1. #1

    Dragonflight Embers of Neltharion PTR Development Notes - April 18, 2023

    Dragonflight Embers of Neltharion PTR Development Notes - April 18, 2023
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Hello everyone! Here are this week’s updates to the Embers of Neltharion PTR:

    Classes

    • Developers’ note: We’ve decided to increase both player stamina and enemy damage by 25% in Embers of Neltharion. This is very much like an adjustment that was made just before the launch of Dragonflight, and it’s for the same reasons.

      When damage mitigation abilities and healing are too strong relative to player health, the only way to threaten players is to make enemy damage very high and spiky. If healers can very quickly top off their teammates and mana isn’t a limiting factor, enemies have to be tuned to have the capacity to do burst damage that kills players before healers can react. That isn’t very satisfying gameplay. Increasing player health gives players more time to react to incoming damage, and it makes players’ choices about cooldowns and mana management more meaningful.

      Along with this change, you’ll see several adjustments to hybrid healing spells, items, and enchantments, as well as percentage-based healing spells.
    • Player stamina increased by 25%, and enemy spell and melee damage increased by 25%, and self-healing and absorb shield spells for damage dealers and tanks have been increased by a commensurate amount, so that they retain their impact when solo or when supporting a group.
    • Death Knight
      • Blood Draw healing increased by 25%.
      • Blood
        • Blood Plague healing increased by 25%.
        • Relish in Blood healing increased by 25%.
        • Leech from Voracious increased to 12% (was 10%).
      • Frost
        • Aberrus, the Shadowed Crucible: 2-Set Bonus has been adjusted – Frostwyrm’s Fury cast by Pillar of Frost now deals 30% of normal damage (was 40%).
        • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – Frostwyrm’s Fury causes enemies hit to take 20% increased damage from your Critical Strikes (was 25%).
      • Unholy
        • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – Consuming Sudden Doom grants 1 extra stack of Master of Death (was 2 stacks).
    • Demon Hunter
      • Havoc
        • Fodder to the Flame now heals for 20% of maximum health (was 25%).
      • Vengeance
        • Fel Devastation healing increased by 25%.
        • You heal for 10% of all damage you deal to targets with Frailty (was 8%).
        • Feast of Souls healing increased by 25%.
        • The maximum absorb of Revel in Pain increased by 25%.
        • The Hunt now heals for 25% of damage you deal to your Hunt target was 20%).
        • Healing from consuming a Soul Fragment increased by 25%.
        • Charred Warblades causes you to heal for 4% of Fire damage dealt (was 3%).
        • Soul Barrier absorbs 25% additional damage.
        • The bonus absorb value from consuming Soul Fragments increased by 25%.
    • Druid
      • Balance
        • Regrowth healing increased by 50%.
        • Swiftmend healing increased by 50%.
        • Rejuvenation healing increased by 25%.
        • Wild Growth healing increased by 25%.
        • Protector of the Pack’s maximum heal value increased by 25%.
      • Feral
        • Regrowth healing increased by 50%. Does not affect PvP combat.
        • Swiftmend healing increased by 50%.
        • Rejuvenation healing increased by 25%.
        • Wild Growth healing increased by 25%.
        • Protector of the Pack’s maximum heal value increased by 25%.
        • Developers’ note: Feral damage is a little lower than we like after the shift of power away from Berserk: Frenzy and the Berserk redesign in Embers of Neltharion. We’re happy with the relative values of Feral’s builders, so we’re adding a bit more to their overall damage (with some extra for Lunar Inspiration). We’re also reversing some of the 10.0.5 damage reduction to Rip to increase its value in single target, but reducing the value of Tear Open Wounds to keep Rip’s contribution to AOE about the same.
        • Increase Shred, Rake, Swipe, Brutal Slash, and Thrash damage by 2%.
        • Increase Lunar Inspiration damage by 5%.
        • Aberrus, the Shadowed Crucible: 2-Set Bonus has been adjusted – Shadows of the Predator’s duration increased to 25 seconds (was 20 seconds) and when an application resets stacks, duration is reset to 25 seconds.
        • Thrashing Claws’ Shred damage bonus reduced to 5% (was 8%).
        • Dreadful Bleeding Rip damage bonus increased to 18% (was 15%).
        • Tear Open Wounds’ damage conversion rate reduced to 60% (was 70%).
      • Guardian
        • Regrowth healing increased by 50%.
        • Swiftmend healing increased by 50%.
        • Rejuvenation healing increased by 25%.
        • Wild Growth healing increased by 25%.
        • Protector of the Pack’s maximum heal value increased by 25%.
        • Lunar Beam healing increased by 25%.
        • Elune’s Favored causes you to be healed for 40% of Arcane damage done (was 30%).
        • Brambles reflects 25% additional damage.
        • Ursoc’s Fury causes Thrash and Maul to grant an absorb shield for 60% of damage dealt (was 50%).
    • Evoker
      • Devastation
        • Feed the Flames now triggers after casting 9 Pyres (was 12).
        • Snapfire damage bonus to Firestorm increased to 100% (was 40%).
        • Shattering Star cooldown increased to 20 seconds (was 15 seconds).
        • Scintillation’s Eternity Surge power reduced to 50% (was 60%).
        • Living Flame healing increased by 25%.
        • Emerald Blossom healing increased by 25%.
        • Verdant Embrace healing increased by 25%.
        • Panacea healing increased by 25%.
    • Hunter
      • Rejuvenating Wind now heals for 8%/16% of maximum health (was 10%/20%).
      • Marksmanship
        • In the Rhythm now grants 12% Haste (was 15%).
        • Windrunner’s Guidance now grants 6 seconds of Trueshot (was 10 seconds).
      • Survival
        • Aberrus, the Shadowed Crucible: 2-Set Bonus has been adjusted – Kill Command damage bonus has been reduced to 40% (was 50%).
        • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – Wildfire damage bonus to the primary target has been reduced to 75% (was 100%).
    • Monk
      • Brewmaster
        • Soothing Mist healing increased by 25%.
        • Chi Burst healing increased by 25%.
        • Chi Wave healing increased by 25%.
        • Expel Harm healing increased by 25%.
        • Staggering Strikes reduces Stagger by an additional 25%.
        • Celestial Brew absorbs 25% additional damage.
        • Vivify healing increased by 92%.
        • Celestial Fortune now has a chance equal to your critical strike chance to be healed for an additional 80% of the amount healed (was 65%).
      • Mistweaver
        • Chi Cocoon now provides a shield for 8% of your maximum health (was 10%).
        • Aberrus, the Shadowed Crucible: 2-Set Bonus has been adjusted – Soulfang Infusion now has a short internal cooldown before it can trigger again.
      • Windwalker
        • Soothing Mist healing increased by 25%.
        • Chi Burst healing increased by 25%.
        • Chi Wave healing increased by 25%.
        • Expel Harm healing increased by 75%.
        • Vivify healing increased by 92%.
    • Paladin
      • Fixed an issue causing Consecrated Ground’s radius increase to not apply to Hallowed Ground (PvP talent) and Golden Path.
      • Fixed an issue with Afterimage’s tracker failing to update immediately after the echo.
      • Fixed an issue with Sanctified Wrath’s tooltip duration.
      • Protection
        • Moment of Glory creates an absorb shield for 25% of all damage dealt (was 20%).
        • Bulwark of Order creates an absorb shield for 30%/60% of Avenger’s Shield damage dealt (was 25%/50%).
        • Light of the Titans healing increased by 25%.
        • Word of Glory healing increased by 25%.
        • Flash of Light healing increased by 50%.
      • Retribution
        • Word of Glory healing increased by 50%.
        • Flash of Light healing increased by 50%.
        • Light’s Celerity increases Flash of Light healing by 20% (was 50%).
        • Guided Prayer casts a Word of Glory at 60% effectiveness (was 100%).
        • Justicar’s Vengeance heals for 5% of maximum health (was 6%).
        • Fixed an issue causing Recompense to sometimes heal instead of dealing damage.
    • Priest
      • Shadow
        • Power Word: Shield absorbs 25% additional damage.
        • Renew healing increased by 25%.
        • Prayer of Mending healing increased by 25%.
        • Flash Heal healing increased by 50%.
    • Rogue
      • Soothing Darkness now heals for 24% of maximum health (was 30%).
    • Shaman
      • Earthgrab Totem now has a 30 second cooldown (was 1 minute).
      • Elemental
        • Healing Surge healing increased by 37%.
        • Earth Shield healing increased by 25%.
        • Chain Heal healing increased by 25%.
        • Healing Stream Totem healing increased by 25%.
        • Aberrus, the Shadowed Crucible: 2-Set Bonus has been adjusted – Gain Stormkeeper every 50 seconds (was 40 seconds).
        • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – For 8 seconds after you consume Stormkeeper, your Lightning Bolt, Lava Burst, Icefury, and Frost Shock generate 75% (was 100%) more Maelstrom, and your Chain Lightning, Lava Beam, and Earthquake critical strike damage is increased by 20%.
      • Enhancement
        • All ability and pet damage dealt increased by 5%.
        • Healing Surge healing increased by 37%.
        • Earth Shield healing increased by 25%.
        • Chain Heal healing increased by 25%.
        • Healing Stream Totem healing increased by 25%.
        • Improved Maelstrom Weapon increases the healing of your next healing spell by 5%/10% (was 10%/20%).
        • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – Sundering now increases your Physical and Fire damage dealt by 20% (was 30%) for 15 seconds and your now affects the next 2 Chain Lightnings (was 3).
    • Warlock
      • Demon Skin now recharges Soul Leech at a rate of 0.2%/0.4% of maximum health (was 0.2%/0.5%).
    • Warrior
      • Titanic Throw no longer affects crowd-controlled targets.
      • Ignore Pain absorbs 25% additional damage.
      • Pain and Gain heals for 3.5% of maximum health (was 4.5%).
      • Fixed an issue that prevent Spear of Bastion from being cast while the Warrior was silenced.
      • Arms
        • Storm Wall now heals for 8% of maximum health (was 10%).
      • Fury
        • Invigorating Fury now heals for 15% of maximum health (was 20%).
        • Fixed an issue causing Onslaught to have unpredictable behavior with Whirlwind’s chain buff.
      • Protection
        • Fueled by Violence causes you to be healed for 110% of the damage dealt by Deep Wounds (was 85%).
        • Aberrus, the Shadowed Crucible: 2-Set Bonus has been adjusted - Shield Slam now reduces the cooldown of Last Stand by 2 seconds (was 1 second).
        • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted - Duration of Earthen Tenacity increased to 20 seconds (was 10 seconds) and the damage of Earthen Smash increased by 300%.

    Dungeons and Raids

    • Brackenhide Hollow
      • Hackclaw’s War-Band
        • Gashtooth will sharpen her knife and laugh at her target as they stumble around while blinded by Decayed Senses.
    • Freehold
      • Many enemies have had their abilities and visuals updated.
      • Skycap’n Kragg
        • Azerite Powder Shot is now a 60 yard cone and its impact damage reduced. Visual updated to support this.
        • The damage over time effect of Azerite Powder Shot can now be dispelled.
      • Council o’ Captains
        • Confidence-Boosting Freehold Brew now increases Critical Strike chance by 30%.
        • Captain Raoul’s Blackout Barrel targeting updated. Now prefers damage dealers, then healers, then tanks as a last resort.
        • Captain Raoul’s Barrel Smash duration was reduced to 2 seconds (was 4 seconds). Damage increased to compensate.
        • Captain Eudora’s Powder Shot avoids shooting the same player twice within 6 seconds.
        • Captain Eudora’s Grapeshot leap will no longer jump to a location she is already standing at.
        • Captain Eudora’s Grapeshot now applies a stacking damage over time effect each time a player is hit and it’s impact damage has been reduced.
      • Ring of Booty
        • Lightning now has 3 stacks of Greasy (was 5).
        • Ludwig Von Tortollan’s health has been reduced by 25%.
        • Trothak’s Sharknado duration was reduced to 3 seconds (was 6 seconds).
        • Trothak’s Sharknado visual has been updated.
      • Harlan Sweete
        • New Ability: Whirling Dagger – Throws a dagger at a random non-tank player inflicting Physical damage and a 3 second Bleed. While Loaded Dice: All Hands! is active, Whirling Dagger ricochets between all players.
        • Swiftwind Saber has been redesigned – Now fires a single saber at a random player. While Loaded Dice: All Hands! is active, Swiftwind Saber shoots 5 sabers in random directions.
        • Irontide Grenadier’s Black Powder Bomb visual has been updated.
        • Irontide Grenadiers no longer channel Black Powder Bomb. Black Powder Bomb is now an 8 yard area-of-effect.
    • Halls of Infusion
      • Primal Tsunami
        • No longer uses Rogue Waves.
        • Stacks of Infuse are now reset between intermissions.
    • Uldaman
      • Bromach
        • Trogg waves summoned are always made up of 3 Ambushers and 1 Geomancer.
      • Sentinel Talondras
        • Unrelenting damage bonus reduced to 5% per stack.
      • Chrono-Lord Deios
        • Reduced the damage of most abilities.
    • Underrot
      • Many enemies have had their abilities updated and adjusted.

    Items and Rewards

    • Professions
      • Shadowed Belt Clasp now provides 25% more Stamina.
      • Enchant Boots – Watcher’s Loam now provides 25% more Stamina.
      • Enchant Chest – Sustained Strength now provides 25% more Stamina.
      • Solid Eternity Amber now provides 25% more Stamina.
      • Forceful Nozdorite now provides 25% more Stamina.
      • Puissant Nozdorite now provides 25% more Stamina.
      • Jagged Nozdorite now provides 25% more Stamina.
      • Steady Nozdorite now provides 25% more Stamina.
      • Fierce Armor Kit now provides 25% more Stamina.
      • Frozen Spellthread now provides 25% more Stamina.

    Player Versus Player

    • War Mode
      • New Scalewarden Gear and new consumables are available:
        • Starter gear (Blue quality) – 434 PvP item level
        • Upgraded gear (Purple quality) – 447 PvP item level
        • New on-use consumables
      • The blue quality Scalewarden Gear and consumables can be purchased with Bloody Tokens from Malicia in Gladiator’s Refuge, Valdrakken. Scalewarden Gear can be upgraded with Trophies of Strife, which you can earn from weekly Sparks of Life quests.
      • Trophies of Strife and Bloody Tokens will be reset when Embers of Neltharion launches. Trophies of Strife will convert into items that can be sold to vendors for gold, while Bloody Token count will be reset to zero.
    • Items
      • Gladiator’s Distinction (PvP trinket 2-set bonus) now provides 300 Stamina (was 2703) and 1600 primary stat (was 300).
    • Demon Hunter
      • Chaos Nova duration decreased to 3 seconds in PvP combat (was 4 seconds).
      • Sigil of Misery duration decreased to 3 seconds in PvP combat (was 4 seconds).
      • Imprison duration decreased to 3 seconds in PvP combat (was 4 seconds).
      • Blood Moon (PvP Talent) has been slightly redesigned – Consume Magic now affects all enemies within 8 yards of the target, and generates a Lesser Soul Fragment. Each effect consumed has a 5% chance to upgrade to a Greater Soul.
    • Druid
      • Entangling Bark (PvP talent) root duration decreased to 6 seconds (was 8 seconds) and now roots the first 3 melee attackers (was 2).
      • Balance
        • Regrowth healing is no longer reduced in PvP combat (was 15%).
    • Monk
      • Leg Sweep duration decreased to 4 seconds in PvP combat (was 5 seconds).
      • Grapple Weapon (PvP Talent) duration decreased to 5 seconds (was 6 seconds).
      • Perpetual Paralysis (PvP Talent) now reduces range of Paralysis by 5 yards (was 10 yards) and now selects targets within 10 yards (was 6 yards).
    • Paladin
      • Retribution
        • Word of Glory healing is now reduced by 45% in PvP combat (was 30%).
        • Flash of Light healing is now reduced by 30% in PvP combat.
        • Light’s Celerity increases Flash of Light healing by 10% in PvP combat (was 20%).
    • Priest
      • Silence duration decreased to 3 seconds in PvP combat (was 4 seconds).
    • Rogue
      • Dagger in the Dark (PvP talent) has been redesigned – Each second while Stealth is active, nearby enemies within 12 yards (was 10 yards) take an additional 2% (was 5%) damage from you for 10 seconds (was your next Ambush). Stacks up to 6 times (was 8).
      • Veil of Midnight (PvP Talent) has been redesigned – Now causes Cloak of Shadows to remove harmful physical effects and increases dodge chance by 100%.
      • Maneuverability (PvP Talent) has been redesigned – Sprint has a 50% reduced cooldown and 50% reduced duration.
      • Dismantle (PvP Talent) duration decreased to 5 seconds (was 6 seconds).
      • Distracting Mirage (PvP Talent) now slows affected enemies by 60% (was 30%).
    • Warrior
      • Shockwave duration increased to 3 seconds in PvP combat (was 2 seconds).
      • Disarm (PvP Talent) duration decreased to 5 seconds (was 6 seconds).
      • Fixed an issue where Intimidating Shout did not have the correct PvP duration when talented into Menace.
      • Fury
        • Death Wish (PvP Talent) now has a 4 second cooldown (was 5 seconds), increases damage dealt and taken by 10%, and health cost increased to 10% (was 5%). Stacks up to 5 times (was 10).
        • Fixed an issue that prevented Death Wish from affecting sources of damage that were not Warrior ability or auto-attack damage.

  2. #2
    Dang, was kinda hoping we'd get some actual class tuning. Oh well.

  3. #3
    Quote Originally Posted by Relapses View Post
    Dang, was kinda hoping we'd get some actual class tuning. Oh well.

    Same. These changes suck. But this How Blizzard rolls sometimes.
    Be careful who you chat it up with here on these forums. If you are NOT for WoW and about WoW, people will report whatever you say and get you banned

  4. #4
    Quote Originally Posted by SuperKarateDeathCar View Post
    I'm genuinely confused. If they increased health pools by 25%, and Mob damage by 25%, and heals by 25%, what have they accomplished?
    Not all heals, just the tank and hybrid ones, it should give you more time in the 10-90% hp range, rather then be always topped up or dead.
    Also it should slow down PvP, I guess?

  5. #5
    this is pure madness. they seen how negatively players took it on DF launch , it took them whole season to do semi resonable tuning and now they just slam 25 % on health and dmg

    this shows MDI players are only players they care about.

  6. #6
    Holy fk can they stop allowing every single spec in the game to be a healer. This is the reason I got over healing in PvE almost instantly in DF because tanks can just solo an entire dungeon while healing themselves. It encourages such toxic game play - as soon as a group enters the dungeon the tank is already in the next room with 50 mobs on him, the dps constantly pull mobs thinking they're the tank and healers are now expected to dps instead of heal... it's a complete clown show

  7. #7
    Arms Warrior in PvP is already easy to kill and selfheal get even more nerfed, lel.

  8. #8
    Bloodsail Admiral kosajk's Avatar
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    Quote Originally Posted by Disen View Post
    Not all heals, just the tank and hybrid ones, it should give you more time in the 10-90% hp range, rather then be always topped up or dead.
    Also it should slow down PvP, I guess?
    well as a shaman i cant say a bad word cause its align to your theory,
    but why hunter get nerf?
    i get pala as its overtuned, ok with rogue i guess, but hunter is intriguing :P

    "Hope for the best and prepare for the worst"

  9. #9
    Quote Originally Posted by SuperKarateDeathCar View Post
    I'm genuinely confused. If they increased health pools by 25%, and Mob damage by 25%, and heals by 25%, what have they accomplished?
    Buffing druid.

    Quote Originally Posted by kosajk View Post
    well as a shaman i cant say a bad word cause its align to your theory,
    but why hunter get nerf?
    i get pala as its overtuned, ok with rogue i guess, but hunter is intriguing :P
    They nerfed heals that scale off your max health slightly since they increase your stamina. Don't know why though. The amount healed will be the same as live, but obviously a small nerf.

    Quote Originally Posted by nickp007 View Post
    Holy fk can they stop allowing every single spec in the game to be a healer. This is the reason I got over healing in PvE almost instantly in DF because tanks can just solo an entire dungeon while healing themselves. It encourages such toxic game play - as soon as a group enters the dungeon the tank is already in the next room with 50 mobs on him, the dps constantly pull mobs thinking they're the tank and healers are now expected to dps instead of heal... it's a complete clown show
    This isn't a problem of dps specs being able to heal. Enhancement having acess to a group heal is slightly problematic, but mostly this is a problem of nerfing healing checks several times instead of buffing healer output.
    Last edited by Foolicious; 2023-04-19 at 11:25 AM.

  10. #10
    Quote Originally Posted by SuperKarateDeathCar View Post
    I'm genuinely confused. If they increased health pools by 25%, and Mob damage by 25%, and heals by 25%, what have they accomplished?
    Healer specs were not buffed.

  11. #11
    First of all, i rarelly post anything but this time i had to. I'm main bear since TBC so it will be...17 years so far? Anyway let's get into the point:

    IMHO, if they want to make healers heal, tank tanking, and dps doing dps... they should remove healers damage factor. I mean offensive spells should be there still too (Disc priest, hpala etc.) But they would do like 2 - 3k dps in raid/m+ content so they won't be toxic forced by other team members to do triple task, when dps and tank are doing 1 SINGLE TASK. Spells should be tuned up to do healing from damage way more like in disci priest mechanic. Instead of it, they shoot themselves into the knee once again by raising raw damage and health pool.... Wonder if blizz staff is taking employers from the street or wtf? Also Guardian Druid changes is a joke right? Who uses Raze/Maul/Regrowth, if there's one meta build spec? Raze/Maul costs 40 rage so does Ironfur and if you don't have ironfur - you're basically dead. GG blizz. I admire your lack of knowledge on your own game... oh wait its not your game anymore.
    Last edited by Uniteria; 2023-04-19 at 10:43 PM.

  12. #12
    Excellent changes on the mage class. Get's slightly easier rotation as well as not so reliant on rop; as well as a needed dmg buff! Well done.

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