Ghostcrawler explains patch 4.3 balance changes

Death knight and druid tanks are getting some buffs to bring them more in line with the block-heavy warriors and paladins, and block capping for both warriors and paladins is not being discouraged. Feral druids are getting a Glyph of Shred change that will hopefully help their rotations, and beast mastery hunters are getting a slight buff. As we found out from before, paladins' Holy Radiance is getting a change to be more of a focused AOE heal, and priests are getting a buff to Guardian Spirit.
Shaman initially were hit with a huge Wind Shear nerf, which has been rolled back slightly. Demonology and destruction warlocks are getting a slight buff to be more competitive with afflocks, and hopefully warrior "charge jumping" has been fixed for good. You've promised me this before, Ghostcrawler! Where's my charge-jumping pony-moose? Check out the full blog post after the jump.
Don't take this as an announcement that the release of patch 4.3 is imminent. While we have completed a lot of work, it's just hard to know at this stage when the patch will be ready. Nothing is set in stone until the actual patch, and even then we still have the ability to hotfix any major problems that we missed or caused.
First, here is the link to Part One of our balance explanations. We'll discuss additional changes below.
In particular, you may want to pay attention to my comments about rates of change. While we do overhaul mechanics when we think it's warranted, we try to save as many of those as possible for expansions. As exhilarating as it can be for players who log in regularly to suddenly be able to look at a talent or spell in a different light, it can also be frustrating for players who maybe took a break in between patch 4.2 and 4.3 to have to relearn rotations or re-gem their character. In particular, we try to be really conservative when buffing spec B of a class upwards to compete with spec A of the same class. We have gotten it wrong before, and forced a large number of players to swap specs. Ideally we want you to play the spec you enjoy the most and not the one that does the highest DPS, but asking you to continually swap specs to achieve that highest DPS is an unreasonable thing for us to ask.
Mortal Strike (and similar debuffs)
We dropped the healing debuff from 50% to 10% some time ago, but were convinced at 10% that it was hard to appreciate the effect at all. We want to try Mortal Strike et al. at 25% to see if it feels useful but not mandatory. If 25% is too much and 10% is too little, then it may mean the entire mechanic may not have much of a future. We decided to only change the debuff for the warrior, rogue, and hunter, restoring the original relationship between "strong" and "weak" MS that we had in Lich King.
Death Knight
We decided not to prevent or discourage block capping for paladins and warriors, because it would have required several corresponding changes to compensate for such severe nerfs and the risk of getting things wrong or asking players to change gear was just too great. Instead, we decided to buff DK and druid tanks to improve their ability to handle streaks of bad luck. In the DK's case, we increased the armor bonus of Blood Presence.
Druid
As mentioned above, we increased the Stamina bonus of bear form in order to reduce the chance of tanks being killed too quickly by bad luck. We also changed the armor bonus for bears at lower levels by removing the mechanic that mimicked the warrior and paladin transition from mail to plate. Bears were having difficulty surviving in low-level dungeons, which honestly we don't want to be that challenging. The armor change should not affect end-game tank balance. We changed the Glyph of Shred so that Feral druids wouldn't need to vary their rotation in situations where they could not Shred (such as on Ultraxion). We changed the pushback on Cyclone because we decided that it was appropriate for DPS casters to not have pushback protection on heals, and for healers to not have pushback protection on nukes, but that utility spells should be protected for both roles. This will be a small PvP buff for caster druids.
Hunter
We provided a modest DPS buff for Beast Mastery and Survival hunters to help them catch up with the Marksman spec. As I mentioned above, we wouldn't consider it a success if we made every Marks hunter respec to Survival, so our intent is to get close without going over. BM also suffers from a lack of AE damage, so we increased the damage of two of their AE pets.
Mage
We offered some buffs to Fire mages to help them compete with Arcane. Frost is viable in PvE, but at high-end raiding we understand that its damage isn't perceived as comparable to Arcane or Fire. The problem is that Frost has a lot of control and survivability, and if their damage were also identical, there would be no reason to choose Arcane or Fire. Note that the 5.0 talent design is partially to fix this specific problem, where specs have either higher DPS or higher utility.
Paladin
We continued to adjust Holy Radiance for its new 4.3 design. We want paladins to be a viable group healer without suddenly becoming far and away the best AE healer. We also want Holy paladins to continue to care about Holy Power and Light of Dawn and not revert to just spamming Holy Radiance. We changed Beacon of Light largely because it was unclear which mechanics were supposed to cause the Beacon transfer. This is a change from our previous design, which allowed Protector of the Innocent and other forms of healing to benefit from Beacon. We want Beacon of Light to remain a powerful spell, and it will be even with these changes, but putting slightly less focus on Beacon will allow paladins to still shine in situations where Beacon isn't operating at its maximum effectiveness. For Retribution, as we suggested previously, we lowered the crit chance of Hammer of Wrath to reduce burst but increased sustained damage through Two-Handed Specialization and Seal of Truth.
Priest
Most of our Holy adjustments were discussed in Part One, but we did buff Guardian Spirit to make it more competitive with Pain Suppression. The Shadowform glyph was strictly a quality of life improvement requested by several Shadow priests.
Shaman
We have slightly unnerfed the initial Wind Shear nerf, but we still want it to be much harder for a healer spec to have such a potent interrupt. Wind Shear (originally Earth Shock) was balanced in the hands of a Resto shaman as a tool for coping with enemy casters in the absence of a magic dispel. While a priest could remove an ally's Polymorph, the shaman's only recourse was to prevent it from ever landing in the first place. But in a world where Resto shaman gained the ability to remove magic debuffs, the net result was too potent. We nerfed Elemental's tier 12 set bonus because it was so powerful that shaman risked passing over their tier 13 set bonus. We increased the passive benefit of Shamanism and Fire Elemental scaling to help compensate for this nerf. There are many other shaman changes discussed in Part One.
Warlock
We increased Demonology and Destruction's DPS to be more competitive with Affliction, and increased the duration on Improved Soul Fire to make that buff a bit easier to manage. We also fixed a long-standing bug that caused the Doomguard to do too much damage, so Demo's buff also needed to offset that.
Warrior
We believe we have fixed "charge jumping," where a target who jumped ended up in a different location from the warrior. The warrior should now end up next to the target. We needed to nerf Fury's DPS slightly to keep them from being ahead of other melee DPS.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. His first hunter pet was a crab named Sushi.
First, here is the link to Part One of our balance explanations. We'll discuss additional changes below.
In particular, you may want to pay attention to my comments about rates of change. While we do overhaul mechanics when we think it's warranted, we try to save as many of those as possible for expansions. As exhilarating as it can be for players who log in regularly to suddenly be able to look at a talent or spell in a different light, it can also be frustrating for players who maybe took a break in between patch 4.2 and 4.3 to have to relearn rotations or re-gem their character. In particular, we try to be really conservative when buffing spec B of a class upwards to compete with spec A of the same class. We have gotten it wrong before, and forced a large number of players to swap specs. Ideally we want you to play the spec you enjoy the most and not the one that does the highest DPS, but asking you to continually swap specs to achieve that highest DPS is an unreasonable thing for us to ask.
Mortal Strike (and similar debuffs)
We dropped the healing debuff from 50% to 10% some time ago, but were convinced at 10% that it was hard to appreciate the effect at all. We want to try Mortal Strike et al. at 25% to see if it feels useful but not mandatory. If 25% is too much and 10% is too little, then it may mean the entire mechanic may not have much of a future. We decided to only change the debuff for the warrior, rogue, and hunter, restoring the original relationship between "strong" and "weak" MS that we had in Lich King.
Death Knight
We decided not to prevent or discourage block capping for paladins and warriors, because it would have required several corresponding changes to compensate for such severe nerfs and the risk of getting things wrong or asking players to change gear was just too great. Instead, we decided to buff DK and druid tanks to improve their ability to handle streaks of bad luck. In the DK's case, we increased the armor bonus of Blood Presence.
Druid
As mentioned above, we increased the Stamina bonus of bear form in order to reduce the chance of tanks being killed too quickly by bad luck. We also changed the armor bonus for bears at lower levels by removing the mechanic that mimicked the warrior and paladin transition from mail to plate. Bears were having difficulty surviving in low-level dungeons, which honestly we don't want to be that challenging. The armor change should not affect end-game tank balance. We changed the Glyph of Shred so that Feral druids wouldn't need to vary their rotation in situations where they could not Shred (such as on Ultraxion). We changed the pushback on Cyclone because we decided that it was appropriate for DPS casters to not have pushback protection on heals, and for healers to not have pushback protection on nukes, but that utility spells should be protected for both roles. This will be a small PvP buff for caster druids.
Hunter
We provided a modest DPS buff for Beast Mastery and Survival hunters to help them catch up with the Marksman spec. As I mentioned above, we wouldn't consider it a success if we made every Marks hunter respec to Survival, so our intent is to get close without going over. BM also suffers from a lack of AE damage, so we increased the damage of two of their AE pets.
Mage
We offered some buffs to Fire mages to help them compete with Arcane. Frost is viable in PvE, but at high-end raiding we understand that its damage isn't perceived as comparable to Arcane or Fire. The problem is that Frost has a lot of control and survivability, and if their damage were also identical, there would be no reason to choose Arcane or Fire. Note that the 5.0 talent design is partially to fix this specific problem, where specs have either higher DPS or higher utility.
Paladin
We continued to adjust Holy Radiance for its new 4.3 design. We want paladins to be a viable group healer without suddenly becoming far and away the best AE healer. We also want Holy paladins to continue to care about Holy Power and Light of Dawn and not revert to just spamming Holy Radiance. We changed Beacon of Light largely because it was unclear which mechanics were supposed to cause the Beacon transfer. This is a change from our previous design, which allowed Protector of the Innocent and other forms of healing to benefit from Beacon. We want Beacon of Light to remain a powerful spell, and it will be even with these changes, but putting slightly less focus on Beacon will allow paladins to still shine in situations where Beacon isn't operating at its maximum effectiveness. For Retribution, as we suggested previously, we lowered the crit chance of Hammer of Wrath to reduce burst but increased sustained damage through Two-Handed Specialization and Seal of Truth.
Priest
Most of our Holy adjustments were discussed in Part One, but we did buff Guardian Spirit to make it more competitive with Pain Suppression. The Shadowform glyph was strictly a quality of life improvement requested by several Shadow priests.
Shaman
We have slightly unnerfed the initial Wind Shear nerf, but we still want it to be much harder for a healer spec to have such a potent interrupt. Wind Shear (originally Earth Shock) was balanced in the hands of a Resto shaman as a tool for coping with enemy casters in the absence of a magic dispel. While a priest could remove an ally's Polymorph, the shaman's only recourse was to prevent it from ever landing in the first place. But in a world where Resto shaman gained the ability to remove magic debuffs, the net result was too potent. We nerfed Elemental's tier 12 set bonus because it was so powerful that shaman risked passing over their tier 13 set bonus. We increased the passive benefit of Shamanism and Fire Elemental scaling to help compensate for this nerf. There are many other shaman changes discussed in Part One.
Warlock
We increased Demonology and Destruction's DPS to be more competitive with Affliction, and increased the duration on Improved Soul Fire to make that buff a bit easier to manage. We also fixed a long-standing bug that caused the Doomguard to do too much damage, so Demo's buff also needed to offset that.
Warrior
We believe we have fixed "charge jumping," where a target who jumped ended up in a different location from the warrior. The warrior should now end up next to the target. We needed to nerf Fury's DPS slightly to keep them from being ahead of other melee DPS.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. His first hunter pet was a crab named Sushi.
Filed under: Cataclysm






Reader Comments (Page 1 of 4)
MikeLive Nov 11th 2011 1:11PM
Priests get glyph because some don't like Shadowform.
Druids still stuck with ugly Moonkin.
Logical.
it's not that Nov 11th 2011 1:20PM
It makes more sense not to fix anything because you can't fix everything. It's a shame that this is the last patch too, because druids will never get that glyph.
Gordal Nov 11th 2011 1:20PM
Because lazerchikkens > shadowform on the awesomeness scale. Scientific fact.
MikeLive Nov 11th 2011 1:21PM
@Gordal They are awesome. But next to my Worgen it's an ugly piece of shit, and in the lack of new, awesomer models, it would be nice to not physically transform.
(cutaia) Nov 11th 2011 1:26PM
Now that you mention it, you're right. It IS pretty logical to add a simple glyph to make a slight adjustment to the transparency of a model before making a whole new model for something unrelated. Thanks for pointing it out. It's nice to see people with a positive attitude on the internet.
Donhorn Nov 11th 2011 1:30PM
I like Moonkin form... DON'T CALL MEH UGLEH! D:
MikeLive Nov 11th 2011 1:32PM
@cutaia I'm arguing in favour of a glyph that makes Moonkin Form just an activated aura (in fact, just like Shadowform) but no visual change. It would be the exact same change as the Shadowform glyph.
jordan Nov 11th 2011 1:48PM
Maybe they could just sprout wings like malfurian.
Johnzim Nov 11th 2011 2:18PM
I agree with OP - Druids should also get a glyph that modifies the alpha value of their transform. It'd be really easy to implement, as with the Shadowform glyph.
It's a good thing he was only asking for ghost moonkin as opposed to something silly like a character model restructuring that would have taken hundreds of man hours of art team time.
MikeLive Nov 11th 2011 2:29PM
@Johnzim As I said, I was just asking for a glyph so we don't have to shapeshift. i.e., get the bonus and restrictions but NO VISUAL CHANGE. This is precisely, exactly, 100% the same addition that Shadow Priests are getting.
Artificial Nov 11th 2011 2:47PM
The same argument, taken to its logical conclusion, would see a glyph to allow ferals to melee effectively in human form.
Al Nov 11th 2011 4:18PM
Because Casters are the same as Melee.
Dementron Nov 11th 2011 4:21PM
@Artificial
Not really. Balance druids (indeed, all druids) can still cast spells in base form. They're just slightly better at it in moonkin form. Feral abilities, however, are based on the claws, teeth, and tougher bodies provided by shifting into animal forms.
I agree that turning moonkin form into an aura *for people who want it* is a pretty good idea. A far better idea, in my opinion, than turning moonkin form into a cooldown like Blizzard did to the tree. As long as I can still be a floofy dancing laserchicken whenever I want, I don't care what the rest of you do. :)
lilywillylover Nov 11th 2011 4:48PM
Glyph of Shadow doesn't remove Shadowform, it just makes it a bit more transparent but you can still see the Shadowform, it's just more translucent.
Now if you don't want a shapeshifted form on your Druid, you're free to reroll into another caster.
Drakkenfyre Nov 11th 2011 5:24PM
No, actually, it makes you LESS transparent, so you can actually see your armor.
Matthew Nov 11th 2011 5:49PM
Mike - how would we know you're a moonkin then? The shadow glyph makes shadow priests less shadowy but still shadowy.
It does suck that moonkins and ferals won't benefit from transmogs, yeah.
But nothin' says lovin' like a tauren moonkin casting! They are so cute!
lilywillylover Nov 11th 2011 6:11PM
@Matthew
You don't have to stay in cat form/bear form/moonkin form when you're not in combat.
Emophia Nov 11th 2011 10:19PM
@Artificial
That's the stupidest thing I've read all week.
Mullane Nov 11th 2011 1:18PM
Huh. I guess rogues aren't one of the classes in the game any more. Or has it been renamed to Mortal Strike? Maybe Stealth needs to be nerfed, since it seems to make people forget rogues even exist.
milar71 Nov 11th 2011 1:34PM
"First, here is the link to Part One of our balance explanations."
...*cough*