Starym

Upcoming Class and Trinket Tuning

Sign in to follow this  

6 posts in this topic

lnxXFb1.jpg
 

Update: Added more Mage changes for all 3 specs, all get increased damage to most skills and Comet Storm's damage buff goes up to 30%.
More class tuning coming next reset and Nighthold trinkets get re-assesed, featuring dev notes.


More changes are afoot, as there's class tuning coming up next reset for Mythic week, featuring Druid, Hunter, Mage, Monk, Paladin and Warlock tinkering. Paladins also get another ray of hope that their beloved Convergence of FatesConvergence of Fates will get un-nerfedintotheground as Blizzard re-assess some Nighthold trinkets in the second blue post below.

Blizzard LogoLore (source)

As we prepare for the opening of Mythic Nighthold, we're planning another round of balance tuning for a few specs. These will be applied with the next weekly maintenance.

Druid

  • Feral
    • Increased the damage of most Feral spells and abilities by 8%. (Ashamane's Frenzy, Brutal Slash, Ferocious Bite, Maim, Moonfire, Rake, Shred, Swipe, Thrash, Rip)
      • Designer Notes: Feral's playstyle feels good, but isn't putting up the numbers that it should be, so we're giving them an across-the-board damage buff.


Hunter

  • Combat ExperienceCombat Experience (Pet Passive) now increases the damage of primary pets by 60% (up from 50%).
    • Designer Notes: This is primarily a damage buff to Beast Mastery, but will have a tiny benefit to Survival and occasionally Marksmanship as well.
  • Marksmanship
    • Arcane ShotArcane Shot now generates 8 Focus (up from 5).
    • Multi-ShotMulti-Shot now generates 3 Focus per target hit (up from 2).
    • SidewindersSidewinders damage increased by 33%.
      • Designer Notes: Marksmanship has given a lot of feedback that the rotation often winds up casting too many consecutive Focus generators. We are making two changes: first, helping avoid that problem by increasing the Focus generation of Arcane Shot and Multi-Shot. Second, making it more attractive to use Sidewinders in more situations, for players who prefer the pacing of the rotation with that talent.
 

Mage

  • Arcane
    • Increased the damage of most Arcane spells and abilities by 8%. (Arcane Barrage, Arcane Blast, Arcane Explosion, Arcane Missiles, Arcane Orb, Nether Tempest, Supernova)
    • OverpoweredOverpowered now increases the damage and mana cost bonuses of Arcane Power to 60% (down from 70%).
    • AmplificationAmplification now increases Arcane MissilesArcane Missiles damage by 12% (down from 15%).
      • Designer Notes: Arcane has been doing well in 7.1.5, but its numbers are lacking a bit. We're giving them an across-the-board damage buff, but tempering that with small reductions to a couple new talents that are proving to be too strong.
  • Fire
    • Increased the damage of most Fire spells and abilities by 3%. (Blast Wave, Cinderstorm, Dragon's Breath, Fire Blast, Fireball, Flame Patch, Flamestrike, Living Bomb, Meteor, Phoenix Flames, Pyroblast, Scorch)
    • PyroblastPyroblast mana cost reduced by 20%.
    • FlamestrikeFlamestrikemana cost reduced by 17%.
      • Designer Notes: Under certain circumstances, it was possible for Fire to run out of mana. It's only intended that mana is a constraint on Fire's utility, not its damage.
  • Frost
    • Increased the damage of most Frost spells and abilities by 4%. (Ebonbolt, Blizzard, Cone of Cold, Flurry, Frost Bomb, Frostbolt, Frozen Orb, Ice Lance, Ice Nova, Waterbolt, Ray of Frost, Water Jet)
    • Comet StormComet Storm damage increased by 30%.
    • FlurryFlurry now fires its missiles faster.
      • Designer Notes: Comet Storm is failing to live up to expectations, so we're buffing its damage. The Flurry change will help Flurry feel more responsive, while simultaneously solving a potential issue where Winter's Chill could apply to two Ice Lances (instead of just one, as intended) at extremely high Haste levels.


Monk

  • Brewmaster
    • Keg SmashKeg Smash damage increased by 10%, and it no longer deals reduced damage to 6+ targets.
    • Breath of FireBreath of Fire damage increased 11%.
      • Designer Notes: Brewmasters could use a bit of help on damage, especially in AoE.


Paladin

  • Retribution
    • CrusadeCrusade now increases damage and Haste by 3% per stack (down from 3.5%).
    • Blade of JusticeBlade of Justice damage increased by 20%, unchanged in PvP.
      • Designer Notes: Retribution's total damage is looking quite strong in 7.1.5, which is fine on its own. However, how that damage is delivered matters quite a bit as well. We've been seeing more and more than Paladins find that the optimal way to maximize their performance is to focus everything they can on boosting their damage during Crusade. This creates a number of problems, including: Crusade feels mandatory, your damage feels very unrewarding outside of Crusade, trinkets and artifact traits are viewed as either amazing or terrible based on whether they synergize with Crusade, and others.

        As such, we're going to tone down Crusade, and compensate with a buff to Blade of Justice. For those that had maximized Crusade to an extreme degree, this may result in a small overall nerf – this is intended. This change also helps prevent Divine Hammer from being too dominant in single-target situations.


Warlock

  • Destruction
    • Chaos BoltChaos Bolt damage increased by 9%.
    • Rain of FireRain of Fire damage increased by 30%.
    • CataclysmCataclysm damage increased by 29%.
      • Designer Notes: Destruction's damage isn't as high as it should be. In particular, some of its spells that should feel the most rewarding aren't hitting hard enough, especially in AoE situations. We're buffing the damage of those spells.


As always, there may be additional PvP-only tuning applied along with these changes. We'll share details on any such changes once they've been determined.

 

Blizzard LogoLore (source)

We've been following the discussion on the recent changes to the Convergence of FatesConvergence of Fates trinkets for Retribution Paladins, as well as the surrounding discussions about trinket balance in general, and wanted to give a quick update on what we're planning:

The original value of Convergence for Ret was wildly out of line with other trinkets, largely due to its interaction with Crusade. After investigation, however, we believe that the change we made may have overshot the mark. We’ll be making some additional adjustments to Convergence of Fate, to make sure that it’s still a good trinket for Ret.

We’re also investigating Convergence’s value to other classes, particularly those with talents that replace the cooldowns that Convergence effects (such as Dark Arbiter for Unholy Death Knights). Like Crusade, those talents are made significantly more powerful when combined with Convergence of Fate, so we’ll likely need to make some adjustments when those kinds of talents are selected as well.

We are also planning to improve Nighthold trinkets which have effects that aren’t a stat buff, such as the slam on Might of KrosusMight of Krosus. We will post more information about this as soon as we have settled on the appropriate values, and are planning to make the changes with raid resets next week.

 

Share this post


Link to post
Share on other sites

Nice, more MM buffs. While I don't personally like Sidewinders I'm glad it's getting buffed a bit, for the people who do like it.

Share this post


Link to post
Share on other sites

Whats up with the ret nerfs? First it was the legendarys then they added a new legendary and nerfed it right away. Then the nighthold opens and the trinket gets nerfed (for rets) right away. And now crusade gets nerfed? Instead of nerfing the crusade maybe they should have buffed the other 2 talents in that tier. Whats next nerfing the artifact ability? :|

Share this post


Link to post
Share on other sites
14 minutes ago, Alisacred said:

Whats up with the ret nerfs? First it was the legendarys then they added a new legendary and nerfed it right away. Then the nighthold opens and the trinket gets nerfed (for rets) right away. And now crusade gets nerfed? Instead of nerfing the crusade maybe they should have buffed the other 2 talents in that tier. Whats next nerfing the artifact ability? :|

Belt was ridiculously strong, and even after the nerfs Ret was still #1 in Warcraft Logs. They were just really, really strong.

Share this post


Link to post
Share on other sites
On 1/20/2017 at 11:11 PM, Ammako said:

Nice, more MM buffs. While I don't personally like Sidewinders I'm glad it's getting buffed a bit, for the people who do like it.

I agree.  I like that MM is getting some buffs.  Personally I prefer the sidewinders playstyle, however when working with arcane and multishot I felt the focus generation lacking and am glad that those abilities are getting buffed.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym

       
      Featuring all the articles related to the Tier 21 raid race.
      This is the hub for the Antorus: the Burning Throne Mythic progress coverage, featuring all the articles related to the race.
      Antorus M Race Day 7: Aggramar WF Video - 19 guilds now progressing on Argus and Method and Limit share their Aggramar kill videos.
      Antorus M Race Day 6: Argus Mythic Footage - Style War stream Argus progress and we get to see the Mythic phase, 9 guilds on Argus now and Sco explains why Antorus isn't clear yet.
      Antorus M Race Day 3: Exorsus 10/11, Coven Video - Some hotfix troubles slow Exorsus down but they still catch up, we get another WF video and Asia guilds are back in the overall top 5.
      Antorus M Progress Day 2: Only Argus Left - Method are back on top, there's only 1 boss remaining and we get WF kill videos up to 8/11.
      Antorus M Progress Day 1: 9 Down 2 to Go - Limit dominate day one and we see all but 2 bosses die.
      Antorus Mythic Progress + History of WF Stats - A primer for the race and a rundown of old World Firsts by faction.
    • By Starym

       
      Method released their kill video for Antorus' penultimate boss earlier today and Limit followed suit soon after:

      Today also saw another big bunch of Aggramar kills, with the total number of guilds on 10/11 rising to 19. We had two more Asia kills (regional 3rd and 4th place), as Skyline and Ding Xin grabbed the 10th and 11 overall spots, Libertad with the EU 6th in 12th, Honestly with the US/OC 3rd in 13th followed by 6 more EU guilds.
      Argus survived another day and has only 1 more left before Method and Exorsus head into the second rest, with US guilds already in week 2 and Asia guilds getting a bit more time after EU servers reset.

    • By Stan

      Adois (Illidan-US) was Limit's fifth healer. He sent his other co-healers spoofed links that forced them to disconnect to get a raid spot for himself.
      Limit is currently at 10/11M in Antorus. Jeathebelle posted a series of interesting tweets today, revealing that one of their healers DDoSed other raid members to get a raid spot.
      Placeholder for tweet 940126010703597570 He also added that the Restoration Shaman was the worst players on the roster.
      Placeholder for tweet 940126081251725312 Limit only found out, because Adois started sending short links to other healers.
      Placeholder for tweet 940131880279662592 The only healer who had clicked the link had disconnected from voice chat, discord, and the game. Adois always miraculously came online to be available at the time of the disconnects.
      Placeholder for tweet 940132077936111616 Adois has been doing this for a long time to get a spot for Avatar and Kil'jaeden in Tomb.
      Placeholder for tweet 940132413254066176 Placeholder for tweet 940145295534510086 We wish Limit the best of luck and hope that this negative experience won't affect their Mythic progress in Antorus!
    • By Starym

       
      A Mythic only phase video, many Aggramar kills and Method GM Sco explains why Argus isn't dead yet in detail.
      It's been a few days since we've checked in on the Antorus Mythic progress race, but not that much has happened since then as, thankfully, Argus is still alive! The big news is that a whole bunch of guilds got past Aggramar, resulting in us getting some footage of the Mythic-only phase of Argus the Unmaker, courtesy of Chinese guild Style War:
      You can also follow Style War live as they tackle Argus Mythic right here:

      Everything started with Finnish guilds Memento getting the World 4th on Aggramar, catching up to the standard top 3 of Method, Exorsus and Limit, followed by the above mentioned Style War, who managed to nab the Asia first as well. Bleached Bones (EU 4th)  were next on the Argus access train, followed by Alpha (Asia 2nd), ScrubBusters (EU 5th) and Easy (US/OC 2nd), and so we now have 9 guilds progressing on the probably final boss of Legion. We then have a large group consisting of 22 guilds that have downed Coven of Shivarra and are at Aggramar's door, with another 11 still fighting the Coven. Today should bring Method's Aggramar World First video, which will swiftly be followed by Limit's and perhaps Exorsus' own videos as well, so stay tuned for that.
      Today also saw Method's GM Sco reveal the very complex and intricate reason why they still hadn't killed Argus, as he explains in this video:
      As the second reset approaches, Method and Exorsus still have 2 days to make Antorus into quite an easy race, whereas Limit only have one to finish it all up before the significant influx of gear that is the 2nd round of clears. With so many bosses dying on the first and second days, it's at least a little bit of a relief that Argus wasn't that much of a pushover. Now let's see if he can salvage the entire raid by living a bit longer.

    • By joat
      Who We Are
      Tequila Sundown is a growing raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of four within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.

      We care more about the people we play with than their item levels or progression rankings. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      We are 5/11-Heroic 11/11-Normal Antorus, having killed every boss we've pulled.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid.
      We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Optional:
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for raiding the previous raid difficulty.

      Recruitment Needs
      DPS: YES. We badly need RANGED DPS, but exceptional melee will be considered, particularly mail.
      Healers: MAYBE. We'd like a restoration/balance druid who can dps as well as they can heal and are okay being expected to play either role.
      Tank: NO. No current needs.

      The Nitty Gritty
      If you're intrigued, please check out our wiki on the <Karma Horde> subreddit. This will give you the inside picture on how we operate as a raid team.
      https://www.reddit.com/r/FTH/wiki/tequilasundown

      Contact Us
      You can reach us on bnet: joat#1832 & lambkill#1856
      or Discord: joat#6049 & saever#4432