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 218 Comments
  1. Dexiefy's Avatar
    Quote Originally Posted by Vayro View Post
    I am kinda worried about this myself. :\ Our bleeds hit pretty hard but it is the only thing keeping us competetive in PvE right now.
    it doest keep you competitve it makes you overpowered.


    What im worried about is no word about hunter pvp situation...
  1. mmoc6d2ecbae4c's Avatar
    Craps, nothing on fixing the crafted epic shield bug :-(
  1. Razaac's Avatar
    lock aoe TOO HIGH? yeah right, its so fking nerfed to shit with multiple targets!! remove drain mana because its situational? its not OP in pvp, takes FOREVER to burn through a whole bar, and by that time ur probably dead. remove something we ACTUALLY dont use, like enslave demon. ontop of that crap, it'd be nice to not have to watch soulfire constantly,redesign it PLEASE. give it a 30 sec duration, not 15.
  1. Mister K's Avatar
    Still no Tol'Barad fix.... it will take them another year i spouse ....
  1. Smerch's Avatar
    Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them.
    Shadow Priest with fire mage? loolz , mage are fine gieeefff More DPS to DOT's FFS!!!!
    SP are too weak in PvE now
  1. Hexxx's Avatar
    Whats blizz got against druids. Just leave them alone.
  1. mmoc443165a3eb's Avatar
    Wee no mention of Destro locks. That means I'm topping the meters on skill. Suck that nasty hunters !

    I do find it odd that shadow priests are mentioned as sub-par. The 3-4 spriests in my guild rival the hunters, rogues and me for top spots. Especially on multi-target fights spriests reign supreme due to their easy dotting.

    Oh and Demon locks are lower then the other lock specs, not to mention their slow spells makes them annoying in most fights where you need to run a lot. Having them be masters of AE really is their only perk (aside from the sp buff). If Bliz removes that demon locks will be a rare sight on raids.

    Oh ps. don't touch Improved Soul Fire. Keeping that 15% haste buff up is what makes good Destro locks stand out from the bad ones.
  1. Yunru's Avatar
    Stil no hunter pet fixes (the thing that makes pets not able to attack the enemy or they get stuck).
  1. Nest's Avatar
    I like how they are milking money with the human racial change. ;D
  1. Madarame's Avatar
    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.
    well, not the fix i thought of, but maybe the defending faction will now - let the attackers win. wintrading for huge honor boost =)
    this is going in the wrong direction, imo
  1. VanishO2's Avatar
    Quote Originally Posted by Naoto View Post
    Ok seriously, removing drain mana, seriously? the reason I go affil for PVP is to controll people especially healers and you NEED to drain mana to stand a chance, without that all I have are dots that every healer can dispel and a fear they can also dispel, what's the point in affil then? if you remove drain mana you NEED to remove mana burn it's equally fucked up.

    Drain mana is important not only to drain mana but it also scares a healer away, now they are just going to stand there dispelling everything I do then what? what a bullshit change.
    You do remember that dispelling everything all the time would be as effective as a mana drain right? It really does cost some good chunk of mana (and globals) to just sit there and dispel everything everywhere (and I guess they can't dispel fear on themselves).

    Good and necessary changes. There are still more to be addressed, but as they said, it's just the begining.

    Love that they're taking care of the new wave of "stunlocks", fixing some abilities "lack" of DRs and decreasing the duration of AE CC's, it's obvious that a AE CC as effective as a single target one is too powerful with so minimal effort (taking into account that they're usually ranged).

    Warrior dmg isn't that "awesomely" high in pvp, but their ability to almost stunlock you + the dmg is crazy... put 2 warriors or more in a BG/Tol Barad scenario and that's really insane.

    Everyone could see the Feral nerf incoming... put a undispelable bleed, forget about him and move to the next target isn't "skill" (the same way stunlock isn't considered skill by Blizzard). The popular joke "bleed, bear, win" goes against their current philosophy, they want players to be more "active" in the damage they do. They did this with Ret Paladins seal/judgement/attacks in Wrath, but for another reason (to make hit cap more important than it was).

    The "might" about Ret paladins dmg is funny... lol
  1. mmoc37672be2a3's Avatar
    I'll write it here because i have the feeling that blizz developers read this forum more than the EU official one...

    Should i remember once again that balance druids does not have a DEFENSIVE cd ?

    I'll repeat it once more:

    MUSHROOMS does not fit in the BALANCE tree, move them to the restoration tree and make them an healing spell:
    make detonate mushrooms leave on the ground the BED OF FLORA effect, because it's stupid to use one of our emergency DIRECT HEAL (swiftmend) to create a poor location controlled AoE HEAL
    Also make this ability our lvl83 new spell because no one cares about stampeding roar, because it's useless (1min cd, 10y range, 5sec speed boost, only 40% speed)

    Balance druids are pretty much dead if a melee reach them because druids can't escape from those classes that have at least 3 gap closers each one.
    So...give balance druid, something more fitting (you know we have typhoons, hurricanes, gale winds, cyclone etc) why don't give us as lvl85 ability a damned TORNADO ?

    If you don't know what I'm talking about, take a look at Howling Riftdweller in Hyjal
    You could give this spell a casting reticule and allow druids to use it as AoE damage, DEFENSIVE ABILITY vs melee (hide inside the tornado), AoE CC

    Every Class has at least a silence and a method to interrupt with a NOT SO LONG cooldown
    Why balance druids should rely on a ONE MINUTE cooldown ability while shamans can interrupt every 6 seconds and redirect a spell every 15sec ?
    The damned tornado with a reasonable cooldown would give balance an interrupt ability because it tosses the enemy in the air

    TORNADO: wowhead.com/spell=80066
    I'm getting sick of this game and it's unbalance, with 12 million subscribers I'd expect a little more effort in balancing this game's mechanics, I've heard that lotro is going to be free, maybe i should give it a shot.
  1. Demoncrash's Avatar
    Most of the changes look good. Still no word on the broken Chaotic Metas though
  1. Azshira's Avatar
    Havent read the class changes yet but zoomed to the hotfixes and I must say: "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", best change for archy yet haha
  1. Asaki's Avatar
    Quote Originally Posted by zakayron View Post
    Finally some nerfs to SV huntards...
    What an intelligent reply, just what we need on these forums.
  1. mmoc008c35f208's Avatar
    Awesome, why dont u make poly cast time 2.5 secs, remove cone of cold talant, remove deep freeze and elemental nova....
  1. wMw's Avatar
    I do agree about uncontrolable Feral Druids.

    Frost Nova - Reshift
    Roots - Reshift
    Sheep - Immune
    Fear - Berserk

    CC should CC
  1. VanishO2's Avatar
    Quote Originally Posted by Treelife View Post
    Just starting to like DW Unholy, and now they want us to go 2h? True fail. : /

    And what do they mean with "We also want to address DK mobility in PvP." Is this a good thing or what..?
    Unfortunately that isn't intended... otherwise they would need to buff Frost 2H to match Unholy 2H.

    They stated that Frost IS the DW spec, you can't have a "weird"/not supported spec like DW Unholy as the best DW spec (or the best spec in hardmode gear as stated in EJ forums). You could have it the same way Frost does have 2H option (wich is good, since it spreads the use of 1hand weapons with strength), delivering a little bit less dmg, but suported and viable. Not the way it is today, a dedicated spec spending 4...5...6 talent points in DW loosing to one unintend spec that only spent half the points into it.

    Hope that DK mobility means they've noticed how easy is to kite them... especially non-unholy ones.
  1. Typhron's Avatar
    Quote Originally Posted by shadowflay View Post
    Best post in cataclysm so far.
    Fuck yeah.
  1. mmoc2a6238e2a2's Avatar
    BAH!!!!!! Me and my dad are playin' 2v2 FrostMage-EnhShammy and Purge and Spellsteal is our only way to deal with healers! nerfing those spells is fucking insane! <-- Nerd rage

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