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Starym

PvP Hotfixes: Feb 13th - Massive Mana Regen Nerf

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We have some massive changes to healer mana in PvP, with nerfs to mana regeneration for specific specs ranging from 35% to 55%. There's also an additional increase in mana cost for Nourish and Neurotoxin is basically being made unusable as there's an issue with it they can't fix until 8.1.5. All changes below are already live.

Blizzard LogoFebruary 13 (source)

[Updated 19:30 PST – all changes below are now live]

Good evening!

We’ve taken a careful look at healer mana during longer PvP engagements in both Arenas and battlegrounds, and we’re deploying some changes to address several concerns.

In PvP, we want mana to feel like a more critical resource, and we want mana efficiency to be an important part of PvP healing. At the beginning of Battle for Azeroth, mana regeneration from all healer specs was reduced by 15-30% (depending on the class), and after reviewing the current state of the game, we feel like further reductions are necessary to both healer specs and a few hybrid specs.

Player versus Player

  • Restoration Druid mana regeneration is now reduced by 55% in PvP.
  • Holy Priest, Holy Paladin, Restoration Shaman, and Mistweaver Monk mana regeneration is now reduced by 50% in PvP.
  • Discipline Priest mana regeneration is now reduced by 45% in PvP.
  • Balance Druid, Feral Druid, and Elemental Shaman mana regeneration is reduced by 35% in PvP.

Separately, we’re working on the following hotfix:

Druid

  • Restoration
  • Nourish Nourish (PvP Talent) mana cost increased by 30%

Separately, we’re addressing Neurotoxin Neurotoxin .

Rogue

  • Assassination
  • Neurotoxin Neurotoxin now increases the cooldown of affected spells by 1 sec, down from 3 sec.
  • Neurotoxin Neurotoxin now has a 45 second cooldown, up from 25 sec.
  • Neurotoxin Neurotoxin now has a 3 sec duration, down from 10 sec.
  • Developers note: Unfortunately, we are unable to fix a number of technical issues with this spell at this time. We’re working on a fix for it that we hope to include in 8.1.5.

Again, the above changes to the game will be made live very soon. I will update this thread with each, and you’ll see the final word on all new hotfixes in our next hotfixes update (tomorrow, Feb. 14, in the afternoon PST).

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It was about time. Made me laugh when a Disc priest cant be killed by a destruction lock and a mage cooperation within two mins. Using fel fissure and all the interrupts, stuns.

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Well, I guess it's reasonable in hopes of making matches reliably shorter, the moments when you push to the limits of the healing debuff were not that rare anymore.
But in BGs... damn. But then who does play BGs anymore when arenas reward more conquest more loot and honor is mostly irrelevant.

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I don't understand why this is a blanket Nerf to all healers with little adjustment and I really don't understand the need to include rbgs in the mix. 

I understand that they needed to fix the dampening issue but some classes already oom way quicker than others so why is the level of reduction only +/- 5% between rdruid and holy pal and rsham? 

Also for rbgs, in gilneas for example- if 6 dps can't coordinate a kill on 3 healers then why are the healers being punished for an elongated team fight? 

This sort of seems like a lazy change that was only put on blizzards radar due to the top 2% of pvp players causing long games but ultimately will end up lowering the skill cap of mongo melee dps who used to have to kick a heal in order to kill a healer. 

Edited by Prowlz
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56 minutes ago, Prowlz said:

Also for rbgs, in gilneas for example- if 6 dps can't coordinate a kill on 3 healers then why are the healers being punished for an elongated team fight? 

Most classes, even being played with high efficiency, can't output enough DPS to kill a mildly competent healer. Everyone playing a healer shouldn't be defacto invulnerable and able to completely ignore one DPS beating on them let alone 2+. 

Also, despite Blizzard's many missteps...thinking these numbers are pulled out of their *filtered* is silly. 

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1 hour ago, jeremy2020 said:

Most classes, even being played with high efficiency, can't output enough DPS to kill a mildly competent healer. Everyone playing a healer shouldn't be defacto invulnerable and able to completely ignore one DPS beating on them let alone 2+. 

Also, despite Blizzard's many missteps...thinking these numbers are pulled out of their *filtered* is silly. 

The text that you quoted from my last post is relating to rbg where there's a possibility to CC one healer, silence another, and potentially have 5-6 dps on a single healer. This sort of invalidates your point as in most team fight settings, a single dps won't be sitting on a random healer who isn't the kill target.

However, if you really feel strongly that you are right, you should make a healer and ask a highly skilled and geared ret pally and ww monk to treat you as a target dummy with no one else to peel for you and we'll see how long you last. I truly mean no disrespect by this either. I've seen good healers misuse a single gcd and die to this combo.

I never suggested that they totally made the numbers up either. I just think they are out of touch with the reality of most realistic game situations. They are using discontent from wow forum posts(typically extremely bad players) and general disgruntled chatter that arose from twitch viewers watching R1 players at last week's blizzcon qualifier(the very best players in the world). When was the last time you saw your acerage 2050CR team go to 75% dampening?

Anyway, my main point was that they may have data to back up the necessity of these changes in arena but then they are applying these changes as blanket pvp nerfs which I do not understand the need for in RBGs. If anything it's going to promote the 4 healer meta which there were rumors that blizzard themselves are not fans of.

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