Ghostcrawler reveals upcoming class changes in Cataclysm
Lead Systems Designer Greg "Ghostcrawler" Street has posted the blog post I think most of us have been waiting for ever since Cataclysm went live. It features a summary of where the dev team sees the PvE and PvP games at this point, including some analysis of various classes and specs, and some planned changes for those specs that are underperforming and overperforming.
In PvE, Ghostcrawler mentions that Blizzard is mostly happy with the tank classes and notes that while healers do have it a bit hard, this is intentional. Heroics are meant to be a challenge. As for DPS, he offered that some classes, such as arcane mages and marksman and beast mastery hunters, are too low in their damage, while others, such as shadow priests and fire and frost mages, are being watched closely before final judgment is made on their numbers.
In PvP, Ghostcrawler says Blizzard is satisfied with the decreased emphasis on healing prevention and burst damage. Crowd control and dispel mechanics, especially offensive dispels, may see some PvP nerfs, and priests will specifically be getting some PvP buffs.
Stats also got some mention. A lot of stats are being neglected by some classes, and the dev team wants to fix this. Mastery will be either buffed or completely revamped for many specs, such as unholy death knights and retribution paladins. Haste may be made to scale with more attacks, such as Lacerate, Slam, and Steady Shot, in order to make the stat more desirable to certain specs.
Check after the break for the complete text of Ghostcrawler's post, including a list of specifically planned (but not finalized) class changes for future patches.
Class Changes -- Ghostcrawler
In PvE, Ghostcrawler mentions that Blizzard is mostly happy with the tank classes and notes that while healers do have it a bit hard, this is intentional. Heroics are meant to be a challenge. As for DPS, he offered that some classes, such as arcane mages and marksman and beast mastery hunters, are too low in their damage, while others, such as shadow priests and fire and frost mages, are being watched closely before final judgment is made on their numbers.
In PvP, Ghostcrawler says Blizzard is satisfied with the decreased emphasis on healing prevention and burst damage. Crowd control and dispel mechanics, especially offensive dispels, may see some PvP nerfs, and priests will specifically be getting some PvP buffs.
Stats also got some mention. A lot of stats are being neglected by some classes, and the dev team wants to fix this. Mastery will be either buffed or completely revamped for many specs, such as unholy death knights and retribution paladins. Haste may be made to scale with more attacks, such as Lacerate, Slam, and Steady Shot, in order to make the stat more desirable to certain specs.
Check after the break for the complete text of Ghostcrawler's post, including a list of specifically planned (but not finalized) class changes for future patches.
We have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.
Before you dive down into the meat below (not really a pleasant image, that), be advised that we're still early in the preliminary stages. The patch isn't coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn't mentioned below doesn't mean we won't address it.
PvE
We're happy with damage overall. We have very few traditional tank and spank fights (even Argaloth likes to parry melee) so it's hard to get consistent numbers without very large data sets. Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marskman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we're still watching them. We aren't seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.
Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn't willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.
Tank balance overall seems good at this point in time. Threat seems to be in a good place -- good tanks don't have much of a problem, but they can't "phone it in" either. We're seeing all four tanks get a lot of use, even on Heroic raid fights. That could change as more guilds are able to make serious heroic attempts.
PvP
The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn't determine the outcome of every encounter. There are several individual abilities that we aren't happy with in PvP.
We're keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.
We're also looking at crowd control, interrupts, and self-healing in PvP. It's possible we'll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.
Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.
We also want to make sure the epic PvP gear isn't too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don't want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.
Stats
We'll make a pass to make stats that aren't attractive (but are supposed to be) more attractive. For example, we don't want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.
Mastery is a new stat for us, and there are a few specs that don't value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don't think it's possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn't contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar's Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn't working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).
Potpourri
Some additional class-specific tweaks (keeping in mind this is not the full list):
"GC, is this the final list of changes? Does this mean I can expect no changes for my class? Does this mean you don't care about me?"
No. This is some stuff we are looking at so that you'll have some context if you see changes on a future PTR. The final list of class patch notes for the next patch will doubtless be much longer.
-Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He uses words like "potpourri."
Before you dive down into the meat below (not really a pleasant image, that), be advised that we're still early in the preliminary stages. The patch isn't coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn't mentioned below doesn't mean we won't address it.
PvE
We're happy with damage overall. We have very few traditional tank and spank fights (even Argaloth likes to parry melee) so it's hard to get consistent numbers without very large data sets. Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marskman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we're still watching them. We aren't seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.
Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn't willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.
Tank balance overall seems good at this point in time. Threat seems to be in a good place -- good tanks don't have much of a problem, but they can't "phone it in" either. We're seeing all four tanks get a lot of use, even on Heroic raid fights. That could change as more guilds are able to make serious heroic attempts.
PvP
The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn't determine the outcome of every encounter. There are several individual abilities that we aren't happy with in PvP.
We're keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.
We're also looking at crowd control, interrupts, and self-healing in PvP. It's possible we'll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.
Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.
We also want to make sure the epic PvP gear isn't too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don't want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.
Stats
We'll make a pass to make stats that aren't attractive (but are supposed to be) more attractive. For example, we don't want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.
Mastery is a new stat for us, and there are a few specs that don't value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don't think it's possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn't contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar's Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn't working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).
Potpourri
Some additional class-specific tweaks (keeping in mind this is not the full list):
- Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.
- Arms warrior burst damage might still be too high in PvP, while we don't have a great way to adjust their sustained damage for PvE. The Lambs to the Slaughter talent is a good place to address this. We also might nerf warrior stuns.
- We think Arms and Fury warriors are getting too much damage out of Heroic Strike. We want it to be clear that it's a rage dump and not make it the hardest hitting ability.
- For Holy priests, we're increasing Chakra's duration and changing Surge of Light so it can now from Flash Heal and Greater Heal and can crit.
- We're making some additional buffs, such as Pain Suppression and Barkskin, undispellable.
- We're buffing Wild Mushroom. It's a cool spell that isn't getting enough play.
- Empowered Touch will now benefit from Regrowth as well. We're also buffing the Glyph of Regrowth.
- We are looking at Holy Concentration (after our most recent buff) and Omen of Clarity to make sure they don't account for too much mana savings.
- We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
- Inferno will no longer increase the radius of Hellfire.
- Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
- We want to redesign Improved Soulfire.
- Censure will no longer break Repentance.
- As part of the Marks and Beastmaster buffs, we're buffing Aimed Shot, Kill Shot, Chimera Shot, and Kill Command.
- To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.
- We want to make it clear that Combat is intended to use fast off-hand weapons. We also want to polish Revealing Strike a bit.
- We want to make sure Enhancement shaman avoid caster weapons.
- We want to make sure Unholy DKs prefer two-handed weapons.
- Necrotic Strike needs to be affected by resilience.
- For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.
- We also want to address DK mobility in PvP.
- We think we overnerfed Every Man for Himself, and are reverting it back to a 2-minute cooldown again. We might evaluate other racials after we've seen more PvP.
"GC, is this the final list of changes? Does this mean I can expect no changes for my class? Does this mean you don't care about me?"
No. This is some stuff we are looking at so that you'll have some context if you see changes on a future PTR. The final list of class patch notes for the next patch will doubtless be much longer.
-Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He uses words like "potpourri."
Filed under: Analysis / Opinion, Blizzard, News items, Cataclysm







Reader Comments (Page 1 of 9)
Zalvi24 Dec 27th 2010 9:39PM
and it. is. on!
Szass Dec 28th 2010 8:49AM
WTB efficient epic delivery mechanism!
Rakah Dec 28th 2010 10:25AM
Decreased emphasis on healing prevention? he's obviously never tried to out heal a DK spamming necrotic strike.
Stephen Dec 28th 2010 4:31PM
Lots of good changes here.
Holy priest Chakra is a cool idea, it just has a bad, clunky mechanic. In needs a rework, not a duration buff.
Same with Wild Mushroom for Druids. It's another weird mechanic that needs a rework.
The ret pally changes sound good.
The only really bad thing in there seems to be for mages & warriors.
Cetha Dec 27th 2010 9:45PM
an exciting list to be sure
a little surprised about his frost nova comment, as while levelling as frost, I feel frost nova has already been adjusted a bit too far already.
Pyromelter Dec 28th 2010 12:11AM
8 seconds for an AoE root is an eternity, especially in pvp. And also, Water Elemental's Freeze does the same thing, with a 45 yard range.
In PvE, Frost Nova is the #1 reason why frost mages are gods at powerleveling - AoE grinding. Being able to plant a crap ton of mobs in one place and blizzard them down is a time-tested way to get a lot of xp fast.
Anyway, if they reduce the duration to 6 seconds, I think most mages can deal with that. If they reduce it to 5, it'll be tough, but manageable. At 4 seconds or below, that's a heavy nerf.
But make no mistake, the main point is a nerf to mage pvp.
Tasty Dec 28th 2010 1:50AM
Remember frost nova is now level 56. Which completely retardifies frost as a viable levelling spec.
Blizzard REALLY need to look at what levels classes are getting spells. Levelling these classes now just feels like they randomly chose which where going to get what when.
Vaeku Dec 28th 2010 4:18AM
@Tasty
Frost Nova is level 8. Blizzard though is level 52.
ZeroDesu Dec 28th 2010 4:42AM
@Tasty: I hear you. I'm in the middle of leveling a couple of my paladins, and I got two healing spells at level 8. What the heck do I need two healing spells right then for? I don't play Holy, so just one healing spell is enough to make sure I can top myself off after every fight... then it feels like an eternity before I get any spells. I'm stuck on a Judgement/Crusader Strike/Wait for fifteen seconds rotation on every encounter, and it feels so annoying... I just want one or two more abilities that I can throw around while those two are on cooldown.
Andy Dec 28th 2010 8:21AM
Eh, they just need to make some of these spells less effective against players instead of just nerfing them across the board...
Kel Dec 28th 2010 8:30AM
@Tasty: As Vaeku said, Frost Nova is at level 8. Also, I leveled my mage from 20-85 as frost, all after patch 4.0 dropped, so I disagree that it's not a viable leveling spec. I loved it then and I still love it today.
@Pyromelter & Cetha: On one hand, I went *frowniface* when I saw that because I PvE with my frostmage and love it. On the other hand, Pyromelter is right that it really doesn't have a bearing on PvE. I mean, when I use Frost Nova in a dungeon, it never lasts long enough for me to get Deep Freeze off, but that's not because of its duration - it's because the mob gets hit. That's just the way the cookie crumbles and why I don't often put it in my regular rotation. So... meh. I'll take that nerf if that's all we get.
As a devoted frost mage, though, I perked up when they mentioned that we *might* be low on the dps side. Whether they decide to buff our numbers or not, the fact that they are watching us means that they are no longer willing to just throw out frost as "not a viable PvE spec".
Teh Psh Dec 28th 2010 12:07PM
I find it interesting that you only took into account the nerf's impact on PVE. As much as I would like to disagree at times, Blizzard does spend a great deal of time balancing the PVP side of WOW. Currently, Frost Mages are king at control with: Nova, talented IB breaking, CoC, Pet freeze, Deep Freeze, Counterspell and a snare built into their primary nuke. Ask any Rogue, Death Knight, or Ret Pal, something needed to be done with Frost in Battlegrounds and Arenas.
vocenoctum Dec 28th 2010 12:09PM
I've found in general while leveling my prot pali after the shattering that mobs tend to have shorter leashes and be more spread out in a lot of places. Rounding them up takes more time than just blasting through them usually. My frost mage was pre-shattering, but still plenty of times I went Arcane for superior single target.
I think either way though (and the aim of the designs) they were viable leveling specs and each had fun stuff to it.
Jaq Dec 27th 2010 9:51PM
Changing Unholy's mastery? OH THANK GOD.
Mind you, we're pretty godlike at the moment when played right, but still, our mastery really isn't very good. I like the sound of increased damage to diseased targets if done right.
Adam Dec 27th 2010 10:54PM
I think they need to balance it out with our over-reliance on haste as a secondary...while I love striking hard and fast in unholy, when switching to my tank spec it feels ponderous waiting for that looong 1.5s GCD. And if I'm RP starved, the unhasted rune CD feels like an eternity, and always seems to come during those "oh $h!t" moments.
Jaq Dec 28th 2010 2:47AM
Agreed. Unholy needs a better balance between mastery and haste, especially given how much mastery there is on gear in Cata...it still feels weird to be stacking haste as a DK, so much so that, when I tell the DKs in my guild about it (I'm the DK class advisor) they look at me quite oddly. I don't mind being fast but man, it makes playing in any other spec or on any other toon so SLOW.
Saeadame Dec 28th 2010 3:13AM
Since you'll probably have disease up on your target all the time, it's a useful mastery. The resto druid mastery is very useful for tank healing, but less so for AoE healing (during which you more than likely don't already have a HoT on the people you're healing), which is unfortunate as that used to be kind of our niche.
Necromann Dec 27th 2010 9:52PM
Buff shadow priests pls I feel lacking.
lightstyle Dec 27th 2010 10:21PM
I know the feeling.
"Shadow priest AE, mostly due to a weak Mind Sear, feels too low."
Ya think?
I also don't know many spriests that are super crazy about mastery.
Eisengel Dec 28th 2010 1:22AM
Mind what? Oh, yeah, that spell that used to be good that now resides next to Mind Soothe and Mind Vision all the way at the top of the far right bar - with all the other junk I never use.
You can make AoE happen by tabdotting. It has been a bit of a nostalgia kick for BC to be tabdotting again. SWP + flay (and VT for tougher mobs) can do a lot of AoE... however you need to really know the AoE potential of your group to figure out which DoTs to put up, and some mobs are just not worth the trouble - like Troggs in HoO. I think those things disappear before I can finish channeling a single flay.
It definitely changes AoE damage from the 1-button 'yeah whatever' to something akin to a tank threat rotation, where your fingers are flying trying to keep the most optimal DoT set up on a 8 mob group. It's a little depressing when a Warlock, Mage or DK throws down some shiny area thing and /yawns.