Starym

PvP Tuning Changes for Week of 5/9

Sign in to follow this  

10 posts in this topic

1VeibG6.png

 

Guardian Druids are getting some significant nerfs as Havoc DHs, Brewmasters and Fury Warrs get changes as well in PvP, with the tweaks going live early next week. A lot of the changes are focused around preventing multiple triggers off of artifact abilities.

Blizzard LogoArempy (source)

We're going to be making a few PvP tuning changes early next week, with a focus on Guardian Druids. Due to how close these changes will be to the next North American Qualifier tournament, we wanted to give everyone advanced warning. These changes are still in test (and could change), and will not be applied to live servers until Tuesday.

Demon Hunter - Havoc:
- Chaotic OnslaughtChaotic Onslaught can no longer cause Chaos StrikeChaos Strike to trigger more than one additional Chaos StrikeChaos Strike in PvP situations.
- Rain from AboveRain from Above will now properly suppress all root effects when cast, such as Frost NovaFrost Nova.

Druid - Guardian:
- Pawsitive OutlookPawsitive Outlook can no longer cause ThrashThrash to trigger more than one additional ThrashThrash in PvP situations.
- Sharpened ClawsSharpened Claws increases ThrashThrash and SwipeSwipe damage by 25%, down from 50%.
- Frenzied RegenerationFrenzied Regeneration now heals for 25% of damage taken in the last 5 seconds, down from 50%.
-PvP Template Agility reduced by 5%.
-PvP Template Stamina reduced by 5%.

Monk - Brewmaster:
- Stave OffStave Off can no longer cause Keg SmashKeg Smash to trigger more than one additional Keg SmashKeg Smash in PvP situations.

Warrior - Fury:
- OathbloodOathblood can no longer cause BloodthirstBloodthirst to trigger more than one additional BloodthirstBloodthirst in PvP situations.

Share this post


Link to post
Share on other sites

I am very sad to see that Blizzard is still having issues with balancing Guardian Druids in PVP. I don't pvp much at all (Only for the artifact appearance...) and I don't even play a Druid, for those wondering about my bias!

Guardian Druids (And even when it was still called Feral in vanilla up to Cataclysm) have a very long history of being either overwhelmingly powerful (Just wouldn't die) or dying in just a few hits. In some xpacs it was generally accepted that just being a resto druid and going into your bear form would make you far more tankier than guardian druid themselves, with all the hots in your toolkit and all.

 

The latter is no longer viable (Although resto druids in bear form definitely still become tanky; it's not on the level of Guardian specced Druids.) due to not being able to take tank stats in your gear anymore (With a few exceptions such as armor enchants). "Back in the day" such as WotLK; you could be crit immune even as a resto druid (Defense Rating!). Of course, in pvp that functions quite differently with people having higher crit chances than PvE content. But I mentioned that to emphasize how much gear went into play to make "Resto druid as a bear tank" viable.

 

While this is still just PTR, Blizzard isn't known for making last minute changes. They'd rather use a hotfix on live later to balance it out. That said though, these changes are very significant to the point where I'm wondering if they can still compete with the other tanks.

Share this post


Link to post
Share on other sites

I feel like changing these chance-based abilities into "your 6th trash/blood fury/chaotic onslaught/etc triggers twice" would solve the issue of redundant triggers and lucky or unlucky streaks altogether, on top of making haste a bit more interesting as a stat.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Oxygen said:

I feel like changing these chance-based abilities into "your 6th trash/blood fury/chaotic onslaught/etc triggers twice" would solve the issue of redundant triggers and lucky or unlucky streaks altogether, on top of making haste a bit more interesting as a stat.

Very novel approach.

Share this post


Link to post
Share on other sites
6 hours ago, Oxygen said:

I feel like changing these chance-based abilities into "your 6th trash/blood fury/chaotic onslaught/etc triggers twice" would solve the issue of redundant triggers and lucky or unlucky streaks altogether, on top of making haste a bit more interesting as a stat.

That goes against Blizzard's RNG for everything everywhere policy.

Share this post


Link to post
Share on other sites
10 hours ago, PatrickHenry said:

Very novel approach.

Sarcasm doesn't translate very well over text, unfortunately.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Oxygen said:

Sarcasm doesn't translate very well over text, unfortunately.

I'm not sure if it was sarcasm, he did press the like button on his post. Also, while I wouldn't personally call it novel, there certainly aren't a lot of skills in WoW that say "Your Xth cast of Y will cause Y to trigger an additional time". It is overwhelmingly a "X% to cast Y twice".

 

I would like much less RNG based rotations. It doesn't have to be too easy or anything, but there already is a lot of RNG going on and having a bit more reliable procs is definitely something I'd personally like to see.

  • Like 1

Share this post


Link to post
Share on other sites
17 hours ago, Oxygen said:

Sarcasm doesn't translate very well over text, unfortunately.

Don't feel bad, Oxy. I understood it. It's okay.

Share this post


Link to post
Share on other sites
On 5/6/2017 at 10:30 PM, Yridaa said:

there certainly aren't a lot of skills in WoW that say "Your Xth cast of Y will cause Y to trigger an additional time".

I would like much less RNG based rotations.

A la "Heroes of the Storm" Karazhim

Edited by PatrickHenry

Share this post


Link to post
Share on other sites

And again Blizzard lost control over all these chances, proccs and itemlevel growing. With this weird math behind this, there will never be balance ... and no noteable class-concept since 7.0.

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 Stan
      We have another interesting interview with Principal Exterior Level Designer Gary Platner and In-game Cinematic Project Director Terran Gregory by VG247. Check out the highlights!
      Check out the full interview over at VG247.
      Interview Highlights
      Alex Afrasiabi designed Battle for Azeroth like it would be the last expansion; they didn't hold back, went for the mega, and seized the day on design. Terran is really sad that gnomes didn't make an appearance in the cinematics, but CGI has its limitations to how many characters can be created. Siege of Lordaeron included more characters than any other Blizzard CGI film before. It's Blizzard's mission to tell the most compelling and emotional story that they can. Making everyone enjoy the story in the same way is an impossible goal. With the release of Warbringers: Sylvanas, Horde players started to show their discontent. There's even been one extreme case of targeted harassment aimed at Christie Golden. Creating a story that revolves around an all-out war required bold decisions. They knew the reactions to the burning of Teldrassil would be passionate, but they did exceed their expectations. Storytelling is about highs and lows. Old Soldier would not have resonated so well without Warbringers: Sylvanas. WoW is a living, breathing game. The team's always looking for ways to improve it. They'll support WoW for as long as the players continue to give them support. From a story perspective, they wondered how great an end WoW would need to have. It's an evergreen franchise that they've maintained like a "carefully-tended bonsai tree."
    • By Starym
      We have the inaugural hotfixes of Battle for Azeroth! We have a whole lot of quest fixes, including the inability to start second or third War Campaign Footholds, as well as mounts and dungeons getting a look.
      August 14 (source)
      Dungeons
      Temple of Sethraliss Fixed a bug that caused Avatar of Sethraliss to sometimes become inactive. Mounts
      Captured Dune Scavenger is now usable by both Horde and Alliance characters. Chewed-On Reins of the Terrified Pack Mule is now learnable and usable by Alliance characters. Quests
      The Nazmir quest "Poisoning the Brood" will now share credit to party members. The Targets for "A Wall of Iron" will now respawn more frequently. Players that were in the vicinity of, but did not get credit for killing Vilank'dor, will once again be able to complete the quest "To Sacrifice a Loa". Fixed an issue where too many enemies were participating in "Mojambo". Players should now be able to advance and complete "Devour Humanoid". “Adapting Our Tactics” can now be abandoned and re-accepted after selecting an upgrade to pursue Players who disconnect during “Rodrigo's Revenge” can now continue the quest. “The Last Witch Doctor of Krag'wa” will no longer talk to nearby players who are not on the quest. Crawgs in "Great Brewfest Kodo" will now respawn more frequently. Adjusted the range of the Seaforium Smoke Grenade on “Boom goes the Bomb” so that it can better go boom. Interacting with the Mysterious Brew during "Enforcing Fate" should now reliably grant credit. Fixed an issue that could cause players to be unable to select their second or third War Campaign Footholds. Players who had previously been stuck in this state may now interact with the scouting map near Halford or Nathanos to choose a Foothold. Previous Patch 8.0.1 Hotfixes
      August 10 August 8 August 7
    • By Stan
      Here's our preview of Kul Tirans including customization options, available classes, and Druid forms!
      Welcome to our preview of Kul Tirans. The Alliance will get access to the Allied Race later in Battle for Azeroth.
      Table of Contents 
      Unlock Requirements Playable Classes Druid Forms Racials Racial Mount Heritage Armor Customization Options (Female) Customization Options (Male) Unlock Requirements (Speculation) 
      We don't know at this time how to unlock Kul Tirans, but based on requirements of previous Allied Races, it's safe to assume that it's going to be related to new content, Kul Tourist, maybe?
      Playable Classes  
      Only Druids have been confirmed as a playable race so far and Kul Tiran Humans have really cool Druid forms!
      Druid Druid Forms [Return to Top]  
      All Kul Tiran Human Druid forms have been added to the game, only Moonkin Form is missing.
      Aquatic Form (Brown)

      Aquatic Form (Dark)

      Aquatic Form (Green)

      Aquatic Form (Light)

      Bear Form (Brown) [Return to Top]

      Bear Form (Dark)

      Bear Form (Green)

      Bear Form (Light)

      Cat Form [Return to Top]

      Flight Form (Brown) [Return to Top]

      Flight Form (Dark)

      Flight Form (Green)

      Flight Form (Light)

      Travel Form (Blue) [Return to Top]

      Travel Form (Brown)

      Travel Form (Green)

      Travel Form (White)

      Racials [Return to Top]
      Racial abilities have not been added yet.
      Racial Mount (Speculation) [Return to Top]
      No official racial mount has been announced just yet, but Kul Tiran Druid forms revolve around the "wicker" theme, so the racial mount may very well be a wickerbeast? 

      Heritage Armor [Return to Top]

      Customization Options [Return to Top]
      Female 
      Skin Color

      Faces

      Hair Color

      Hair Style

      Male [Return to Top]
      Skin Color

      Faces

      Hair Color

      Hair Style

      Beard

      Here's our preview of Kul Tiran Humans coming later in Battle for Azeroth.