Explanation of 4.2 Balance Changes

Explanation of 4.2 Balance Changes

We understand that raw patch notes don’t always provide enough context for changes to the game, so we thought we’d take a moment to explain some of our logic behind the buffs and nerfs coming in the 4.2 “Rage of the Firelands” patch. We particularly want to try to combat the perception that classes end up nerfed in PvE as collateral damage from PvP nerfs (or vice versa). The number of PvP buffs versus PvP nerfs were about equal this time around, and we make careful consideration to keep the impact outside of PvP minimal. So, if we nerfed your class’s PvE damage, it’s most likely because we thought your class was doing too much damage in PvE.

No doubt you’ll disagree with some of our logic – “But we were middle of the pack!” seems to be the common rebuttal these days. Balance is an art, though, not a science. (This topic probably deserves its own blog, but I’ll try to spell it out briefly.)

Balancing a Battleship

Player feedback certainly plays a role in our deciding to make balance changes, but it’s just one small part. (And remember that our public forums are not the only place where players voice their opinions.) We also do a lot of internal testing, both simulations and actual character performance, and we collect a lot of external data, which needs to include players at a wide variety of skill levels.

If a class is performing poorly except in the hands of one percent of the population, that’s a problem, but it’s not an excuse for that class to be overpowered when played by that one percent, especially in PvP. In PvP, your group composition (whether your whole Arena team or just the participants in a given fight in a Battleground) matters enormously. In PvE, the encounter specifics matter enormously (and we’re about to get a new cast of characters in Firelands). As a result, it can be challenging to decide which numbers are the right numbers. It doesn’t make sense to balance PvE damage solely around Patchwerk-style target dummies and assume everything else is a gimmick. Likewise it doesn’t make sense to buff and nerf for each individual encounter. (Say a boss buffs casters – do you then nerf casters as a consequence?)

Also realize that we don’t believe in the existence of any single thermometer for estimating character performance. By that I mean there is no single relatively-accurate measurement of real and true DPS (or tanking, or healing) upon which most players agree. Everything from simulations to target dummy DPS to Arena comp percentages to the top 100 raid parses all count as pieces of the puzzle, and you really have to consider the totality of all of that information in the proper context.

Resto druids “win” healing meters now in part because their raid cooldown, Tranquility, shows up as healing. Warriors do well on Chimaeron because they take a lot of raid damage. Resto shaman heal well on Chimaeron because everyone is wounded all the time.) Yet once you start eliminating data – “oh that’s a gimmick fight” or “oh, someone is inflating their meters by attacking an irrelevant target” – you risk skewing the results.

Statistics is a complex business. That doesn’t mean all of this stuff is inherently unknowable and nobody should bother. It just means you have to be careful; the discussions about these topics are never short and simple. It's wise to be skeptical when anyone attempts to boil down conclusions on class balance to very simple declarations.

Simple Declarations

Having said that, we have a lot of ground to cover below, so some of these notes are going to be very terse by necessity. My apologies in advance.

General

  • We changed the way interrupts interact with spell schools. Our intent when we created dual school spells (like Mind Spike being Frost and Shadow) was to allow players locked out of one school to still have something to cast, and we now have the technology to deliver on that design. However, we maintained the rule that being interrupted while casting a dual-school spell will lock you out of both schools because we didn’t want players to only use those spells as a way of avoiding interruption.
  • We changed all heals to have 200% crits because we wanted to make crit a more attractive stat to healers. Anything random is already at a disadvantage when viewed by a healer, and one point of haste just flat out increased throughput more than a point of crit.
  • We removed the threat caused by buffs or crowd control because we wanted to make communication and coordination easier in dungeons, especially among strangers using Dungeon Finder. We want the challenge of a dungeon encounter to be the encounter mechanics, not marking targets. We also think this change will be a quality of life improvement for tanks, who inherited a lot of the responsibility for explaining fights, marking targets and otherwise setting the pace.
  • We changed the values of Agility for plate-wearers and Strength for leather-wearers to reinforce which type of armor you should be using and so we wouldn’t have to spend diminishing returns trying to balance tanks wearing non-traditional armor sets.

Death Knights

  • We added the cast time to Hungering Cold for PvP reasons. It is one of the most powerful forms of crowd control in the game, especially in Battlegrounds, and yet was impossible to prevent.
  • The nerfs to Obliterate and Howling Blast were made because Frost damage was too high in both PvP and PvE. Note that these values were hotfixed – you shouldn’t see damage drop further when 4.2 goes live.
  • The Glyph of Dark Succor change was to keep Death Strike from providing so much healing in PvP.
  • The Might of the Frozen Wastes change was a small tweak to help keep one-handed Frost relatively competitive with two-handed style.
  • The Unholy Might buff was to help catch Unholy up to Frost in PvE. Interestingly, we didn’t nerf Unholy damage at all in 4.1, but you can still see a small drop in their DPS because so many talented DKs went Frost. I’d love to have the discussion some time about how close two similar specs need to be before players will play the one that is most fun for them and not the one that does theoretical higher damage. Is it 5%? 1%? 0%?

Druids

  • We boosted Feral damage to compensate for their losing the attack power from Strength. Net DPS shouldn’t change much overall, though burst may be slightly higher. (We didn’t want to buff bleeds since that was a problem before in PvP.)
  • We cut back on the power of Innervates from Feral and Balance druids because we felt they were contributing to too much healer mana.
  • We changed several Balance druid mechanics to cut down on the damage they could do while moving in both PvP and PvE and to cut back on some of their strength in multi-dot fights in PvE. Furthermore, we felt like druids were spending too much time at one end or the other of the Eclipse bar by using dots rather than moving the bar back and forth as intended.
  • We toned down bear damage, because they were going to do more DPS than other tanks while tanking. Other changes were made to keep bears from neglecting certain core abilities.
  • We redesigned Restoration’s mastery because it was devalued in situations where druids did a lot of raid healing by HoT-ing different targets, especially in 25-player raids.

Hunter

  • Multi-Shot was doing too much damage in PvE given how simple it was to use.
  • Careful Aim allowed Marskman hunters to do too much damage in PvE raiding, where the 80% health phase could last for a long stretch of time.
  • However, the Careful Aim nerf also affected Survival, whose DPS was fine or even a little low, so we buffed Black Arrow to compensate.

Mage

  • We nerfed Arcane Blast because Arcane’s damage was too high in PvE. We wanted Arcane to be competitive with Fire, especially given that Fire tends to perform better on fights with movement or multiple targets. However, it looked like many Fire mages were begrudgingly respeccing to Arcane, which wasn’t the intent. We wanted Arcane to be competitive, not the only serious mage spec for PvE. (See Frost vs. Unholy note above.)
  • We originally tried nerfing Spellsteal’s cooldown, but that made it feel really random (for both sides) since the mage had no control over which spell was stolen. We instead nerfed the mana cost to encourage tactical use of Spellsteal and discourage spamming. We’d still like to try a model where dispels have a long cooldown but remove everything, but that is too big a change for now.
  • We added the diminishing returns to Deep Freeze and Ring of Frost (after earlier trying some different nerfs) to tone down Frost mage control, especially in the mid and lower tiers of PvP when dispels can’t be assured.

Paladin

  • We concluded PvE Holy paladins were ending fights with too much mana relative to other healers, so we raised the mana cost of their single-target heals.
  • We tweaked Holy Light because we wanted it to compete a little more with Divine Light, especially when used with Beacon of Light.
  • We buffed Word of Glory for three reasons: We felt Holy Power was mattering less to Holy paladins than it did at Cataclysm launch. We wanted to provide more uninterruptible healing in PvP. We knew Light of Dawn was trumping Word of Glory in almost all cases in 25-player raids.
  • We changed the Denounce mechanic to give Holy paladins slightly more offensive utility in PvP. We felt that ignoring the other healing classes came at some risk which was not the case for paladins.
  • We buffed Holy Radiance both to help PvE paladins feel like they could make larger contributions to raid healing (especially in light of the single-target nerfs) but also as part of a significant buff to Speed of Light to let Holy paladins have more mobility in PvP.
  • We made a tweak to Holy’s mastery to allow its bubble to stack, so it would be wasted less often when healing a single target.
  • We made Selfless Healer, Divine Protection, and Beacon of Light no longer dispellable so that paladins didn’t lose so much of their survivability in PvP to dispels. (At no point in this patch was Avenging Wrath undispellable – that was a myth.)
  • We redesigned Holy Shield, partially because paladin mitigation was going to be too good in the Firelands raid, but also because many paladins (though of course not all) told us they wanted a more dynamic rotation and less passive mitigation.
  • We buffed Seal of Righteousness to let Retribution use it for AE fights as intended, and also to buff Ret AE damage overall.
  • We made a slight buff to Selfless Healer. While we thought the old model was unbalanced and turned Ret into too much of a healing spec, we heard from a lot of players who liked the utility of being able to help heal somewhat. This talent should provide that trade-off in a more balanced way.

Priest

  • Shadow was doing too much DPS in PvE when multiple DoTs was favored, so we nerfed their DoT damage. We want Shadow to benefit from multi-DoTs, but Shadow’s damage was just too high under those conditions. We buffed Shadow cast-time spells to compensate.
  • We changed the facing requirement of Psychic Horror as a PvP quality of life change to make it consistent with other non-projectile crowd control spells.

Rogue

  • We nerfed Cloak of Shadows because it felt like Subtlety rogues could counter both casters and melee specs too easily. This change forces them to choose between Cloak of Shadows and Combat Readiness.
  • However, we wanted to compensate rogues for this PvP nerf, and we concluded rogue damage in PvE was also too low, so we buffed their damage overall.
  • The buff to Hemorrhage was designed to make it less punishing when it wasn’t possible to get behind a target, which often arises in PvP but also sometimes in PvE.

Shaman

  • We previously nerfed Water Shield via hotfix because shaman were gaining too much mana in PvP when attacked (especially by pets to discourage drinking). The 4.2 change is just a more elegant implementation of the same nerf that should keep the same mana per time as they have currently.
  • We recognized Fire Nova had some usability issues so we increased its throughput and added the Flame Shock refresh mechanic to help ease some of the inconvenience. This is a new mechanic and one we are still evaluating.
  • We introduced the Glyph of Unleashed Lightning to help shaman feel less punished by movement in both PvP and PvE. The impact of changes like this are very difficult to model.
  • We nerfed Mana Tide for the same reason we nerfed Innervate – it was just providing too much mana for the group’s healers as a whole. We didn’t want to decrease the benefit to the shaman, so we redesigned / added the talent of Resurgence to help offset the nerf to them personally.

Warlock

  • We nerfed the Glyph of Soul Swap to reduce the ease of applying multiple DoTs in PvP.
  • We nerfed Drain Life because Affliction was forsaking Shadowbolt in PvE, which wasn’t intended. We want Drain Life to be for utility, not primarily for damage, and we want all casters to have to hard cast at least some of the time. This was done via hotfix and players won’t see a change in 4.2.

Warrior

  • We put Deadly Calm and Recklessness on the same cooldown to reduce warrior burst in PvP.
  • We also nerfed Arms and Fury damage across the board because they were doing too much damage in both PvP and PvE. While we are sensitive to casters outperforming melee on several raid encounters, having warriors handily outperform all other melee isn’t the solution to that problem.
  • The stance requirement changes on long cooldowns was a quality of life change.
  • We didn’t want warriors using Charge as a rotational ability on some fights without actually having to move (which was a bug created as a result of a fix put in to help hunter problems with minimum range).

Raid Nerfs

  • As discussed previously, now that players who have spent a lot of time in Throne of the Four Winds, Blackwing Descent, and Bastion of Twilight are moving on to Firelands, we wanted to make sure players who previously couldn’t progress on those raids are now able to experience them. In a way, this provides new content for everyone – if you’re done with the 4.0 raids, you now have 4.2. If you haven’t seen the 4.0 raids yet, now’s your chance.

As I write this, 4.2 has not been completed, so there is still time for us to make additional changes. Constructive feedback is always welcome. Even the most articulate, logical, and passionate argument won’t always force our hand, but it helps.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He successfully resisted the urge to bore the other designers with tales of obscure marine fauna for Vashj’ir, though he did suggest the pogonophorans.

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Comments (493)

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Skoe
Ahn'Qiraj
Skoe
21/09/2011
world pvp has been ended after u made hp with 100k + also after u made healing effects with no wound makes 1 cast full hp from 1% that isnt pvp and making of blood DK to be conformable with pvp thats a fail and end of youre game
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Asinêth
Dun Modr
Asinêth
27/08/2011
We nerfed Arcane Blast because Arcane’s damage was too high in PvE. We wanted Arcane to be competitive with Fire, especially given that Fire tends to perform better on fights with movement or multiple targets. However, it looked like many Fire mages were begrudgingly respeccing to Arcane, which wasn’t the intent. We wanted Arcane to be competitive, not the only serious mage spec for PvE. (See Frost vs. Unholy note above.)
It didnt work.
I dont want to play arcane, I bet 99% of mages dont play mage because of the arcane spec, arcane spec is the most boring spec in the game, it should be nerfed and never played again. They should remove it, and make some tanking spec for mages or something, they could transform into some kind of warrior or something xDD.
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Shivenger
Dragonblight
Shivenger
20/09/2011
@Asinêth: Mages have tank spec. it's called frost.
Mages have warrior spec. it's called fire. Mages have mage spec. it's called arcane.
Pls remove arcane.
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Slashsmash
Mazrigos
Slashsmash
05/08/2011
To Nandalf: Actually i must say you are correct and you are wrong in some things you ve said. First of all to play DK tank you must be "hero" type of a person always focused and prepared to push retardstrike to heal yourself otherwise you cant tank because there is no healer able to fix that damage spikes DK is taking. When it comes to druids they are OP ATM in my opinion because we need tanks for HCs in cata (you've sure noticed Satchel of exotic goods) so blizz buffed druids a bit and they get nerfed later because its not working as intended :-) Paladins got Holy Shield rebuilded in 4.2 and you can activate that ability so you actually block 50% of incoming damage. And as you've stated you got hit for 1000 which is reduced by armor and then reduced by amount of block and thats 50% with Holy Shield. I got no problems with aggro on my pally maybe when there is arcane mage nuking mob 20 yards away from me and thats not my problem. Usual problem with tanking is when you get very well geared DPSers and you are undergeared tank then its hard to hold aggro but you can fix that by marking skull and you are good. Bear in mind despite all homogenization there is only one true tank and that warrior, DK is :/ "hero class", druids got "balanced" so actually some1 gonna tank HCs in cata and paladins are healers :-))) (and they were buffs providers - making others look good :-)))) Still paladins are pain in the !@# for many because of lay on hands ... you got double that much HP as other tanks (for example you got 180K HP and with lay on hands 360K HP - who can compare to you huh? if you got druidy with rebirth ready for ya :-))))
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Nandalf
Kilrogg
Nandalf
03/08/2011
Hello :) i have talked with alot of people and i asked about: who is the best tank? They go like
1. DK = Insane Healing + Shield
2. Druids = amazing "shield"
3. Paladins = they can heal a little.
4. warriors = No healing until they actaully kill a mob which is quiet hard when you got 3, 5 or 17dps or something.
I was like, Th! paladins got to be nr. 1! why do people think paladins suck?
Then i found out, that i was ignoring alot of stuff, like even thought i have 13% parry and dodge. and 47% Mastery (which only blocks 30% of incoming damage... seriously wtf!?). 1 of my friends had been commenting alot of my "tanking episodes" in Hc's and was only able to say negative stuff since he died alot. i poped every damage abi / Cooldown and i STILL lost !@#$ing aggro! i had Righteous fury online but he still died! then i had my Dk friend with me. I got told that i was taking %^-*ing alot of damage, including that my DK friend was tanking BETTER in frost and pve (dps) gear with Frost presence!! so i found out that paladins suck: since they have to spend their Holypower like: Survive? or contain Aggro... even thought they block 30% of all incoming damage... it's still: 1000 - 30% = 700 damage blocked 300 that's nothing at all! and it's only 47% that this will happen! i stopped playing my paladin even thought i love him and he's my main... i just get pissed everytime someone comment my tanking and i agree with them.... someone PLEASE read this and balance the tanking (and by that i mean buff not nerf...)
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Tempcore
Arathor
Tempcore
11/08/2011
@Nandalf: I have aggro issues on my warrior due to not being hit and expertise capped and people getting FL gear, but my paladin is doing just fine right now. Secondly, nobody can say which is the "best" tanking class, every class will have his use in one way, but paladins are favored alot for their survivability. Dk's take loads of damage at times and in fights like Beth'ilac that's just not what you want to happen. With the change to holy shield in 4.2 you have a cd you have to keep up every time you can. In my opinion paladin tanks don't need any buff or nerf right now, i'm satisfied with it :)
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Unshackled
Mazrigos
Unshackled
31/07/2011
Thank you for this Blizzard.

It put a lot into perspective.
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Shaoly
Doomhammer
Shaoly
19/07/2011
Aight, so been doing some Shadow PvP.. is it just me or is that "Shadow was doing too much DPS in PvE when multiple DoTs was favored, so we nerfed their DoT damage" FKING idiotic?! 1v1 and i barely can finnsih a little holy priest or something! pull yourselves together blizz or something, this aint acceptable...
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Doomhammzorz
Darksorrow
Doomhammzorz
18/07/2011
Keep nerfing warriors, seriously, it's not like we've been getting nerfed every single patch since you decided to buff revenge... which you later nerfed, but honestly... /clap
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Elyax
Auchindoun
Elyax
16/07/2011
:D thanks
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Shuptiwoop
Stormrage
Shuptiwoop
12/07/2011
ty Ghrostcrawler for this explanation nice to see your reasoning behind nerfs and buffs.
Keep those kind of threads coming they give us a little more insight in why you nerfed/buffed difrent races/classes/dungions
love it xD.
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Nuffle
Wildhammer
Nuffle
08/07/2011
Cast time on Hungering Cold...daaaaaaaaamn
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Hekta
Bloodhoof
Hekta
07/07/2011
Nooooooooozzzzz! =( warrior nerf ftl
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Tattoo
Kul Tiras
Tattoo
06/07/2011
Dont know why PVP and PVE cant be seperated completely if you want to pvp join a server just for that simple. These are two totally different mindsets split it up plz blizz because pvp to a dedicated pve player just isnt wanted and if you do then log your pvp player on a pvp server.
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Priiest
Thunderhorn
Priiest
03/07/2011
lol dont seem to be able to stop complaints sorry but some u do is laughable....more crit oh i love being top of overhealing guess u messure that to and then nerf us in manareg nxt time
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Priiest
Thunderhorn
Priiest
03/07/2011
oh btw the nerf wont stop now:) when people get the set bonusses from the new gear blizzard will make a new nerf hehe
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Priiest
Thunderhorn
Priiest
03/07/2011
OR u could have different servers for pvp and pve or when u log in u decide if u do pvp or pve theres a lot of ways to fix ur probs with pvp contra pve guess u too stupid or lazy to actually do something. Finally u seem to forget that first wow was basicly pve and for adults nowadays u listen to much on kids and try to make it pvp
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Priiest
Thunderhorn
Priiest
03/07/2011
i more thing blizz why cant u just have certain spells that only work in pvp or in pve u can do that with flasks and other stuff that way u wouldnt have those probs with to much dmg in pvp so we have to nerf pve etz. oh and why cant u remove the hunter buff that stuns u....make it so u can remove it urself its annoying when u have a hunter going dc then have to wait 5-10 min be4 he get kicket or come back
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Priiest
Thunderhorn
Priiest
03/07/2011
well as usual healers dont get anything.....trash in fireland dont give anything with spirit so we can go heal every1 on trash to get reputation and watch tanks and dps getting better gear while we have to wait for bosses to get anything .....im going dps on trash so that didnt give ur more healers as u want.
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nothing wrong with whats been done, ofc alot ppl are complaining but instead of complaining learn your class!!!!! theres always more to learn :D
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Orshak
Jaedenar
Orshak
30/06/2011
"We nerfed the Glyph of Soul Swap to reduce the ease of applying multiple DoTs in PvP."

Honestly, that justifies as much as the removal of stealth because people want to see their opponent.
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Cristi
Twisting Nether
Cristi
30/06/2011
Warlocks are so fine ... thanks again for the nerf. I can't possibly think for a patch, for a hotfix, where locks won't be nerfed. Thanks for maintaining my opinion...
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Danielahunt
Terokkar
Danielahunt
30/06/2011
ßlæð i bet this isnt even your main and you talk about weekend pvp? look at yourself your dk is one of them.and dont tell me this is really your main because i dont believe you.go do some arena rbgs with dk and you will see how easy you die.but hey every newb who never played dk before speak here and let not forget frost mages they love to troll
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ßlæð
Aggramar
ßlæð
30/06/2011
@Danielahunt: Very nicely put, i never said anything about my personal skill, what i say still stands to reason.

and in the arena it stands that you could say that to anyone, every class can get nailed in pvp, just depends on the knowledge and skill of the other player compared to yourself.
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ßlæð
Aggramar
ßlæð
30/06/2011
Most of you need to man-up a little bit, "i cant play because they've changed my normal routine :'(" exactly as Acidass has said below, the players that acutely play the game and are not just Weekend PVP heros or PuG #%@#s will rework the way they play and make there class work, the fact is that most of this crying below seems to be players with a lack of skill or a dynamic mentality.

Take this whole topic and put it against all other major updates that have been released, the content is different but its always the same story, some will like it and others not, if your going to make a comment, make it at the least slightly constructive unlike Malâsorte for example.

Learn to play, then comment.
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Kilastra
Runetotem
Kilastra
30/06/2011
@ßlæð: great after patch phase 2 attack other player "crying". You have skill great ! congratulation Is a game not real life, my skill are in office where i work not in a game meant to be relax and fun, so i am sorry if i have not the same skill as you but, i pay like you the account and i want to logging in order to relax. A game where in order to be a little competitive i must seek knoledge and skills is not fun is boring . I make an example i really loved wotlk where a dungeon was a simple fighting... i am a casual (happy to be so) played that hate to play a game that request attention like real life to do content.
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Kilastra
Runetotem
Kilastra
30/06/2011
@Kilastra: player sorry for typos my skills are low
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Apollonia
Arathi
Apollonia
30/06/2011
Here's my angle on resto druids...I like to stack haste cos its a pretty much important stat for us as im sure you know (and other heal classes probably) to make crit, mastery more appealing or even required is going to reduce the space we have for haste, so rather than one desirable stat (depending on playstyle or instance) in enough quantity to make it effective we would have 3 weaker amounts of haste, crit and mastery which would mean weaker overall?
BTW loving 4.2 good job blizz
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Komannen
Al'Akir
Komannen
29/06/2011
Blizz, you should have buffed holy radiance for pallies? What happened with that?
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Ketrick
Stormscale
Ketrick
29/06/2011
to pve players. this game has favoured pve for a long long time so pls dont start moaning about small nerfs in comparison to some of the crap pvp players have had to put up with for a long time.
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Kilastra
Runetotem
Kilastra
29/06/2011
@Ketrick: this game was pve based game now pvpers have some content but nerf a calss becouse in arena is too op is a non sense ... nerf instead pvp armor set and let pve casual player to have fun as arena's fan :D
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Satyrus
Lightning's Blade
Satyrus
29/06/2011
"Shadow was doing too much DPS in PvE when multiple DoTs was favored, so we nerfed their DoT damage...." Just to remind you that devouring plague can only affect one target at a time (unless u changed that in 4.2). ....and you are talking about PVE... u obviously don't give a damn about PVP where dots are the basic dmg attacks (if not dispelled)... so blizz your argument is not that convincing.... maybe you had something else in mind or maybe you just had something to say...anyways we will survive
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Lovehurts
Ravenholdt
Lovehurts
29/06/2011
This sucks.
Remove the pvp and will be better..
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Powerofdoom
Anachronos
Powerofdoom
29/06/2011
@Lovehurts: remove the pve and it will be imba every freaking week doing the same thing all over again... boringgg
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Kilastra
Runetotem
Kilastra
29/06/2011
@Powerofdoom: this is your vision mine is :
tanks to pvp maniacs many class has been nerfed. I only want to play having fun and seen classed nerfed because "pvp op" is pure sadness
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Malâsorte
Auchindoun
Malâsorte
30/06/2011
@Lovehurts: well m8, that won't help.
I decided to remove my subscription actualy. Since Blizz replaced dev team A with dev team B, this game become verry frustrating. Full of bugs, full of hacks and exploits and definitly not fun anymore. Why the hell should i pay money and invest time in building a character just to be treaten like that buy a second team developer that forgot he got payed with my money as long as i have fun playing.
DK is CRAP class now in PvP. No dps and no CC. a green dressed healer will be impossible to defeat... i suppose second dev team didn't realised that.
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Banshéé
Stormrage
Banshéé
12/07/2011
@Malâsorte: lol dude dks are crap in pvp ? no we arent
we can still do fine in arenas/bgs if you cant kill a greenie healer then im sorry to tell you that your doing it wrong i have recently went back to unholy and im doing fine we have plenty of cc and plenty of dmg. i think you just need to read up on your class instead of spamming plague strike or whatever your doing wrong. GL and have fun learning :P
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Acidass
Darkspear
Acidass
29/06/2011
Im okay with every patch, ive got skills, so i pwn. I dont rely on nerf's because its always balanced for me, you've just got to think differently.. just think about it people. THINK!!!
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Kilastra
Runetotem
Kilastra
29/06/2011
@Acidass: this is mean to be game not real life work so if is too hard to play thanks nerf and pimp or better stat change the game become boring ... ah congrats for your skill :D
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Danielahunt
Terokkar
Danielahunt
30/06/2011
@Acidass: acidass you have 0 skills dont confuse imba CLASS with skills.you are the same like any other frost mages.TO op for any other classes