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  1. #41
    Quote Originally Posted by Foolicious View Post
    Primordial wave still sucks
    Its not march 26th

  2. #42
    Blizzard realizes healer+dps vs healer+dps is overrepresented in 2v2 so they apply a 10% initial healing reduction, but also buff healers at the same time so basically healer+dps representation will only increase even more.

    They need to fix 2v2 but they won't it's ridiculous that healer+dps should completely dominate the atleast top 1000 positions on the leaderboards, maybe there's 1 special sparkly 2dps comp or some rogue+mage possibly, but really healers toolkit makes any 2dps comp into a joke.

    -----

    If I could ask Blizzard anything and recieve a response(which I won't get ever because they don't communicate they just send out statements).
    I would ask,

    Do you have statistics over how many double dps comps are playing on the 2v2 leaderboards and how many of those that exist on the top1000 positions, and maybe subtract rogue+mage comps to get a clearer broader image.

    And based on my guesstimations and assumptions I would assume that a very small minority of the top1000 positions are actually playing double dps.

    So just based on gameplay and fun and playing with friends and having purpose in activities we do,
    Lets say 2 friends want to PVP together, and none of these friends play a healer, but they really want to compete for MMR and positioning on the 2v2 leaderboards,

    Are these 2 friends supposed to just give up and start playing healer+dps, seems a bit sad but that's basically reality,
    Whenever I play a healer on 1800-2000mmr and face a double DPS team I know these 2 dps are omegasweating so hard to win, like it's not even funny, they have to try so very hard to prosper because it's so incredibly unbalanced.

    2v2 will be way way way way way way way more fun, if there is sufficient balancing to NERF healers to the point where double dps is actually competitive.
    And honestly the ONLY reason you buffed healers to begin with was to artificially boost solo shuffle queue time incentives or whatever, to boost healer participation, ya'll have the wrong idea, healer should be difficult to play and should not be so overtuned, sure healers are nerfed now compared to s1, and compared to dragonflight, but really needs way more nerfs, it should not be 99% healer+dps on the top 2v2 leaderboards there's your information you need, check the statistics and analyze the leaderboards and balance accordingly because it feels completely ridiculous playing a double dps comp, barely anyone wants to play those comps in 2s cuz it's so bad, and if you ever try to you should know it's so much more taxing than playing a healer, it's just like 10 times higher skill requirement to pull of wins, need 10 times better understanding of swaps and go timings and resets and defensive play windows like playing double dps is so infinitely more compelx that it feels really easy just presisng a huge button like power word: barrier or whatever and just insta winning vs any 2dps comps instantly,

    just make the healing reduction like 40% that could atleast make it entertaining

    But you won't do big real changes you just make these 10% adjusments forever that mean nothing change nothing is just a blanket statement on you "adding changes" but it's fake, a real change would be a much higher percentage, but you never do big changes because you just don't want things to change, but it needs to change but atleast we get a meaningless 10% change to 2v2 that doesn't matter that's what we get from Blizzard every time, trash ideaology, sitting on a goldmine not harvesting it correctly having a dumb idea of what players want, grats you create masterpieces and then you fester on them with you bad patch progressions,

    Literally every time the game is good you have to captialize on a new expansion, and your idea is to rip whats good out and replace it with some new garbage that you have to balance and balance, and then eventually when it's better you have to rip it out again and start over again with really bad balance, and then you decide (in all your games) that oh let's make X class powerful this patch, nerf this class, force fotm reroll to classes/races all the time forever,

    Same in D4 just make one fotm super overtuned class everyone plays it it's stupid, in hearthstone make one tribe overpowered make no meaningful balance changes ever, just wait until the next content deliver(capitalistic approach) to deliver change but it's never truly progressive doesn't have respect for balance ever, it's just a degenerative every looping garbage game design you should get fired.



    Also final stab at Blizzard not like they listen or care,

    I have a priest. I play this priest mainly shadow, I get embelishments for shadow, but then I offspec discipline, but my embelishments from shadow are about 1/10th of the value that discipline embelishments would provide.

    So I have a choice, either I level another priest, and I gear it accordingly to match my spec, and then simply play 2 priests, or I wait until season uncaps so I can gear one priest!
    Having multiple geared priests in mid/end of season with different gear directions is annoying, I would rather have one priest with multiple gear sets?
    But then I have to wait several months before I can do that. Or I can waste 2-3 weeks of gear progression to duplicate my gearslots and be behind in power progression which is really stupid.

    ???? I mean I'm not a rocket scientist but if I worked at Blizzard it would concern me to fix this problem, but it seems like the general IQ level of the leadership at Blizzard is below lukewarm and they can't process how this negatively affects thousands of players that just don't bother complaining about it, they just have to deal with it, but you know people stop complaing about things because it goes on death ears, Fire people at Blizzard get proper management/directors that have a good perspective PLEASE Microsoft.
    Last edited by nvaelz; 2025-03-23 at 05:11 PM.

  3. #43
    99.9999% of players getting kicked while down cause the sweats can stack classes to their advantage in a raid that was designed in a specific way. Cool, ww monk got some padding cleave damage, better throw them back down in the basement for m+.

  4. #44
    Quote Originally Posted by Hellfury View Post
    Its not march 26th
    That Spell could oneshot Gallywix for all I care, it would still suck.

  5. #45
    Quote Originally Posted by Tech614 View Post
    MW was 40% ahead of disc. MW is still ahead after this nerf rofl.

    I'm not a fan of the nerf either, but this take is so brain dead. Instead they should of buffed up other healer dps. Healers should be allowed to do decent dps in the modern game especially with shit like delves being a thing.
    Brain dead is a regurgitated phrase you heard online. Try coming up with your own material please. Anyhow regarding your own pre-scripted response. I feel like every time a class that normally isn't on the top moves there, they nerf it. I regularly keep track of logs on Archon which come from parses. I regularly see the same classes in top spots and whenever a different class gets a buff or change and moves into those spots, it's not long after a Nerf comes along. The developers have certain preconceived ideas of which classes they want to be where. I'm anxious to see where MW lands after this Nerf compared to disc but time will tell. These changes usually hurt the lower tier players more so than the ones who are pushing Mythic raiding. A lot of those numbers take into consideration an optimized character. Sure raiding MW's will likely have chances to do SOME DPS but when in a raid setting it doesn't always matter so much. World first is already done.

    However I usually abhor healing and only do it in certain situations. However I have been trying to get more into it. I was enjoying being able to actually kinda kill things at a half decent pace while learning my abilities from a DPS standpoint before moving onto the healing rotation and priorities. I don't understand how tf people even solo as a healer half the time, my brain would melt I think If I was forced to do it. However learning to heal in a meaningful way w/o pressure is next to impossible. Follower dungeons are a joke and hardly need healing. Same thing with Timewalking dungeons of all sorts. Even Heroic dungeons start becoming a cakewalk before too long. Then you jump into mythic content and higher Tier Delves and it's like woah, people die in a half of a second when before they didn't need healing at all.

    TLDR; if actually soloing as a healer were more fun and the game had more ways to ease healers into the deep waters then maybe more people would play them. As such any nerf to the more FUN portion of a healer in any sense is a bad thing. Bring other heals/classes up into line with said offender or leave them be.

  6. #46
    Man, i just love how little attention they pay outlaw. They have no idea what to do with the spec with roll the bones fucking it up, but they won't remove it, or make it a choice node either.

    Checking in on the game after a few months, only to see literally nothing for my spec besides "Fuck you, get used to being shafted by RNG every fight, stuggle to do even baseline DPS!"

    And they pretend this game is worth a monthly sub anymore.

  7. #47
    Don’t forget to add account wide rank one PvP arena titles finally

  8. #48
    Quote Originally Posted by Dackstrus View Post
    Man, i just love how little attention they pay outlaw. They have no idea what to do with the spec with roll the bones fucking it up, but they won't remove it, or make it a choice node either.

    Checking in on the game after a few months, only to see literally nothing for my spec besides "Fuck you, get used to being shafted by RNG every fight, stuggle to do even baseline DPS!"

    And they pretend this game is worth a monthly sub anymore.
    Should roll back to combat, and made slice and dice passive for all specs imo

  9. #49
    I am Murloc! Tomana's Avatar
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    Holy pally buffs? WHAT IS THIS SORCERY???

  10. #50
    Mm nice Holydin buffs, just in time for gearing her up for S2.

  11. #51
    Quote Originally Posted by Lumy View Post
    Upcoming Class Tuning With Weekly Maintenance - March 25, 2025
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    With Season 2 now in full swing, and following the Mythic raid being fully cleared, we’ve compiled a major set of tuning changes to address over- and under-performance in all types of group content. We’re planning to make the following adjustments with scheduled weekly maintenance on Tuesday, March 25 in this region.

    Classes

    • DEATH KNIGHT
      • Frost
        • All ability damage increased by 4%. Does not apply to PvP combat.
    • DEMON HUNTER
      • Vengeance
        • Deflecting Spikes (Talent) now causes Demon Spikes to increase Parry chance by 10% (was 15%).
    • DRUID
      • Balance
        • Wrath damage increased by 30%.
        • Starsurge damage increased by 5%.
        • Elune’s Chosen: Lunar Calling increases Starfire’s damage to its primary target by 160% (was 100%).
      • Guardian
        • Druid of the Claw: Dreadful Wound damage increased by 20%.
        • Druid of the Claw: Empowered Shapeshifting increases Swipe’s damage by 12% (was 6%) and Mangle’s damage by 25% (was 15%).
        • Druid of the Claw: Wildpower Surge’s bonus to Rip damage reduced to 200% (was 225%).
    • EVOKER
      • Devastation
        • Fixed an issue where the final tick of Disintegrate would not benefit from Titanic Wrath or Iridescence while talented into Azure Celerity.
        • Developers’ notes: The Nerub-ar raid tier set bonus was too strong and was causing players to not want to equip new gear from Undermine(d). We’re reducing the Nerub-ar tier set’s effectiveness and buffing the new Undermine(d) set to encourage people to use the newer items.
        • Devastation Evoker Nerub-ar 4-piece now reduces the cooldown of Shattering Star and Eternity Surge by 1 second (was 4 seconds).
        • Devastation Evoker Undermine 2-piece now casts Shattering Star at 100% effectiveness (was 50%).
        • Chance for Devastation Evoker Undermine 2-piece now triggers 25% more frequently.
        • Devastation Evoker Undermine 4-piece increases the damage of your next empower spell by 25% per stack (was 20%).
      • Augmentation
        • Developers’ notes: After our last round of tuning, we were pleased with Augmentation’s support capabilities, as that’s the strength of the spec. However, their personal damage contribution is lower than we’d like. We’re buffing their personal damage to bring their overall output up without further increasing their support contributions.
        • Damage of all spells and abilities increased by 15%.
      • Preservation
        • Developers’ notes: The Nerub-ar tier set bonus was too strong, so we’re reducing the Nerub-ar tier set’s effectiveness and improving Preservation output overall with some targeted changes to improve Preservation’s performance in raid and Mythic+.
        • Preservation Evoker Nerub-ar 4-piece increases the healing of empower spells by 5% per stack (was 10%).
        • Healing of all spells and abilities increased by 5%.
        • Spiritbloom healing increased by 20%.
        • Energizing Flame refunds 80% of the mana cost of Living Flame when used to attack an enemy target (was 50%).
        • Disintegrate damage increased by 25% for Preservation.
        • Living Flame damage increased by 25% for Preservation (does not apply to PvP combat).
    • HUNTER
      • Beast Mastery
        • Developers’ Note: Beast Mastery is performing well, but we have a few planned changes to address some quality-of-life issues as well as a few bug fixes.
        • Dark Ranger: Black Arrow periodic effect duration increased to 14 seconds (was 10 seconds).
        • Dark Ranger: Withering Fire now prioritizes enemies that do not have Black Arrow’s periodic effect.
        • Pack Leader: Fixed a bug preventing Lead From the Front from increasing the Pack Leader Boar’s damage.
        • Withering Fire now fires 4 additional Black Arrows (was 2).
      • Survival
        • Developers’ Note: We’re increasing the frequency and power of Pack Leader’s summons for Survival to help make this Hero Talent tree more appealing.
        • All damage dealt increased by 4%.
        • Pack Leader: Dire Summons Kill Command cooldown reduction increased to 2 seconds (was 1 second).
        • Pack Leader: Bear damage increased by 40%.
        • Pack Leader: Boar damage increased by 40%.
        • Pack Leader: Howl of the Pack Leader duration reduced to 25 seconds (was 30 seconds).
        • Pack Leader: Fixed a bug preventing Lead from the Front from increasing the Pack Leader Boar’s damage.
      • Marksmanship
        • Developers’ Note: Dark Ranger’s performance is lower than expected, so we are making some substantial tuning changes to bring them closer to where we’d expect. We’d like Phantom Pain to be a compelling source of damage and worth playing around in Mythic+ and AOE scenarios, especially when combined with Trueshot and Withering Fire.
        • Explosive Shot damage increased by 15%.
        • Volley damage increased by 25%.
        • Dark Ranger: Black Arrow damage increased by 50%.
        • Dark Ranger: Black Arrow periodic effect duration increased to 14 seconds (was 10 seconds).
        • Dark Ranger: Phantom Pain damage share increased to 24% (was 8%).
        • Dark Ranger: Bleak Powder damage increased by 100%.
        • Dark Ranger: Withering Fire now prioritizes enemies that do not have the Black Arrow periodic effect.
    • MAGE
      • Arcane
        • All damage dealt increased by 8%. Does not apply to PvP combat.
      • Frost
        • All damage dealt increased by 4%. Does not apply to PvP combat.
      • Fire
        • All damage dealt reduced by 3%.
    • MONK
      • Windwalker
        • All damage decreased by 4%. Does not apply to PvP combat.
        • Slicing Winds damage increased by 20%. Does not apply to PvP combat.
      • Mistweaver
        • Developers’ notes: We’re decreasing Mistweaver’s overall damage while leaving their healing relatively unchanged. Spinning Crane Kick has still felt a touch weaker than we would like compared to the rest of Mistweaver’s kit, so we’re increasing the damage of Spinning Crane Kick alongside these changes.
        • All damage decreased by 25%. Does not apply to PvP combat.
        • Jadefire Teachings now increases Ancient Teaching’s transfer amount by 215% (was 160%). Does not apply to PvP combat.
        • Spinning Crane Kick damage increased by 15%.
        • Awakened Jadefire now transfers 120% of damage done (was 110%).
      • Brewmaster
        • 3% increase to all ability damage.
        • Undermine set bonus now increases damage of your next 2 casts of Blackout Kick by 250% (was 150%).
    • PALADIN
      • Holy
        • Developers’ notes: Holy Paladin’s throughput has been below our targets so we are combining an overall buff with targeted increases to a few spells we would like to feel particularly more impactful.
        • All healing increased by 3%.
        • Word of Glory and Eternal Flame healing increased by an additional 20%.
        • Light of Dawn healing increased by an additional 20%.
        • Holy Prism AoE healing and damage increased by an additional 30%.
        • Holy Prism single target healing and damage increased by an additional 50%.
        • Shield of the Righteous damage increased by 30%.
      • Retribution
        • Final Verdict damage increased by 20%.
    • PRIEST
      • Holy
        • Developers’ notes: Our aim with this Holy Priest tuning is to increase healing from weaker spells and talents. We’re also tuning up Oracle to improve its viability.
        • Prayer of Healing healing increased by 25%.
        • Prayer of Mending healing increased by 20%.
        • Renew healing increased by 60%.
        • Lightwell healing increased by 30%.
        • Divine Image healing increased by 20%.
        • Divine Image damage increased by 20%.
        • Holy Fire damage increased by 20%.
        • Renewed Faith now increases healing done to allies with Renew by 10% (was 6%).
        • Renews from Empowered Renew now heal for 120% more than a normal Renew (was 60%).
        • Oracle: Preemptive Care now increases the duration of Renew by 40% (was 25%).
        • Oracle: Preventive Measures now increases the healing of Prayer of Mending by 40% (was 25%).
        • Oracle: Preventive Measures now increases the damage of Smite, Holy Fire, and Holy Nova by 40% (was 25%).
      • Shadow
        • All damage done reduced by 3%.
      • Discipline
        • Lenience now causes Atonement to reduce damage taken by 2% (was 3%).
        • Atonement now causes spell damage to heal all targets affected by Atonement for 32% of damage done (was 35%). Not applied to PvP combat.
    • ROGUE
      • Assassination
        • Nerub-ar 2-piece set bonus - Vile Tincture max stacks reduced to 5 (was 10).
        • All ability damage increased by 3% (does not affect PvP).
        • Mutilate damage increased by 40% (does not affect PvP).
        • Ambush damage increased by 40% (does not affect PvP).
    • SHAMAN
      • Elemental
        • Developers’ notes: Elemental is performing lower than we would like in single target, and our changes to Primordial Wave in season 2 left it feeling a bit lackluster. We’re increasing damage of several core spells, and significantly increasing the damage and Maelstrom generation of Primordial Wave.
        • Lava Burst damage increased by 8%.
        • Lightning Bolt damage increased by 8%.
        • Icefury damage increased by 8%.
        • Frost Shock damage increased by 8%.
        • Primordial Wave now generates 12 Maelstrom (was 3).
        • Primordial Wave damage increased by 500%.
      • Restoration
        • Undermined 2-piece set bonus: Fixed an issue that caused Totemic Projection to apply Insurance! while using Surging Totem.
        • Undermined 2-piece set bonus: Insurance! healing increased by 30%.
    • WARLOCK
      • Demonology
        • All damage increased by 3%.
    • WARRIOR
      • Protection
        • Shield Slam damage reduced by 5%.
        • Colossus: Practiced Strikes’s bonus to Shield Slam and Revenge damage reduced to 10% (was 20%).
        • Colossus: One Against Many reduced to 3% per target (was 5%).
        • Colossus: Tide of Battle reduced to 7% per stack (was 10%).
        • Mountain Thane: Strength of the Mountain’s bonus to Shield Slam damage increased to 15% (was 10%).

    Player versus Player

    • Developers’ notes: We’re adding a healing reduction effect to Rated Battlegrounds and Battleground Blitz this week to reduce the potential for stalemates in these modes. This does not affect unrated Battlegrounds. Similarly, 2v2 Arena matches are being drawn out when there’s a healer on both teams, so we’re increasing the starting healing reduction in 2v2 Arena to allow for initial kill opportunities to be viable earlier.
    • All healing done is now reduced by 10% in Rated Battlegrounds and Battleground Blitz.
    • 2v2 Arena matches now start with an additional 10% healing reduction.
    • DEATH KNIGHT
      • Developers’ notes: We’re aiming to improve Death Knight defenses against other melee specializations while increasing the damage of some underperforming abilities.
      • Bloodforged Armor now lasts 4 seconds (was 3 seconds) and reduces Physical damage taken by 25% (was 20%).
      • Soul Reaper’s damage to targets below 35% health increased by 75% in PvP combat.
      • Blood
        • San’layn: Vampiric Strike damage increased by 30% in PvP combat.
      • Unholy
        • San’layn: Vampiric Strike damage increased by 30% in PvP combat.
    • DRUID
      • Balance
        • Developers’ notes: We’re increasing the damage of multiple Balance spells and reducing the spec’s reliance on Harmony of the Grove for burst potential. We’re also looking to increase the spec’s survivability by removing the PvP reduction on Frenzied Regeneration.
        • Moonfire and Sunfire damage increased by 33% in PvP combat.
        • Frenzied Regeneration is no longer reduced by 38% in PvP combat for Balance.
        • Keeper of the Grove: Harmony of the Grove increases spell damage by 4% in PvP combat (was 8%).
      • Feral
        • Tireless Pursuit (PvP Talent) now increases movement speed by 25% (was 40%).
        • Wicked Claws (PvP Talent) now decreases healing received by 16% (was 20%).
      • Restoration
        • Frenzied Regeneration healing is no longer decreased by 50% in PvP combat for Restoration.
    • MAGE
      • Developers’ notes: We’re adding some reductions to the power of Mage mobility and defensives with emphasis on Arcane which is especially tough to chase. Overpowered Barrier is something we’re excited to see used. We feel the 5 second duration is too high to encourage the gameplay we want from this talent, which is for enemies to consider waiting for the barrier to expire to continue attacking. We’re reducing its duration to encourage that. This also reduces its defensive value since it has indeed been a bit overpowered.
      • Overpowered Barrier now causes Barriers to last 4 seconds (was 5 seconds).
      • Barrier Diffusion is now 50% effective in PvP combat.
      • Accumulative Shielding is now 33% effective in PvP combat.
      • Temporal Velocity is now 50% effective in PvP combat.
      • Incantation of Swiftness is now 50% effective in PvP combat.
      • Arcane
        • Chrono Shift now increases movement speed by 10% (was 25%).
        • Spellslinger: Slippery Slinging is now 50% effective in PvP combat.
        • Arcane Surge now increases spell damage by 15% in PvP combat (was 20%).
        • Arcane Surge damage increased by 40% in PvP combat.
      • Frost
        • Spellslinger: Slippery Slinging is now 50% effective in PvP combat.
    • HUNTER
      • Marksmanship
        • Black Arrow damage reduced by 15%.
        • Undermine Class 4-set effectiveness reduced to 25% in PvP combat (was 50%).
    • MONK
      • Windwalker
        • Celestial Conduit healing increased by 50% in PvP combat.
        • Last Emperor’s Capacitor now increases the damage of Crackling Jade Lightning by 300% (was 400%) per stack in PvP combat.
        • Slicing Winds damage decreased by 15% in PvP combat.
      • Mistweaver
        • Developers’ notes: Mistweaver’s general throughput has been lacking since changes to Jade Empowerment and we would like Celestial Conduit to be a more impactful cooldown as its effect can feel lackluster when split between several players in PvP.
        • Mana regeneration is now reduced by 40% in PvP combat (was 50%).
        • Celestial Conduit healing increased by 50% in PvP combat.
        • Vivify healing increased by 25% in PvP combat.
        • Enveloping Mist healing increased by 25% in PvP combat.
        • Renewing Mist’s healing increased by 40% in PvP combat.
    • PALADIN
      • Blinding Light no longer removes damage over time effects from enemy players.
      • Holy
        • Divine Protection now reduces damage taken by an additional 5% in PvP combat.
      • Retribution
        • Developers’ notes: We’re pulling back on a few of Retribution Paladin’s negative PvP multipliers that we no longer feel are necessary.
        • Avenging Wrath now increases damage and healing done by 15% (was 10%) in PvP combat.
        • Blade of Justice damage increased by 20% in PvP combat.
        • Divine Protection now decreases damage taken by 15% in PvP combat (was 10%).
    • PRIEST
      • Discipline
        • Developers’ notes: We’re making some adjustments to Discipline’s emergency healing, set bonus, and would like their mana to be more of a factor in matches.
        • Mana regeneration is now reduced by 45% in PvP combat (was 30%).
        • Evangelism healing reduced by 25% in PvP combat.
        • The healing taken bonus from the Undermine Class 4-set is now 20% effective in PvP combat (was 50%)
      • Holy
        • Developers’ notes: Between these changes and the game-wide changes above, we’re looking to improve sustained healing and mana regeneration for Holy.
        • Mana regeneration is now reduced by 50% in PvP combat (was 65%).
        • Flash Heal healing increased by 8% in PvP combat.
        • Heal healing increased by 8% in PvP combat.
        • Holy Word: Serenity healing increased by 8% in PvP combat.
        • Holy Word: Sanctify healing increased by 8% in PvP combat.
        • Prayer of Mending healing increased by 8% in PvP combat.
    • ROGUE
      • Outlaw
        • Preemptive Maneuver now decreases damage taken by an additional 15% in stuns (was 40%) and reduces the cost of feint by 10% (was 30%) for Outlaw Rogues.
    • SHAMAN
      • Elemental
        • Developers’ notes: We’re increasing Elemental’s sustained single target damage with our changes in the game-wide section, with emphasis on Maelstrom generators. We are also positioning Primordial Wave as a more threatening spell which should allow for more kill opportunities.
        • Stormbringer: Tempest damage increased by 20% in PvP combat.
      • Enhancement
        • Developers’ notes: Our aim is to increase Enhancement’s overall sustained damage while reducing some of its burst. We’re also looking at small increases to uptime and survivability through a targeted Healing Surge and Ice Strike buff.
        • Stormstrike damage increased by 15% in PvP combat.
        • Windstrike damage increased by 15% in PvP combat.
        • Lightning Bolt damage increased by 10% in PvP combat.
        • Chain Lightning damage increased by 10% in PvP combat.
        • Ice Strike damage increased by 10% in PvP combat.
        • Ice Strike now slows enemies by 60% in PvP combat (was 50%).
        • Healing Surge healing increased by 15% in PvP combat.
        • Primordial Storm damage reduced by 15% in PvP combat.
        • Windfury Attack damage reduced by 10% in PvP combat.
        • Stormbringer: Tempest damage increased by 20% in PvP combat.
    • WARLOCK
      • Affliction
        • The Undermine Class 4-set bonus now applies 2 Unstable Afflictions in PvP combat (was 3).
    • WARRIOR
      • Arms
        • Developers’ notes: Execute, Bladestorm, and Demolish have not had the impact we would like from them, so we are increasing their damage.
        • Execute damage increased by 25% in PvP combat.
        • Bladestorm damage increased by 20% in PvP combat.
        • Demolish damage increased by 15% in PvP combat.
    So. Boomkins. Elemental Shaman. And rogue ALL GET BUFFS.?!? but the rest don't get 80% buffs? are you serious? Not being completely serious... but those classes are already so far ahead you cannot beat them, who the F thought the buff them further? Is ghostcrawler here or something? I don't give blizzard any grace whatsoever. They turn out garbage tuning after garbage tuning. Why buff some of the strongest classes instead of bringing some of them up? Cause its flavor of the month, thats why baby.

  12. #52
    Grunt Skymercy's Avatar
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    Quote Originally Posted by Rageonit View Post
    I presume you only started playing WoW this expansion?
    If you read carefully what I wrote, you would understand that I did not.

  13. #53
    damn thats some beefy renew buff,after already buffing it with the main patch lol,funny part is it will still be useless and only usable for the cd reduction effect,but would be nice if im wrong and it actualy is good enough to even use the renew from words talent

  14. #54
    Quote Originally Posted by casecase89 View Post
    So. Boomkins. Elemental Shaman. And rogue ALL GET BUFFS.?!? but the rest don't get 80% buffs? are you serious? Not being completely serious... but those classes are already so far ahead you cannot beat them, who the F thought the buff them further? Is ghostcrawler here or something? I don't give blizzard any grace whatsoever. They turn out garbage tuning after garbage tuning. Why buff some of the strongest classes instead of bringing some of them up? Cause its flavor of the month, thats why baby.
    They clearly aren't buffing and nerfing based off M+ performance. I don't get it either, but it's not like this is news.

  15. #55
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    Q: guess which class spec no changes AS ALWASY?
    A: Outlaw?
    Q: u are dam right! As always!even retri plaladin player number is 21 time of outlaw rogue in week 1-3 M+ in raider.io
    As we said, outlaw is perfect as always, no need to change at all.
    Q: so, where is the last rogue dev guy?
    A: he got fired. but it;s ok, let's celebreat next golden age of 5 Big God Classes Era again
    (Group leader Hunter, Vice group leader warlock, Martin Luther King + Abraham Lincoln Shaman, Women power Druid, and holy power retri Plaladin, yeah!)

    good news is Assassin's creed: shadow released.
    Last edited by yuyang1shi; 2025-03-24 at 10:57 AM.

  16. #56
    giga buffs to dark ranger and it is apparently still 25% behind in AE over sentinel, wild.

    Still to rethink how that spec actually works imo. Cleaving (reduce power) black arrows would be better than bleak powder.

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