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.
Class Changes -- GhostcrawlerWe 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
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Reader Comments (Page 2 of 9)
Avan Dec 28th 2010 2:30AM
You're telling me! I can't make heads or tails with my shadow priest. I seem to get the most damage out of playing like I'm in ICC. Using the new Cataclysm stuff (the way it seems to be intended to be used) just seems completely pointless.
Almoderate Dec 28th 2010 11:12AM
It sounds as though buffs might be coming soon. They do appear to be paying attention, and that's always good. After what we went through in Ulduar and ToC and feeling completely ignored for so long, I'm glad to see them trying to keep an eye on us.
Llowe Jan 2nd 2011 10:38AM
My main gripe at this time as a spriest is our mastery... I don't like the mechanic, and it sure doesn't feel very helpful or exciting, it seems more like one extra chore that you're obligated to worry about than a bonus to the spec.
Total non sequitur: "We might evaluate other racials after we've seen more PvP."
shanefarewell Dec 27th 2010 9:55PM
All very appropriate and much needed ideas, I'm often surprised at how great GC and his team are at keeping things balanced in such a complex and intricate system. I wonder how improved soulfire mechanic will function in the future, it truly is a frustrating talent as it stands.
Wyborne Dec 27th 2010 9:57PM
I'm excited about the change to Ret Paladins, but at the same time I'm still not a big fan of Inquisition, or putting more emphasis on it for that matter. Inquisition felt like a clunky addition to an already iffy rotation, and keeping it up is a pain in the ass on fights where you can't spend most of your time just on the boss.
Comito Dec 28th 2010 7:09AM
Interesting move from Blizz, less randomness which means probably more certain that we get holy power from the filler moves after/before CS! And increasing damage with HoPo, should make it buff out our damage alittle more!
See how this turns out, should be cool change again to us paladins lol
shanefarewell Dec 27th 2010 9:58PM
@ Cetha
I don't think there are many who would argue frost mage control in pvp at 85 is out of control at this point in time.
Zardoz Dec 27th 2010 10:55PM
against casters: maybe
against melee: no
Health pools are larger and we are still just as squishy. CCing you and bursting your full hp down is not an option. Longer battles means standing around longer waiting to smash the glass cannon.
sullyXXX Dec 28th 2010 2:14AM
Mages are definately the top of the tree right now, a good mage can keep any melee away long enough to kill 5 times over. Add their amount of interupts and stuns into the mix, and nothing can touch even a semi-skilled mage.
Jeremy Dec 28th 2010 5:14AM
@Zardoz: How can you say mage CC against melee isn't out of control? It's ridiculous! As a rogue, I have three ways to get rid of CC: cloak of shadows, vanish and trinket. And mages can still run circles around me every time, even if I get the drop on them. I hit the mage: ice armor slows me. Their ice barrier breaks: I'm cc'd. They frost nova me: cc'd. Frost bolt: cc'd. Their pet has a CC. They even have a ranged, instant cast, 5-second stun. And then I get hit with huge, double damage Ice Lances while they put even more distance between us. People complain about rogues stun locking, but you know how long my longest stun lasts? Six seconds, only one more than theirs, and I have to be in melee range, and I have to have five combo points. And then if I stun or slow them in any way, they Blink away. If I get a dot on them or throw out a blind, they Ice Block. I blow all my cooldowns trying to move so I can get some damage on them, and they just pop Cold Snap and use all their abilities again. If I'm able to silince them with Garrote or in some other way get the drop on them, I can often kill a frost mage, but it leaves me near death. And if they get the jump on me, there's normally no way I can win ... escape, sure, but that's blowing a cooldown or two I won't have to fight them.
Stabaa Dec 28th 2010 6:30AM
@Jeremy
Pikachu uses thunderbolt against enemy Squirtle. It's super effective!
No matter how well blizzard can balance a game it's nearly impossible for your class not to have a counter class in some way. I'm a rogue and i agree with everything you have put...it sucks, but its just something we'll need to live with. Just because mages totally faceroll rogues and other melee doesnt mean you aren't a skilled player against other classes.
Szass Dec 28th 2010 9:01AM
After getting 2 shot by rogues for the last 5 years, I think things look pretty good right now for mages.
I actually had fun doing some BG's with my guild last night.
Sure I still died a lot when i got focused or caught by a group. But it was REAL REAL NICE
not to get 2 shot by every melee that got within 5 feet of me.
I can see the control nerfs coming too though. Mages might have a few too many options at this point.Something like forcing mages to decide between damage buff glyphs and utility glyphs more might make the difference. If Frost Nova Glyph was a major or prime glyph that added the freezing element, it would make choices more difficult.
Hih Dec 28th 2010 1:26PM
@stabba: That reminds me of the World of Roguecraft clip on PvP balance.
http://www.youtube.com/watch?v=YJWeWMKfa3g
Though it is kinda ironic that it's being used in favor or scissors here :\
thall1463 Dec 27th 2010 9:58PM
I'm excited about the new Ret changes. It has been hard to keep down a set rotation and having a stat that works to help increase our damage while still keeping the proc should hopefully work in our favor.
Herculis Dec 27th 2010 9:59PM
It does get a bit old to keep hearing blizzard talk about how they want us to play exactly how they want. I approve of the new talent systems but everytime ghostcrawler talks it seems like he mentions how he wants the game to be played, and it just feels like we're being babysat more than earlier on in the games life.
Don't get me wrong, I like most of the changes. I think it's the babysitting attitude that bothers me as much as anything.
Straz Dec 27th 2010 10:20PM
The developers have to have an idea of how the game should be played in order to design PvE and PvP encounters so that everybody has the potential to be on even playing ground. If they just came up with a bunch of "cool spells that do X damage" there really wouldn't be any balance to the game.
Herculis Dec 27th 2010 10:34PM
Maybe so but if they are so picky as to say that the only way that combat rogues can successfully be played is with a certain speed off hand weapon, then wouldn't you say that they want the game to be played exactly in a certain way that is a bit extreme?
I understand the game needs to have design, I love that about WoW. But that statement about rogues seems like it's taking the attention to detail too far to me for some reason. "We want to make it clear that Combat is intended to use fast off-hand weapons."
Really? If that's the way combat does the most damage, fine, but..... bleh. GC seems a bit to much of a control freak from those types of comments.
Skarn Dec 27th 2010 11:05PM
This isn't really an unusual concept though. ALL video games are designed this way. Also, movies, TV, books, board games, sports and a whole host of other stuff. They are designed a specific way, hopefully in order to maximize fun. Now, each person's definition of fun differs. Especially with a player base as large and diverse as Blizzard's, there needs to be a general "plan" or outline for how the game should go.
Generally, Blizzard isn't looking to nerf fun, but they are looking to design the game a specific way and their hope is actually to maximize fun for the most people. Be aware that no matter what they do, SOMEONE will be unhappy.
windstalker668 Dec 27th 2010 11:19PM
What he is saying is that every spec has a specific purpose and idea. If a combat rogue is designed around the idea of using a fast offhand, then it should be clear that you should be using a fast offhand. That is all he is saying. They don't want people playing combat rogues to pick up a slow offhand and then wonder why their dps is so low or why certain things aren't working, it should be obvious. This change will probably be no more than putting in a tooltip or something remarking on the fact that they should have a fast offhand.
To address the point as a whole, if every spec had as much freedom as you seem to want, then what is the point of having specs? Of course the designers want you to play the game a certain way, that is why they made the game. If you could do whatever you want whenever and however you want, it defeats the purpose. He is not saying that they will remove any freedoms, just putting it all into perspective, play how you want to an extent, but realize that their are limits to what you can do if you stray too far from the intended design of your class. You don't take a sports car off-roading, they aren't meant to do it, but that doesn't mean you can't and no one is stopping you, it's just not optimal.
The wording might sound a little harsh to you, but it is very clear as to what he is saying.
Pyromelter Dec 28th 2010 12:24AM
I don't understand why they want combat having a fast off-hand. I agree with GC that I think their mastery is cool, but it just doesn't jive with having a fast off-hand. 2 rogue specs use fast weapons, I think it would be okay if one of those specs used slow/slow.