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
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news






Reader Comments (Page 4 of 9)
Mssr Moo Goo 2 Dec 31st 2010 10:43PM
I play a druid tank. And it is FUN! (I played paladin/dk/warrior tanks in wrath)
Raiding and heroics both fun! I have 6 raid bosses down so far in 10 man.
Contrary to what someone else said, we do have a ranged interupt, and it's great. It's cheap, very short CD, and it's a charge FFS! I feel like a warrior almost I can charge around so much when talented to 10 seconds. I prefer it over Heroic Throw or Avengers Shield or Strangulate any day.
#1 reason druids are the best tanks for heroics. >>Roots.
lampard Dec 27th 2010 10:13PM
wow only thing about shaman is enh not able/wanting to use caster weapon...
NICE NICE SO BALANCED CLASS WE R!
Angus Dec 28th 2010 7:59AM
I figure he is lumping the rest of the shaman changes in the "other stuff too" category.
That comment tho, makes it so that enhance shaman will not wonder if it will take 12 months to fix the issue and know it is coming "soon."
I'm still not sure why they didn't fix this in the Beta, when it was pointed out. Like all those Retadins screaming that their mastery was essentially worthless when you have zealotry up.
I wonder how they plan on making haste not suck for enhance, because it went from the top stat to bottom of the barrel.
radda Dec 27th 2010 10:15PM
"Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much."
I hope he means in PvP, which is fine. The last time I was Feared into a pack of mobs while Berserk was on cooldown I almost threw my keyboard across the room...
Sean Dec 27th 2010 10:49PM
This. A thousand times, this. If you remove PVE Fear Immunity from Berserk, then it's really only useful when tanking multiple mobs (and then only if you're sure you won't break CC with a poorly placed Mangle)
But wait...wasn't the whole design of this expansion supposed to get us away from multi-tanking?
Big Shoe Dec 28th 2010 12:06AM
GC has always refused to see the need to put a dividing wall between PvE and PvP. He could solve every PvP balance problem simply by letting certain talents behave differently in PvE and PvP. This is as simple as having the abilities work differently while the PvP flag is on, and reverting them back when it's off. As long as GC insists on stupidly going down the road of globally nerfing talents designed for one aspect of the game to "balance" the other, players are going to be unhappy about it.
vlad3163 Dec 28th 2010 1:29AM
@ Big Shoe
"This is as simple as having the abilities work differently while the PvP flag is on, and reverting them back when it's off."
what.
And then every player on every PvP realm got screwed by always having their PvP flag up.
Avan Dec 28th 2010 2:48AM
@Big Shoe:
"This is as simple as having the abilities work differently while the PvP flag is on, and reverting them back when it's off."
1: Smarter people than us have stated many times that it's actually not simple in regards to WoW's tech or for the end user.
2: It screws with people on PvP servers.
3: It's been stated many Blues that they do NOT want abilities to work this way.
4: No.
Big Shoe Dec 28th 2010 9:04AM
@ Avan:
Sorry, my comments were meant to apply to arena and battlegrounds, not PvP servers where players are flagged in the open world. Having PvP rules apply in select areas (BGs, arena, and zones like Tol Barad) while normal PvE rules apply in all other areas is a better workaround than globally nerfing PvE talents to facilitate PvP. Offensive abilities can be tweaked to function differently against mobs than they do against other players (as many already have been), but PvE utility powers like survival cooldowns and the pre-nerf Warbringer are tricky to balance for PvP without nerfing them into oblivion. Rob Pardo, the lead designer of World of Warcraft, has been quoted as saying that arena was a bad decision for the game because of all the balancing issues it created. I can certainly see his point!
Jorges Dec 28th 2010 1:16PM
@Avan: I can completely see your point and agree with you 100%. I have suggested this mechanic a lot of times and even got the same robotic response: it's a lot of work technically and screw up PvP realms.... this might be true is you KEEP THINKING GLOBALLY. No, the idea is making talents/abilities behave differently in Arena, BGs and conflict zones. Casual world PvP is not the same (that is, the enemy you find on your way to a mining node), it is not competitive like Arena or BGs so it doesn't matter if there are PvE rules in place. On the other hand, if you like to play on a PvP realm I don't see the problem on sticking to PvP rules everywhere while using PvE rules on raids and dungeons.
That might be a lot of work, yes. But that would be at first. Then they would only have to tweak here and there for PvP mechanics without screwing PvE mechanics. How many times have Blizzard completely redesigned a talent/skill because it has gone out of balance?
Maccabeus Dec 27th 2010 10:18PM
YESSSS!!!11!!1!!elevenh4xorz!!!!!1 Please let ISF overwrite the previous buff if it procs! more uptime would be greaaaaatly appreciated.
Straz Dec 27th 2010 10:27PM
Adding a second or two to Focus Fire and Improved Steady Shot buffs would probably make Beast Mastery and Marksman a little more forgiving to play. The damage is rather low compared to a lot of the DPS classes I've ran with. I'm doing phenomenal damage as Survival, but I did have my fears that it might be a tad high. They really only said the AOE damage was high, so they'll probably put a limit on the number of targets that could be afflicted with Serpent Spread/Multi-Shot. Either that or they'll make the Improved Serpent Sting component unable to crit. They might just resort to placing the AoE damage cap like they did with Volley.
Hunters are in a pretty good place right now, just a few tweaks and pet fixes needed here and there. My heart goes out to all the Shadow Priests. Here's hoping for some buffs!
Dezaris Dec 27th 2010 10:35PM
"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."
What does this mean? When it procs you can use either greater heal or flash heal? Do they spell check these things?
Harvoc Dec 27th 2010 11:21PM
I'm pretty sure that Ghostcrawler means that Surge of Light can now proc from Greater Heal and Flash Heal.
Couvs Dec 27th 2010 10:49PM
I'd really like to know how Ghostcrawler is justifying his comments about the Combat Rogue mastery and intended weapon setup (fast OH). Given how Main Gauche has been criticised in articles such as WoW Insider's Encrypted Text, I don't see how it's plausible that this mastery is working as intended and is "fine" according to the devs, while at the same time reinforcing the intended use of a fast offhand weapon. The two concepts work against each other, and having buffed the damage of that mastery only conceals the anti-synergistic problem rather than fixing it
Raszero Dec 27th 2010 11:03PM
So all Mage specs are potentially low dps? Great news!
Prelimar Dec 27th 2010 11:47PM
yes, but on behalf of the Casters & Conjurers Fellowship (Local 1273) i must say, "LEAVE OUR SPELLSTEAL ALONE! IT'S THE ONLY THING THAT KEEPS US ALIVE SOMETIMES IN PvP!!"
Pyromelter Dec 28th 2010 12:32AM
Based on WoL, fire mages are doing okay, whereas arcane is below frost, and frost isn't really doing all that great either.
A bit problem with buffing arcane and frost is their pvp viability. They run the risk of making them OP if damage gets buffed.
I really think arcane should eventually be fine. Arcane scales very uniquely in that that shorter an encounter is, the higher their dps will go. Once you have 10 minute encounters being pared down to 5 minutes with improved gearing in your raids, you're going to see arcane mages start shooting up the charts. As it stands, though, the mana-saving part of an arcane rotation really drops the dps down, so the more phases like that a mage goes through, the lower his/her dps will be over the course of the fight.
Pyromelter Dec 28th 2010 12:41AM
@Prelim -
I have to agree. I don't see why spellsteal is OP. It's extremely mana costly (as it should be), and really allows great mages to shine - spellstealing avenging wrath is quite possibly the most fun a mage can ever have.
Purge, on the other hand, can rip off hots with less of a cost, and might need a nerf, although I would hope they would change it to 1-2 magic effects per cast (maybe 1 with a chance of 2).
What I really hope they don't do is give those abilities a cooldown. That would be a serious blow to PvE just to balance pvp. By that I mean the devs wouldn't be able to design encounters like jaraxxus where you have to purge/spellsteal a buff on the boss. If they do anything, I'm hoping an increase in mana of the spellcasts, especially for purge.
Talothan Dec 27th 2010 11:04PM
"We want to redesign Improved Soulfire."
Thank god.