MMO-Champion - Upcoming Class Changes, December 27 Hotfixes
Upcoming Class Changes
Originally Posted by Blizzard (Blue Tracker)
We have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.

Before you dive down into the meat below (not really a pleasant image, that), be advised that we’re still early in the preliminary stages. The patch isn’t coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn’t mentioned below doesn’t mean we won’t address it.

PvE
We’re happy with damage overall. We have very few traditional tank and spank fights (even Argaloth likes to parry melee) so it’s hard to get consistent numbers without very large data sets. Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marksman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them. We aren’t seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.

Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn’t willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.

Tank balance overall seems good at this point in time. Threat seems to be in a good place -- good tanks don’t have much of a problem, but they can’t “phone it in” either. We’re seeing all four tanks get a lot of use, even on Heroic raid fights. That could change as more guilds are able to make serious heroic attempts.

PvP
The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn’t determine the outcome of every encounter. There are several individual abilities that we aren’t happy with in PvP.

We’re keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.

We’re also looking at crowd control, interrupts, and self-healing in PvP. It’s possible we’ll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.

Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.

We also want to make sure the epic PvP gear isn’t too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don’t want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.

Stats
We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.

Mastery is a new stat for us, and there are a few specs that don’t value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don’t think it’s possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).

Potpourri
Some additional class-specific tweaks (keeping in mind this is not the full list):

General
  • We’re making some additional buffs, such as Pain Suppression and Barkskin, undispellable.
  • We think we overnerfed Every Man for Himself, and are reverting it back to a 2-minute cooldown again. We might evaluate other racials after we’ve seen more PvP.

Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • We want to make sure Unholy DKs prefer two-handed weapons.
  • Necrotic Strike needs to be affected by resilience.
  • For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.
  • We also want to address DK mobility in PvP.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.
  • We’re buffing Wild Mushroom. It’s a cool spell that isn’t getting enough play.
  • Empowered Touch will now benefit from Regrowth as well. We’re also buffing the Glyph of Regrowth.
  • We are looking at Holy Concentration (after our most recent buff) and Omen of Clarity to make sure they don’t account for too much mana savings.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • As part of the Marks and Beastmaster buffs, we’re buffing Aimed Shot, Kill Shot, Chimera Shot, and Kill Command.

Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Censure will no longer break Repentance.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • For Holy priests, we’re increasing Chakra’s duration and changing Surge of Light so it can now from Flash Heal and Greater Heal and can crit.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • We want to make it clear that Combat is intended to use fast off-hand weapons. We also want to polish Revealing Strike a bit.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • We want to make sure Enhancement shaman avoid caster weapons.

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
  • Inferno will no longer increase the radius of Hellfire.
  • Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
  • We want to redesign Improved Soulfire.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Arms warrior burst damage might still be too high in PvP, while we don’t have a great way to adjust their sustained damage for PvE. The Lambs to the Slaughter talent is a good place to address this. We also might nerf warrior stuns.
  • We think Arms and Fury warriors are getting too much damage out of Heroic Strike. We want it to be clear that it’s a rage dump and not make it the hardest hitting ability.

“GC, is this the final list of changes? Does this mean I can expect no changes for my class? Does this mean you don’t care about me?”

No. This is some stuff we are looking at so that you’ll have some context if you see changes on a future PTR. The final list of class patch notes for the next patch will doubtless be much longer.

- Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He uses words like “potpourri.”

Cataclysm Hotfixes - Updated Dec. 27
Originally Posted by Blizzard (Blue Tracker)
Here you will find a list of hotfixes that address various issues related to the release of patch 4.0.3a and World of Warcraft: Cataclysm. While many have already been deployed on all realms, some may not be implemented until the next time your realm is restarted. We will continue to update this thread in the days ahead as additional hotfixes are applied.

December 22 - 27

General
  • Graveyard Rats are no longer considered critters and do not give credit toward the Critter Kill Squad guild achievement.
  • Weekly guild reputation caps should now properly reset at the scheduled time. An error which prevented this reset from taking place if guild experience was earned at exactly 3:00 AM server time immediately prior to weekly maintenance has been corrected.
  • The achievement Saving for a Rainy Day has the same requirements as its predecessor Time to Open a Savings Account. For this reason Saving for a Rainy Day has been temporarily disabled (it will still show in the user interface), as it requires a fix via a client-side patch.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • The heal from Frenzied Regeneration was too powerful and has been reduced by 50%.
  • Pounce now correctly shares diminishing returns with other stun effects.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Cheap Shot now correctly shares diminishing returns with other stun effects.

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • The Felguard ability Axe Toss now properly shares diminishing returns with other stun effects.

Dungeons & Raids
Blackwing Descent
  • Sweltering Armor is now properly applied to Magmaw's Mangle target once the debuff has faded, regardless of whether Magmaw was successfully impaled or not.

Gnomeregan
  • Mekgineer Thermaplugg no longer sometimes awards dungeon completion prematurely.

Throne of the Four Winds
  • It is no longer possible to disarm Al'Akir.

Items
  • The Inner Eye proc from Heroic and normal versions of Jar of Ancient Remedies was not activating with some priest healing effects. This has been corrected.
  • The Signet of High Arcanist Savor and Gilnean Ring of Ruination now have proper stats.

Professions
Archaeology
  • Vashj'ir dig sites no longer unlock for players. They felt too punishing without additional benefits compared to low-level sites, and were much more difficult to obtain artifacts in due to the way Vashj'ir navigation works.

Cooking
  • Stormwind Lobster Traps now respawn more quickly and can be gathered across all Stormwind quest phases.

Inscription
  • The following reagents no longer have limits and are now available from Una Kobuna and Casandra Downs in unlimited quantities: Deathwing Scale Fragment, Scavenged Dragon Horn, Bleached Jawbone, Silver Charm Bracelet, and Preserved Ogre Eye.

PvP
Arenas
  • Arena ratings are appropriately tabulating for wins and losses. More information on this issue can be found on our forums.
  • Negative amounts of Conquest Points can no longer be awarded after a match win.

Battlegrounds
  • Upon winning a rated Battleground, rating, wins, and Conquest Points are awarded and display properly.
  • Negative amounts of Conquest Points can no longer be awarded after a match win.

Tol Barad
  • Winning as an attacker now rewards players with 1800 Honor Points, up from 180. Winning as a defender still rewards players with 180 Honor Points.

Quests & Creatures
Deepholm
  • Gyreworms, Enormous Gyreworms, and Gorged Gyreworms no longer drop money or elite-level loot.

Tol Barad
  • Cell Watchers in the D-Block area no longer have boss-like immunities. Interrupts, stuns, snares, taunts, knockbacks, Banish, Root, Freeze, Fear, Horror and Death Grip all work correctly.

Twilight Highlands
  • Crucible of Carnage quests can no longer be shared.

Uldum
  • The Unearthing Uldum quest achievement can now be obtained after completing 105 quests in Uldum, down from 108.
  • Players are now granted 250 Ramkahen reputation after completing the daily quest "Fire From the Sky".

Vashj'ir
  • The Luxscale Grouper's Grouper Bite debuff now has a 5-second duration and will no longer sometimes get stuck on characters.

Zul'Drak
  • Due to adjusted health pools, the heal-over-time effect provided by Blightblood Infusion (used by players controlling the Blightblood Troll) during the Overlord Drakuru encounter has been increased.
This article was originally published in forum thread: Upcoming Class Changes, December 27 Hotfixes started by Boubouille View original post
Comments 219 Comments
  1. stevethebeave's Avatar
    Quote Originally Posted by trabuc View Post
    what can i say gogo blizard fuck us ferals again u fucked mastery from bears gogo fuck cats also nerf blid efects . I never was a fan of feral beeing a mele lok doing 70 % of bleeds and i will take back mele dmg any time as soon as u do it proper and dont fuck up this class like u did wit bear mastery yes that was op but now is scrap doesnt count as a pvp mid to high player and high pve player i dont see a way in witch u gona do this without fucking up cat dps but what can i do i agree with berseker fear imunity remuve but u need to give us something like all the clases have eather on enrage bear or duno. i hope u do it right this time or i bet a lot of druids quit playing this game
    *Blizzard *you *bleed *effects *being *melee *look? *melee *damage *you *properly *don’t *you *with *doesn’t *which *gonna *berserker *immunity *remove *you *classes *either *dunno
  1. bloodwine77's Avatar
    low DPS specs can sometimes crit their pants and appear overpowered. with some classes and specs it all depends on RNG
  1. Ripebear's Avatar
    And whatever you do Blizzard, do not nerf Howling Blast's actual damage, please! Limit the amount of mobs it can hit or give it a short cooldown if you're going to do anything.
  1. Weavus's Avatar
    Ring of Frost kinda sucks and now they want to reduce it's duration? I kinda wish they would just go back to the Frost Curtain idea.
  1. Rilec's Avatar
    Quote Originally Posted by rushofcrazy View Post
    There are a couple ret paladins in my guild who easily pull 20k-30k dps on single target. Learn to play your class.
    Dudebro, we have a melee priest with no talent points spent who pulls 40k. Your rets should lrn2play.
  1. fangless's Avatar
    Quote Originally Posted by Boubouille View Post
    Upcoming Class Changes
    Originally Posted by Blizzard (Blue Tracker)


    PvE
    On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high.

    Crap. They're on to us! Howling Blast has ALWAYS been this good, just no one plays Frost as a DK, so no one's noticed. That and no ICC bosses had any AE damage to them.


    That said, who cares? AE dmg is important on like 2 fights in all of the raids so far. Niche damage role is niche.

    If anything, buff Frost by about 1-2%, so it's in line with Unholy.
  1. Sarahstrasza's Avatar
    Any clue if they plan to make worgen drop flags when they do their running wild in wsg? I understand druids have instant flight form, but picking herbs faster doesn't change an outcome of an entire battleground like running wild does.
  1. Bantokar's Avatar
    Quote Originally Posted by Rilec View Post
    Dudebro, we have a melee priest with no talent points spent who pulls 40k. Your rets should lrn2play.
    That made my day. You Sir just won the internet
  1. Alphamage's Avatar
    I have to say that WoW when playing PVE and doing raids is not a DPS race between classes, especially when you belong to a good Guild... when we are in raids, every Class making a great deal of damage is good for the group and when the Boss is down, who made the best DPS cares only the ones who care less for the team and more about themselves!
    Of course when it comes to PVP things are different. One class having the ability to output a great deal of damage against others is not balanced. So far I believe that almost all classes are balanced for PVP with some doing great burst damage, others are having very good cc ability, others have good dot damage and some healing tricks and others having great survivability.
    There are some small things that need to be nerfed or buffed so better balance can be achieved for PVP and I believe that in future patches all will be done correctly as it is supposed to be.
    Even when it is done that way, I am afraid that there will still be a lot of players that will complain that X class is overpowered and Y class is underpowered but this is a "learn to play" issue in my opinion.
  1. Pantelija's Avatar
    Quote Originally Posted by Weavus View Post
    Ring of Frost kinda sucks and now they want to reduce it's duration? I kinda wish they would just go back to the Frost Curtain idea.
    Ring of Frost sucks ? Targetable Hungering Cold that procs every 3 seconds is OP , so how about u stop trolling ?
    To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.
    This should have been done back in beta when we( players) said it was overpowered but Blizzard apparently needed "majority QQ" to take action as always >.>
    Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much
    Yet again this stuff has been adressed in Beta and Blizzard ignored , funny thing how alot of players in beta said that they should shift some bleed damage into autoattacks/Fero bite/etc but Blizzard just dismissed it saying Ferals are fine , ALSO 20 sec FEAR IMMUNITY IS NOT BALANCED (caps for people with poor reading comprehension) This is yet again due to "Majority QQ"
    We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
    Inferno will no longer increase the radius of Hellfire.
    Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
    We want to redesign Improved Soulfire.
    Remove Drain Mana from warlocks... nobody uses this in PvE and some warlocks use this to give them an chance to deal vs healers (this is like removing interrupts from Rogue,DK,Warrior etc , change is stupid and not needed , prob because people QQed over Mana Burn and Blizzard decided to remove this spell too ...)
    Inferno no longer increases the radius of Hellfire - This is PvP QQ right there , i can bet anything that Rogue QQ nerfed this talent (U could catch ROGUES with it if they PLAYED STUPID)
    Shadow and Flame can now proc from Incinerate - In beta this was suggested , BLizzard dismissed this idea ...
    Redesign Improved Soulfire - no real comment about this now until we see more info but i am skeptical about this "redesign"
  1. membranee's Avatar
    Quote Originally Posted by Duster505 View Post
    I want content to be fun and rewading. Heroics are not tough - they just bring the worst out of ppl - they dont reward random grouping at all. And Normals... They dont reward you at all when you got 333 gear.

    So ... I ended my subscription. I expect ALL content in game to enjoyable. Heroics are not enjoyable with pugs so HF!
    Well I guess this is Wotlk's fault. Every third player think like this, and I for one don't care for those players.

    My first advice is to play with your guild, for smooth heroic runs. And if you don't have a guild/they aren't online, join random heroics and try to learn your pugs how to conquer the content. I actually enjoy teaching nice players how to master hard heroic dungeons, and I hope more players feel the way I do.
  1. Alanar's Avatar
    idd blizz finnaly see, frost mages and feral druids, and arms warrios are op.
    hope this patch will pop up realy soon , can't wait to see all the crying druids saying they gonna respec cus they are not OP anymore

    only thing i can say is TAKE THAT!
  1. azurrei's Avatar
    Quote Originally Posted by Stevoman View Post
    I hope they don't nerf feral PVE in attempting to balance PVP. I love how the most skilled ferals can put pure DPS classes to shame, but the majority of ferals are just meh when it comes to big numbers. Was that way through Wrath and has been that way so far in Cata, so here's hoping.
    I too hate PvP nerfs that screw with PvE...but, they made the feral rotation MUCH easier now and a good vs bad feral is more about gear/gemming/laziness than skill now. Bleeds need to be nerfed hard for PvP - im sure they will compensate properly by buffing other attacks to even out the dmg.
  1. Phive's Avatar
    Quote Originally Posted by Appel View Post
    idd blizz finnaly see, frost mages and feral druids, and arms warrios are op.
    hope this patch will pop up realy soon , can't wait to see all the crying druids saying they gonna respec cus they are not OP anymore

    only thing i can say is TAKE THAT!
    warriors are kinda nuts atm but it wont be obvious unless you have 233 resilience and are a clothy

    lvl 85 rets get beat by lvl 80 hunters..no one cares about the utility , theyll still get kicked out of heroics for a spammy frost dk

    teh mage thing is funny to me, i guess they want theyre dps to be normalized

    i dont think anyone likes theyre mastery if theyre a dps
  1. Anuta's Avatar
    My question in in regards to this section of the topic.

    "PvE
    On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high"

    Unholy DK Halfus - http://worldoflogs.com/rankings/play..._Death_Knight/
    Frost DK Halfus - http://worldoflogs.com/rankings/play..._Death_Knight/

    There is a 9K dps difference between the top UH DK (72,341 dps) and the top Frost DK (63,901). And you still believe that Frost death knights are higher in the AOE range?


    Discuss
  1. Glanbera's Avatar
    "We are probably going to remove Drain Mana from warlocks"

    NooooOOOOooOOoOOoooooOOOOo
  1. Proshift's Avatar
    Yay for the holy priest changes ^.^
  1. Reemix's Avatar
    Quote Originally Posted by stevethebeave View Post
    *Blizzard *you *bleed *effects *being *melee *look? *melee *damage *you *properly *don’t *you *with *doesn’t *which *gonna *berserker *immunity *remove *you *classes *either *dunno
    You just made me snort into my Cookie Crisp Cereal
  1. Ickorus's Avatar
    All the little pictures and colours made that post a real pain in the ass to read.
  1. Buu's Avatar
    I don't think Marksman Hunter problem is just plain numbers. Beast Master can be fixed with buffs to damage, because its skills can be controlled.
    Now Marksman is presently the Dance Dance Revolution specialization. You have to press the right sequence of buttons, in the time, following the rhythm, and any delay or wrong button decreases your score, and you start slow at every pull, gaining speed at middle of fights.

    Improved Steady Shot mechanics, Aimed Shot horrible procs, Marked for Death nerf, Mastery based on attack speed on a slow shotting spec.... MM is just SAD.

    All the low damage they are seeing is based on how demanding they did MM to link a whole chain of skills to be able to damage, and then made it nearly impossible to be done as intended. Improve the numbers will NOT fix it, since the skills will still be faulty.

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