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Hotfixes for December 8 - Class Tuning and More

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Class Tuning Changes


Please note that the following class tuning changes are still undergoing testing and will be implemented as soon as possible.
  • Death Knight
  • Hunter
    • General
      • Kill Shot's (Beast Mastery, Marksmanship) damage has been reduced by 10%.
    • Marksmanship
  • Mage
  • Monk
    • General
      • Rising Sun Kick (Windwalker, Mistweaver) now causes enemies to take 10% increased damage from the Monk's abilities (down from 15% increased damage).
  • Shaman
  • Warrior
    • Fury
      • Bloodthirst's damage has increased by 20%, and has an additional 40% chance to be a critical strike (up from 30%).
      • Execute's (Fury) damage has increased by 10%.
      • Raging Blow's damage has increased by 33%.
      • Wild Strike's damage has increased by 32%.


Garrisons, Followers, and Outposts
  • Ashran has been re-enabled as a potential daily strategic assault choice. This reverts a change from November 21.
  • Garrison Buildings
    • [Requires a realm restart.] Work orders for the following Horde buildings (Mine, Herb Garden, Goblin Workshop, War Mill, and Trading Post) and Alliance buildings (Dwarven Bunker, Gnomish Workshop, Trading Post) should now correctly contribute credit towards the achievements for Working Some Orders and Working More Orders.
    • Gem Boutique: Followers assigned to the building should now always offer a daily quest.
    • Gladiator's Sanctum: Highmaul Coliseum gladiator tournament should no longer incorrectly be awarding PvP gear and items that require reputation with Vol'jin's Spear or Wrynn's Vanguard to equip.
    • Gladiator's Sanctum: Work orders were awarding much more gold and items than intended. The amount of items and gold awarded has been reduced to be more comparable to other buildings.
    • Herb Garden: Visitors can no longer harvest the player's Frostweed.
    • Salvage Yard: Awards for salvage have been split into 3 tiers based on the level of the Garrison Mission (Levels 90-94, Levels 95-99, and Level 100). Additionally, the mission needs to be successful for a chance to receive salvage with Level 100 missions having a guaranteed chance on success.
  • Garrison Invasions
    • Shadow Council Invasion: Concubine of Sin no longer awards points when defeated.


Quests
  • Shadowmoon Valley
    • The Fate of Karabor: Yrel should now always assist the player with Krull. Additionally, Krull's Brutal Smash now has a reduced range of 6 yards.
  • Talador


Creatures and NPCs
  • Grom'kar NPCs in the Frostfire Iron Siegeworks and Gorgrond Blackrock Foundry areas should now correctly have a chance to drop Iron Horde scraps for characters with a Dwarven Bunker / War Mill in their Garrisons.
  • Shadowmoon Valley
    • Shinri should no longer be getting stuck in evade mode.


Dungeons, Raids, and Scenarios
  • Raids
    • Highmaul
      • Tectus: Visual markers for Earthen Pillar, Fracture, Meteoric Earthspire, and Radiating Poison should now be easier to see.
      • Tectus: Meteoric Earthspire now deals less damage on Normal and Heroic difficulties.
      • Tectus' targeting circle for Crystalline Barrage should now still be visible for users with projected textures disabled.
      • Twin Ogron's Fierce Disposition, Savage Disposition, and Aggressive Disposition should now be showing up in combat logs.
      • Imperator Mar'gok's Arcane mines for Destructive Resonance should now be easier to see for users with projected textures disabled.
      • Imperator Mar'gok: Visuals for Destructive Resonance should now be visible from anywhere in the Throne of the Imperator area.
      • Imperator Mar'gok's Arcane Wrath ability should no longer incorrectly jump to a player that has been Branded during Phase 4 with the Power of Replication.
  • Dungeons
    • Auchindoun
      • Disabled the cutscene for Teron'gor that plays after defeating Azzakel on Challenge Mode.
    • Skyreach
      • Ranjit should no longer occasionally target the tank with Lens Flare and Windwall.

PvP
  • Ashran
    • Honor and reputation increases for turning in Artifact Fragments first noted on December 3, are now out of testing and have been implemented.
    • Disabled health regeneration for Kronus, Fangraal, Grand Marshal Tremblade, and High Warlord Volrath when they leash or drop out of combat.
    • Creatures outside of Ashran should no longer incorrectly have a chance to drop Artifact Fragments.


Battlegrounds and Arenas
  • Rated Battlegrounds should no longer incorrectly be awarding PvP gear and items that require reputation with Vol'jin's Spear or Wrynn's Vanguard to equip.


Professions

Items
  • Follower Weapon and Armor enhancements can now stack up to 20.
  • Temporary buffs that increase Critical Strike should now correctly increase Parry through Riposte for tanking specializations.
  • Cracked Potion Vials should no longer drop for non-Alchemists.
  • Everburning Candle was buffed much more than intended. The amount of mana granted has been reduced to 10,456 (down from 20,916). Additional information on the reasoning for this change can be found in the forum thread: Everburning Candle Changes.
  • Gently Squeezed Toad is no longer usable while in a Challenge Mode Dungeon.


Achievements

Everburning Candle Hotfix
It looks like the Everburning Candle got a nerf.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Everburning Candle will receive a hotfix today which will reduce the amount of mana restored on use from roughly 20,000 to roughly 10,000. Similar to the issue with Scabbard of Kyanos, our previous adjustment left the power level of the item drastically beyond the range of even Mythic raid trinkets. After this hotfix, the trinket will still be an ideal item for any healer, and we will not be adjusting the Intellect passive of the trinket which will remain at 334.

With regard to developer comments made yesterday during the Final Boss podcast interview, we understand changing our minds about not adjusting this item may be frustrating. At the time, we absolutely meant that we were okay with it being over-budget in terms of what it provides (reference the unchanged Intellect). However, when designers took a closer look at the item this morning, they realized that the mana being granted was excessive to the point that it risked undermining healer and encounter balance, and creating a world where healers with the Everburning Candle would play a different game with respect to mana longevity than those without.

Dark Legacy Comics #468 - Lore, What is it Good For?
DLC #468 has been released.

This article was originally published in forum thread: Hotfixes for December 8 - Class Tuning and More, Everburning Candle Hotfix, DLC #468 started by molster View original post
Comments 176 Comments
  1. Terracresta's Avatar
    All these "pure dps class should do more dmg" ppl are just whining and I get the feeling they don't play any other class besides their "pure dps" class. Everyone saying "hybrid" classes can do everything are clearly trolling. I could start going into detail but it would be a waste of time trying to explain it to them if they simply ignore all the changes to "hybrid classes" in recent years.

    "Hybrids can switch specs but we pure dps can't" *whine*
    Because your class doesn't have 3 specs like any other class and because say Shadow Priests want to heal, thats why they play Shadow in the first place...
  1. Galdor's Avatar
    /cast Noodle Bolt
  1. Leyl's Avatar
    Quote Originally Posted by Terracresta View Post
    All these "pure dps class should do more dmg" ppl are just whining and I get the feeling they don't play any other class besides their "pure dps" class. Everyone saying "hybrid" classes can do everything are clearly trolling. I could start going into detail but it would be a waste of time trying to explain it to them if they simply ignore all the changes to "hybrid classes" in recent years.

    "Hybrids can switch specs but we pure dps can't" *whine*
    Because your class doesn't have 3 specs like any other class and because say Shadow Priests want to heal, thats why they play Shadow in the first place...
    I agree in some ways, but then why bring any DPS classes at all then? Why not just have dual role hybrids dominate the game? Why bring a class that deals damage and damage alone when I can slot a caster that I can ask to heal, or find someone that can do both? Same for tanking. Raid utility is a thing there too. If a "pure" DPS class has very little raid utility beyond a buff bot, or a battle rez, what the hell does that do for raid groups?
  1. cmiddl01's Avatar
    I like how every class but one has been tuned in. this class also has 2 out of 3 specs that is one of the lowest dps sims in the game.
  1. Heltoray's Avatar
    Yea, I guess ret and boomkin are totally fine...
  1. Meggle's Avatar
    QQ no lock changes, cmon.
  1. Psykhe's Avatar
    Quote Originally Posted by Leyl View Post
    Why bring a class that deals damage and damage alone when I can slot a caster that I can ask to heal, or find someone that can do both? Same for tanking.
    One of us must live in a strange parallel universe.

    In mine when a question like "should we take that ret pally or that mage?" comes up the answer "we need magic ranged more than yet another melee dps, lets take the mage" has about a zillion times higher chance of occurring than "we might need another/new tank/healer, the ret pally might have a tank or heal offspec, might have the gear for it, might be skilled in it and might be willing to use it, lets take him".

    People choose a dps because they need a certain type of dps, the players item level, the utility the class brings in their current spec (and not other specs) and the current dps performance of their class & spec.

    "They could switch to tank/healer" isn't something I have ever seen as reason. People desperate for a healer asking random dpsers with the theoretical capability if they want to join as tank/healer, sure, but then they are looking for a tank/healer. It is increasing a dpsers chance to join groups if they are willing to switch to that role, but it isn't increasing their chance to join groups as dps one bit.
  1. mmoca50bbd6296's Avatar
    Leave rising sun kick alooooooone !
  1. thunderdragon2's Avatar
    Quote Originally Posted by Wazzbo View Post
    You gotta be trollin'... Right?

    RIGHT?
    i dont think he is id like an answer to that also i dont get why theyd nerf a underpreforming spec like bm compared to just mm
  1. Plast's Avatar
    No shadow priest buff??? how is that possible we are the WORST dps class in the freakin game atm....
  1. Drusin's Avatar
    Quote Originally Posted by Terracresta View Post
    All these "pure dps class should do more dmg" ppl are just whining and I get the feeling they don't play any other class besides their "pure dps" class. Everyone saying "hybrid" classes can do everything are clearly trolling. I could start going into detail but it would be a waste of time trying to explain it to them if they simply ignore all the changes to "hybrid classes" in recent years.

    "Hybrids can switch specs but we pure dps can't" *whine*
    Because your class doesn't have 3 specs like any other class and because say Shadow Priests want to heal, thats why they play Shadow in the first place...
    I main a Druid, I want pures to do more dps.
  1. mmocfe2bab4c21's Avatar
    Quote Originally Posted by Pufflesmash View Post
    Unholy DKs are strong, Frost DKs are weak. They buffed Frost DKs.

    Monk nerf was fine. Considering Rising Sun Kick debuff is pretty much 100% uptime, it actually is a straight 5% nerf to their overall damage. This nerf, combined with other class buffs, is actually a solid change.

    Arcane/Fire desperately needed buffs, which they both received. Frost Mages were actually strong, and well-represented on damage logs for every fight, so the buff is a little mysterious, but overall the changes were good (though Warlocks could've used a small buff)
    Unless you are really bad its definately up 100% of the time(Rising Sun Kick).

    But, what people who dont know much about monks wont know, is that the damage buff does not apply to all damage the monks do. Like for example their autoattacks. They arent affected by the rising sun kick debuff at all and they are a large part of the monks damage.

    So the buff is roughly 2,5-3% overall damage nerf instead of 5% overall. Monks are far ahead of others on some fights and personally i do think they will recieve more tuning. Especially since they also have some very nice unique things they bring to groups.

    Mages needed buffs, DK's didnt. Sure frost is worse then unholy, but unholy is really, really strong. Why not buff combat, Survival etc. aswell then.

    Rogues in general need at least 1 spec that competes in top 7, and after todays changes it doesnt. That is pretty ridiculus
  1. mag07's Avatar
    Quote Originally Posted by Plast View Post
    No shadow priest buff??? how is that possible we are the WORST dps class in the freakin game atm....
    Err, we're not? Msear hits like a wet noodle, but our single target is pretty good. Boring as fuck, but that's another story.
  1. muSPK's Avatar
    Is this hotfix live yet?
  1. buddah13's Avatar
    still no changes to healing and how awful it is right now, gg Blizz, i am so glad i am not buying anymore time cards, i am leaving this sad excuse for a expansion until timeless isle 2.0 , seriously this expac is just awful
  1. Skrax's Avatar
    I wish they would fix survival hunter. I have no idea how they perform in pvp as I only do pve stuff. But at the moment it's completey unplayable. I mean just check out world of logs, highest mm hunter is above 30k and highest survival is at 23.9 for butcher fight, and that is the top rankings in the world atm.. So as an average/good player i can't expect to do much. I refuse to play mm cause if that was the only solution to do dps as a hunter then they might aswell remove bm and surv from the spec tree

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