff the spec’s damage output. We also increased Chimera Shot’s self-healing to give Marksmanship Hunters a small distinct niche compared to Survival and Beast Mastery.

Nearly every Hunter felt like they had to take the Glyph of Marked for Death, so we made the glyph’s effects baseline, removed the glyph, and replaced it with the new Glyph of Liberation that provides a moderate heal when Disengage is used.

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Comments (2,224)

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Dragonlords
Frostwolf
Dragonlords
3/20/2013
@Ajarlek: couldnt agree more
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ßrokenbones
Arthas
ßrokenbones
3/27/2013
@Dragonlords: No! Bad Idea! No! A good old Feral druid was !@#$ing unkillable!
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Hillstoo
Bladefist
Hillstoo
3/17/2013
haven't played for a while, but love the game.
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Jinglesbells
Azuremyst
Jinglesbells
3/17/2013
druid one looks like a dead tree lol
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druids are ok I like the look but nothing for guardian and ferel is just going to get worse and do everybody a favor put ferel and guardian together
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Pacale
Dark Iron
Pacale
3/17/2013
damn the druids look evil
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Bersekedone
Illidan
Bersekedone
3/17/2013
Like the changes. Thanks, guys! MM has always been my favorite :)
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Tipsytoes
Terokkar
Tipsytoes
3/17/2013
If your going to leave fears as is, then fix the trinkets to allow us to get out quickly
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Jørdån
The Forgotten Coast
Jørdån
3/18/2013
@Tipsytoes: I couldn't agree more with you. The balance between being feared and the cooldowns/interrupts are clearly not there. It's time to fix this
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Luulem
Nazgrel
Luulem
3/17/2013
Digging the DK armor
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Dingbang
Bloodhoof
Dingbang
3/18/2013
@Luulem: Hope your talking about the pve set, cause tyrannical is yeck!
Guess ill be cataclysmic till the next patch : /
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Spankyone
Zangarmarsh
Spankyone
3/17/2013
It feels like my dps has been squelched as of 5.2.
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"We think that some of Restoration’s performance issues were actually caused by Discipline Priests being so dominant"

This is hilarious, and my resto druid thanks you for at least acknowledging the problem. Still, cheaper rejuv spam helps with this.
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Tuon
Archimonde
Tuon
3/17/2013
Druid: We wanted to completely ignore guardian's problems with single tank fights.

MISSION ACCOMPLISHED
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Junkhunter
Emerald Dream
Junkhunter
3/17/2013
and why would anyone think DK's need a PvP buff at all???
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Bounceyball
Illidan
Bounceyball
3/18/2013
@Junkhunter: I would, Because as a BM hunter. I completely MELT Dks, although thats just about any class. Including nuking healers down in low MMR arenas in about 1.7 seconds.
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Kanamii
Terokkar
Kanamii
3/17/2013
oh noes i dont want ferals to be nerfed >.<
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Nastage
Blade's Edge
Nastage
3/17/2013
lol right
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Adolphus
Shadowsong
Adolphus
3/17/2013
@Kanamii: Like we don't have enough troubles
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Jcdeath
Blackwing Lair
Jcdeath
3/17/2013
@Kanamii: Ya the nerfs to feral seemed unnecessary from my view hardly ever see any decent ones now they seem laughable i mean was that 15% buff to rip suppose to counter the cyclone nerf ....lol
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Karata
Runetotem
Karata
3/17/2013
its about time they give dks a nice pvp buff
and unholy some more health but they need to make blood dks so they can dps in blood spec
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Odey
Nesingwary
Odey
3/17/2013
@Karata: Lol, yeah right kid.
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Aligums
Area 52
Aligums
3/17/2013
@Karata: Info you, we did do dps before. It was called vengeance until they nerfed it for pvp and made it pve only for threat. Makes sense though becauase that made us so OP with our survivability in pvp.
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Lightanes
Illidan
Lightanes
3/17/2013
wutttttttttttt
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Duldon
Shu'halo
Duldon
3/16/2013
IMA FIRIN MAH LAZOR
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Ruien
Burning Blade
Ruien
3/16/2013
They need to nerf the fears in PVP. Getting hit back to back with 6 & 8 second long fears without them diminishing with DoT dmg is ridiculous. And they need to fix some of the bubbles to where they can actually be purged or taken away if possible. Feral pvp is probably the worst thing ever right now. Guardian is good just for the fact that they can survive forever and last as a flag carrier or tank. Feral needs a little extra something to make it able to handle spam healers and the retarded never dying blood DK's
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Maljinwo
Quel'Thalas
Maljinwo
3/16/2013
@Ruien: Im far more concerned about the automatic seduction/mesmerize
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Grizzledone
Kael'thas
Grizzledone
3/16/2013
@Ruien: yeah they do.
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Brelm
The Underbog
Brelm
3/17/2013
@Ruien: i would have to agree completely with you...it gets quite annoying not being able to do anything
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Karata
Runetotem
Karata
3/17/2013
@Ruien: so agreed
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Aligums
Area 52
Aligums
3/17/2013
@Ruien: Blood is tank! Just be happy we don't have dps or we'll be more than OP. Unstoppable imo.
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Bané
Kilrogg
Bané
3/17/2013
@Ruien: dude the same thing happens to me i try and kill a warlock with the flag she kept fearing me for a full fear the need to nerd it
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Jørdån
The Forgotten Coast
Jørdån
3/18/2013
@Ruien: Completely agree. Very valid points
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Xbeond
Tichondrius
Xbeond
3/16/2013
makes healers heal less...
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Rikanoth
Bleeding Hollow
Rikanoth
3/18/2013
@Xbeond: I agree with you to an extent. The current status is ,if you'd like to call it, a 1 button 100% role in PvP. In the previous season even though i had no PvP gear i was able to heal through even the toughest bursts with one button. i was also noticing that when i was to encounter a Restoration Druid they would just use Rejuvenation and the occasional tree form Regrowth. There definitely needs to be some considering in these rolls. Although others may think this isn't needed, this just seems a little over-tuned to be allowed in a PvP scenario. There are also many other things that need to be looked at to like the stuns,silences,fears ... ect. they should all have some sort of diminishing return and should be looked at not as a form of a constant lock down but a critical advantage against the opposing players when used at a very heated moment in the mist's of battle.
There is however, the factor of how the diminishing returns should stack and the cool-down timers of these will effect the length of the small engagements. I do hope that they will look into all of this and hopefully take advice from all players to find the answer to these needed changes.
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I've been playing a resto druid for YEARS and I still get pissed at how useless and stupid that mushroom spell is.
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Sydestro
Stormrage
Sydestro
3/16/2013
Omg feral druids are by far the weakest in the game already, just keep nerfing em, might as well try and fight people in whale form! come on!
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Bounceyball
Illidan
Bounceyball
3/18/2013
@Sydestro: Hahaha, Now that would be awesome.
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Scrublìfe
Azjol-Nerub
Scrublìfe
3/16/2013
make healers have less sprints, slows and teleports. i was trying to kill a resto but he would always leap then sprint away. i kept getting slowed and it sucked. also make healers heal for a litle less in PvP
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BLowin!!