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. Puntar's Avatar
    Quote Originally Posted by wMw View Post
    Awww...they reduce bleed damage and buff direct strikes. So you won't be OP in PvP, and will have the same damage in PvE.

    Got it ?
    Yeah, ssuuuureeeeee!

    Feral cats do not even top damage meters in PvE and PvP nerf to bleeds WILL ONLY wreck PvE experience. Unless they toy with Mastery alone (or they change it) , Blizz devs WILL AGAIN completely destroy feral for PvP.

    As past already shows us, I do not feel confident that Blizz will actually do it "in proper way". Like always they will completely smash feral spec into the ground, just to please the QQ-ers.
  1. fangless's Avatar
    Quote Originally Posted by Anuta View Post
    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


    Halfus has one small AE section, which isn't even guaranteed to be there each week :P Most of the fight is on single target, so the DPS will be higher in the long run for Unholy.

    Magmaw is an obvious choice to look at to make a case for Frost AE dmg as a counterpoint, but there's an asterisks in that Unholy can't really get in to spread diseases as easily as Frost can with HB. Still, there are some parses in the top logs that feature Unholy, and they're still competitive at least.

    I still am of the belief that Howling Blast is the best AE move in the game right now, since it doesn't have any cap on damage, aside from pulling threat and getting punched in the face
  1. bloodwine77's Avatar
    Quote Originally Posted by Rolly View Post
    Gotta love this new design team of Blizzard's nerfing iconic spells of classes. Just more proof that this is the B team bereft of any ideas.
    This is the laziest development seen by Blizzard developers. These guys no longer play the game they play the spreadsheets and then spout corporate bafflegab to justify their decisions. Keep repeating a turd is a diamond and eventually you''ll convince a portion of your player base that it is.
    They've been monkeying with classes as far as I can remember. Starting with WotLK they seemed to up the frequency of nerfing, buffing, and adjusting abilities, though. Still, I don't see them doing anything differently today than with TBC other than being more aggressive.

    Every expansion I can safely say that my playstyle, spec, rotation/priorities have greatly changed from release to the final patch. One ability gets a pan to the face, so we work around it and use a different ability. Nothing is ever static with Blizzard and WoW.

    ---------- Post added 2010-12-28 at 06:18 PM ----------

    Quote Originally Posted by Swagger View Post
    Does Blizzard or no one else realize that if the attacking team gets 1800 Honor from a Tol'Barad win then the quickest way for everyone to get massive honor will be to lose on purpose when you're defending and let the opposing faction win every time when they're the attackers.

    So basically this is just a way to get a free 1800 honor every 5 hours without having to do anything.

    The REAL solution to this problem would be to fix the BG and make attacking and defending the same difficulty, and awarding something like 500 or 1000 to the winner, rather than implementing a scenario where the intelligent thing to do would be to always lose as quickly as possible when you're defending.
    Has a Blue ever come out and said anything about people's suggestions that if the attacker has 2/3 bases then they should win? I would think that'd be the least controversial and most efficient way to fix Tol Barad. If I and others are mistaken, I'd like a Blue to call us out and provide an explanation as to why it wouldn't fix anything.

    The 2/3 idea seems to have the most support of the playerbase. It is not as if they could make Tol Barad any worse.
  1. Skippert's Avatar
    Quote Originally Posted by Ripebear View Post
    30k DPS? A Frost DK in full heroic 272 gear would be pulling around 21-23k dps single target according to Elitist jerks, how on earth do you think Ret's can do 20-30k in normal/few pieces of heroic tops?

    Logs or it's not true.
    Because he's one of those typical tough guys thinking he's the man with big statements and no proof. Fucking kids.
    Considering HC blue/359 epic mix, it's prolly closer to 15k than 25k.
  1. Sentreenay's Avatar
    is this a joke i mean saying mages are doing low dammage ? so the 1 mage taking down 10 people in better pvp geta than him is week ? or the mages in groups toping the dps / dammage done and pulling thret is also low ? its ridiculus though some of it is right though the mm and BM hunter needing a buff and aspecily the ret omg does it need a buff.

    as for the DKs doing to much when never in any of my groups and as tank i get insta group none of the DKs do "to much" there mid table at best its just plain silly to balance the pve aspect of the game based on the PvP they should just make seperat talents for pvp and be doen with it >.>and then theres the feral nerf why just why they need a new move at the botom of that tree as its not that good compared to almost every other class.

    but all in all at least there addressing some of the problems that have been about for the last few months.
  1. Casimir's Avatar
    Quote Originally Posted by Sentreenay View Post
    is this a joke i mean saying mages are doing low dammage ? so the 1 mage taking down 10 people in better pvp geta than him is week ? or the mages in groups toping the dps / dammage done and pulling thret is also low ? its ridiculus though some of it is right though the mm and BM hunter needing a buff and aspecily the ret omg does it need a buff.

    as for the DKs doing to much when never in any of my groups and as tank i get insta group none of the DKs do "to much" there mid table at best its just plain silly to balance the pve aspect of the game based on the PvP they should just make seperat talents for pvp and be doen with it >.>and then theres the feral nerf why just why they need a new move at the botom of that tree as its not that good compared to almost every other class.

    but all in all at least there addressing some of the problems that have been about for the last few months.
    DK's do too much dmg especially with many adds (howling blast) that you don't notice it in a 5 man group is pretty logical.
    Because there aren't that many adds, mostly do CC now etc, you should see what a frost dk could pull off if you let him dps a whole pack! And many aren't that good geared yet ( hence being in an hc )
    And about mages, they are godly in pvp, that is true but they aren't in pve raid battles. So why are mages so good in pvp? Mostly because of their control. What is blizzard doing ? Indeed nerfing their controlling abilities. So they compesate eachother more then enough to not cause trouble being weak or op in either game pve or pvp. Atleast that is what blizzard is trying to do.
  1. maleita's Avatar
    Quote Originally Posted by Sentreenay View Post
    is this a joke i mean saying mages are doing low dammage ? so the 1 mage taking down 10 people in better pvp geta than him is week ? or the mages in groups toping the dps / dammage done and pulling thret is also low ?
    First of all: PvP =/= PvE

    I do agree that frost mages are OP in PvP right now, but fire and frost mages are not that well in PvE beacause we are too reliant on RNG, you may have seen a mage toping the dps in 1 or 2 fights when he got lucky.

    There are ways to buff frost mage PvE damage without afecting PvP at all, like buffing Deep Freeze damage which only affects raid bosses. So stop giving your opinion when you are clueless about other's classes mechanics
  1. xiumi's Avatar
    Quote Originally Posted by Ripthingz View Post
    What exactly does this mean? Are they slowing us down? I don't understand that at all.
    Dks have the worst mobility out of all melee classes so pretty sure we'll get some kind of buff.
  1. Buu's Avatar
    Quote Originally Posted by bloodwine77 View Post
    Has a Blue ever come out and said anything about people's suggestions that if the attacker has 2/3 bases then they should win? I would think that'd be the least controversial and most efficient way to fix Tol Barad. If I and others are mistaken, I'd like a Blue to call us out and provide an explanation as to why it wouldn't fix anything.

    The 2/3 idea seems to have the most support of the playerbase. It is not as if they could make Tol Barad any worse.
    2/3 is just throw the problem to the other extreme. But considering how Blizzard developers keep showing that "middle term" isn't a concept they are familiar with, probably can happen.

    What bothers me since I read about Beta's Tol Barad is that the vehicles and towers are absolutely stupid. They should make other things than auto-attack towers, and towers just add time... Every single vehicle and tower should have one special effect, with the possibility of 3 towers down meaning the 2/3 to conquer.
    Sad thing is that Developers played internally, played with Beta Testers, observed beta testers playing, got feedback, and NONE of those gave them the vision of the obvious.
  1. Satsujin's Avatar
    "We want to make sure Unholy DKs prefer two-handed weapons."

    Have you seen the Frost tree? The DW spec is at the 1st tier while the 2H spec is almost at the bottom. I must say the 1st tier of Frost is rather horrible, it's either DW or something utterly useless PvP-utility placeholders you take just to get further down on the tree.
    I hope seeing some changes to this as it would probably screw over the DW Unholy DKs as well.

    Side note: DW Unholy is currently considered the "best" DPS output as a DK if you're properly geared.
  1. Ieft's Avatar
    Fire mages damage is fine, if they buff it now it will most certainly get nerfed later into the expansion.

    Bigger problem is mana, which is "managable" but would be nice to have it fixed a little.
  1. Argroth's Avatar
    Mage DPS being too low? and survival hunters being too powerful? this must be a joke
  1. Goldheart's Avatar
    Quote Originally Posted by Ieft View Post
    Fire mages damage is fine, if they buff it now it will most certainly get nerfed later into the expansion.

    Bigger problem is mana, which is "managable" but would be nice to have it fixed a little.
    Quote Originally Posted by Argroth View Post
    Mage DPS being too low? and survival hunters being too powerful? this must be a joke
    Make me dream about your dps in fire mage. Stop taking yours situation in raid/guild as a great opinion and go elitistjerks .
  1. Bantokar's Avatar
    Quote Originally Posted by Alphamage View Post
    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.
    And in my opinion you should never comment on PvP again hmmmkay.
  1. crackleslap's Avatar
    Quote Originally Posted by Maelztrom View Post
    NO! Don't nerf mages!
    not like uve been OP the entire time in wrath...

    yay for bm and mm hunters tho
  1. Kagnal's Avatar
    No hotfix for Vashj'ir questgivers randomly disappearing on me!?

    BLEH!!!
  1. Phantomebb's Avatar
    Quote Originally Posted by Nathiest View Post
    Ret damage might be too low? MIGHT!?! Really Bliz? really?
    I am pretty sure them mean after the changes on thier internal beta. I am hoping that the talent ends up being 20% proc rate and the new mastery is like +2% so it ends up being around 35+% is you stack it. If they don't then blizzard is just stupid.
  1. WaitingforSWTOR's Avatar
    What burns me from inside is: didnt they had enough data from the betatesters to balance things from the beggining? MONTHS OF BETA SPENT FOR NOTHING??
  1. Chuck's Avatar
    I simply hope they fix retribution threat. Doing avarage dps but our threat is as if we were nuclear powerstations.
  1. Skippert's Avatar
    Quote Originally Posted by Chuck View Post
    I simply hope they fix retribution threat. Doing avarage dps but our threat is as if we were nuclear powerstations.
    Ha so it's not just me. I also had that problem. The first 20seconds or so in some bossfights, I go over the tank's threat, while we have a well geared tank that knows his rotation/priorities.

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