Explanation of 4.3 Balance Changes, Part One

Explanation of 4.3 Balance Changes, Part One

Back in June, I wrote a blog explaining the context behind some of the changes in the upcoming patch that might not be intuitively obvious. That blog ended up being one of the most popular ones we’ve ever done; even players who disagreed with the specific changes appreciated our explanations for what we were trying to accomplish. Therefore, we’d like to continue in that fashion and we figured there was no reason to wait until 4.3 was “on the shelves” to get the ball rolling.

One note before I dive into things. If you haven’t read the previous blog, “Rate of Change,” now might be a good time. There are some changes that we want to make to class mechanics or balance in general that we don’t think are fair or appropriate to spring on players in the middle of an expansion. These include things like the power of interrupts or the active mitigation model we want to implement for tanks. We’ll get there, but in short term we fundamentally believe that it’s important to pick our battles.

On with the show. Note that most of these changes are mechanics changes. We have not yet finished enough testing to be confident in our benchmark damage, healing, and tanking numbers for 4.3. When we finish those, and when we see what some players are capable of doing on the PTR (or even what they theorycraft or sim based on PTR numbers) there will be additional changes. Off the top of my head, I’d say Fury warrior damage is almost certainly too high and Resto druid AE healing (ignoring the effects of Tranquility of course) is also too potent.

You’ll also notice some classes aren’t mentioned at all. It’s possible we’re just happy with them, but it’s more likely we just haven’t gotten to them yet. We don’t want to hold a PTR until every single thing is done, because that minimizes test time.

Melee DPS

Overall, we think melee DPS in dungeons and raids is still too low. We think melee DPS is fine in PvP, and we think melee DPS is competitive against ranged specs against target dummies, but in actual encounters with all of their moving pieces, melee falls behind. To attempt to adjust for this imbalance, we have improved the benefit to attack power given by the various raid buffs (Blessing of Might et al.) to melee only. Hunter DPS is fine, or even high in 4.2, so we didn’t want this buff to extend to them, which is why the AP benefit is now 20% for melee attacks but still 10% for ranged attacks.

Vengeance

As promised, we allow for this tanking mechanic to now ramp up quickly when the tank is taking damage.

Death Knight

We discussed some of our Blood changes in a recent blog. We wanted to make it less punitive for DKs to miss Death Strike. Long term, we still want to make hit and expertise matter more to tanks, not less, but it wasn’t fair to punish DK players for working the “right way” when the other tanks aren’t there yet. We also reduced the cooldown of Outbreak for Blood DKs so that applying diseases doesn’t compete with Death Strike runes as much, and we simplified Blade Barrier so that there is less pressure to spend runes instead of sitting on them.

For now all we have done is bumped Bone Shield’s charges. We may still try out the “big hit dampening” described in the “Bloody Mitigation” blog.

Druid

We’re okay with Resto druids using Wild Growth frequently, but we think we allowed it to become too powerful given its ease of use. As I suggested above, this may or may not be sufficient to nerf Resto druid throughput overall. The change to the Glyph of Wild Growth has positive and negative elements. We heard from druids that they felt like they didn’t have as many major glyph choices as intended, since the Glyph of Wild Growth was such a no-brainer for raiding druids—it increased the number of Wild Growth targets with no downside. We want major glyphs to be a decision, which usually involves them having some kind of downside. With the AE heals, we thought the downside might be that the healers may not be using their AE heals necessarily, but having seen two raid tiers of content now, we’re confident that the glyphs did not have as much of a downside. (We changed the Glyphs of Circle of Healing and Light of Dawn for similar reasons).

Paladin

We changed Seal of Insight to no longer return 15% base mana and then changed Judgment of the Pure to provide mana regeneration so that Holy paladins would not need to Judge every eight seconds. With these changes, they will want to Judge every 30 seconds, which seems more reasonable. Judging every eight seconds is hard to ask someone who is also targeting players a lot to heal them.

We made several changes to Holy Radiance to make it a cast time spell. We felt like Holy paladins couldn’t go into a group healing mode because Holy Radiance had a long cooldown and in the absence of a cast time, didn’t compete with any other spell. With this change (and the Light of Dawn change below), paladins can opt for an AE healing “rotation” (insofar as healers can ever have a rotation) of using Holy Radiance -> Light of Dawn instead of Holy Light et al. -> Word of Glory.

Several Holy talents changed to support the change to Holy Radiance, such as allowing it to benefit from Illuminated Healing, Clarity of Purpose, and Infusion of Light. It didn’t make sense for Speed of Light to be triggered by a cast-time spell, so we caused the Paragon of Virtue talent to lower the cooldown on Divine Protection, so that Holy wouldn’t lose quite so much functionality of Speed of Light. Speed of Light has definitely been nerfed compared to 4.2, but we feel it’s an acceptable change given the entire package.

We reversed the glyph for Light of Dawn. Instead of providing an additional target to Light of Dawn, the glyph now reduces the number of targets but increases the throughput. Light of Dawn was not a very useful spell in 10-player raids or similar small groups, like Arena teams. This glyph should allow paladins to tailor Light of Dawn for their group size.

Priest

We were seeing too many situations where a raid wanted one or even two Disc priests at the expense of a Holy priest. We think part of the problem was Holy’s lack of a strong raid cooldown, so we replaced the State of Mind talent (which was fairly weak ever since Chakra had an unlimited duration) with Heavenly Voice that boosts the healing of Divine Hymn to make it more competitive with Power Word: Barrier. We also increased the number of targets of Divine Hymn from three to five.

We also reduced the mana cost of Power Word: Sanctuary. We think Holy has sufficient AE throughput, but this spell in particular was very expensive.

We wanted to change the Glyph of Circle of Healing to make it less of a no-brainer as I explained above under Wild Growth. In the case of the Holy priest, we thought the healing done by CoH was appropriate (which was not the case for the druid) so we had the glyph increase the mana cost instead. Relying too much on Circle of Healing in inappropriate situations (such as when only a few characters are injured) risks hurting the priest’s efficiency with this glyph.

We rebuilt Spirit of Redemption in a different way. We aren’t trying to change the power of the talent at all, but we did want to make it feel more responsive (less lag between death and Spirit) as well as clean up a few bugs.

Shaman

We made changes to Wind Shear to restrict the short cooldown version to the DPS shaman (who have the Reverberation talent) and make Restoration less potent at interrupting. We think Restoration is currently too useful in PvP relative to other healers because of a potent, ranged interrupt. We don’t think this nerf will have major PvE ramifications.

We changed Mental Quickness and Flametongue Weapon to hopefully put a nail in the coffin of Enhancement shaman using spellpower weapons. We want Enhancement using melee weapons. Players who have been doing so should notice no change in their DPS. Players who have been using caster weapons or armor will find that gear is no longer useful to them.

Elemental’s AE damage was still not competitive with the rotations of other DPS specs, so we buffed Earthquake and removed the cooldown on Chain Lightning. These two spells should be the bulk of Elemental’s AE DPS, while spreading Flame Shocks should be an Enhancement mechanic (see below).

We also tried to improve Enhancement’s AE. In this case, the DPS was fairly competitive, but applying the AE was a headache with having to tab through multiple targets to spread Flame Shocks. Enhance can now use Lava Lash to spread Flame Shock (and the bonus granted from Improved Lava Lash has been baked into the base Lava Lash ability, so Enhance should not suffer any DPS loss as a consequence).

After checking in on thousands of raid attempts, we were concerned that Resto shaman were not competitive with the other healers, especially on 10 player-content and on fights where the raid needs to stay spread out. It’s okay for healers to have niches where they really shine, but we felt like Resto wasn’t experiencing enough of these. We buffed Riptide outright and gave Ancestral Healing a new mechanic of boosting the target’s max health. These buffs are also intended to help offset some of the loss of Wind Shear for PvP.

As you can see, we changed shaman mechanics quite a bit, some of which will be met with cheers and others will be met with poo flinging. Please try out the changes when the PTR goes live and offer us constructive feedback if you want us to discuss any concerns you might have. That goes for all of these changes of course.

No doubt when 4.3 goes live, there will be even more changes and some of the above will be modified or redacted. Part Two of this blog will explain our intent behind the final changes.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He knows Plainsrunning.

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Comments (505)

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Bejo
Bladefist
Bejo
09/01/2013
well the mechanics your are talking about balanced out seem fine in respective of each player, but the sad bit is a tank is gettnig nowhere in a 10v10 bg if the horde are useing 7 healers out of 10 players its a no win situation for our team iv made the suggestion over & over to the dev team to cap healers as they are to powerfull to say the least, lets bring the fairnedd back into the pvp side of the game & not one team useing a buffing parade to get cheap wins at our expence, its just plain daft 7 healers in my last game tonight 10v10 i just left in disgust totally pointless to play this bg with so many healers in the horde team & this seems to be going on daily, 10 hrs play one day 4 chars 4 win now thats embarassing, point is this really needs addressing soon.bejo!
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Davidemon
Al'Akir
Davidemon
02/02/2012
dear blizzard let me tell you somthing bgs is not fun anymore is just what of the 2 teams has more blood death knights arena i am gonna say same thing psit you thear? yes yes you, you want hight raiting? gear up your blood dk and just solo some arena stuff!! you dont need skills anymore blood death knight has is already on spellbook!
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Jellybabys
Khadgar
Jellybabys
31/01/2012
Stop making the game easier.
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Headlice
Ravencrest
Headlice
09/12/2011
Blood Deathknights..what were the developers thinking to buff them in PvE? jesus christ, they are the most OP class in PvP, they already were overpowered and now they buff them, really stupid blizzard, really really stupid.
Frost mages. and i know lot of mages will troll on this comment but your class is a 2 button class:
Frost nova, ice lance - win. against warriors
This game is now a rock paper scissors game but then with 10 classes.
then druids, druids have 4 specs:
Resto Druid
Balance Druid.
Feral Druid. (Dps)
Feral Druid (Tank)
The damage of feral is unbelievable in catform, and when you manage to down them to 20%, they think trolololol i go in bearform with my dodge chance and selfhealing 8 people cant even kill me.
Holy Paladin' even when you are oom you can heal forever. nerf that.
Ret pala damage, faceroll class.

PvP is a joke since this patch
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Radianta
Outland
Radianta
03/12/2011
" Several Holy talents changed to support the change to Holy Radiance, such as allowing it to benefit from Illuminated Healing, Clarity of Purpose, and Infusion of Light. It didn’t make sense for Speed of Light to be triggered by a cast-time spell, so we caused the Paragon of Virtue talent to lower the cooldown on Divine Protection, so that Holy wouldn’t lose quite so much functionality of Speed of Light. Speed of Light has definitely been nerfed compared to 4.2, but we feel it’s an acceptable change given the entire package. " -----it again shows how blizz likes to #!@*%%%! on the pvp community......holy radiance TOGETHER with divine protection was our means to peal rogues and dks and get decent heals on our group.... has the dev team bothered to observe their *cough* "changes" in pre-season battlegrounds????....... u dumb maggots bravo coz you idiots just ended holy paladins season before it even begun
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Donna
Jaedenar
Donna
03/12/2011
I Believe.. WoW is Pretty -Okay- for some reason i dunno why i never got addicted to it like i did TBC times... however i think its a lovely game that keeps me wanna get back to it..
The only thing that needs fixing in my opinion is the community.. I swear! I have lost the interest due to players immaturity way of talking and behavoir..
Joined a bg OMG WTF NOOOOOOBSSSAA !
Joined a dungeon L2HEAL L2TANK KICK OMG..

Why isn't there a way to just play alone.. like hard work to get your own gear enchants enchants?

Looking forward to see the replies.
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Moolun
Twilight's Hammer
Moolun
13/12/2011
@Donna: 12+, Achievements implemented---> elitisism, also instant queues, mixed realm groups gave feed for this behavior since most will never see again each other. That way community got worse

The game is So much focused on EASY pve, that pvp went down the hill. Most of old subscibers that play atm, i believe is due to echoes of the past feeling and some friends they made through out the years.
Anyways, if something isnt done at least regarding pvp, many more will cancel subscription i believe.
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Gediminas
Daggerspine
Gediminas
02/12/2011
Damn, the rogues in this game, they have become so good they never come out of stealth, not even in the major patch notes!
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Hardtimes
Frostmane
Hardtimes
01/12/2011
After logging in game and experiencing healing with my holy paladin, i still think that new pala system makes us almost similar to other healers like priest or druids. To begin with, we wouldn't use aoe healing as much as priests or druids would; so, changing holy radiance is of no use. Furthermore, getting mana from judgement was somewhat challenging, fun etc... Now, all healers including holy paladins have fallen slave to spirit for mana regen. Ending my comment, i want Blizz. officials to see : what you have brought to game about holy paladins is just copying one kind of healer to any other. I mean, pala-style has almost got lost.
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Agasaya
Jaedenar
Agasaya
30/11/2011
Are you talking about game balance? Has Blizzard learned anything? Instead of fixing small errors, including the lack of melee DPS in raids and dungeons, they should focus their efforts on the more shocking disbalances.

For example:
a Frost Mage.
They are insanely overpowered, in PvP they are able to devastating burst damage on even high resilience target like myself. They have endless defence, can Blink out of any stun or snare, are able to deal about 80K burst damage on a frozen target. And now you have given them a stun, a reliable one? Frost mages should be nerfed so they cannot blink out of a stun, and arcane talent should make them able to, but not in Frost spec! Frost Nova, Pet Freeze, Cone of Cold, Shattering Barrier, all of those are reliavle freezes. Sure, you can Freedom out of them, but then it just gets spellstolen! And when you are strugling to get to melee range, they just have done too much damage to you and you're dead. I have encountered this problem with various classes, expecially with my Paladin. A skilled Frost Mage cannot be defeated by any class. Closest one being Feral Druids, as they are one of the best one on one classes. It doesn't make any sense! Enc. and Elemental Shamans are worthless in PvP. Maybe give them some boost? Blood Death Knight heals are overpowered. Holy Paladins are close to indestructible these days. Subletly Rogues can overheal their wounds with a recuperate talent. The game balance is broken right now! I hope they really take their time and effort to fix this in Mists of Pandaria. As for now, we'll have to deal with it.
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Moschetto
Neptulon
Moschetto
01/02/2012
Error!
Hunters can also take frostmages with ease :)
And you yust gotta learn to get them darn frostmages hehe.
but "Elemental Shamans are worthless in PvP" %!#¤ing Bullskit lol. Blizzard thinks only for 3v3 and Rbgs. If you meet a frostmage in 3v3 your not gonna cry bout it are you?
You yust Purge the bubble stun and start nukin him :)
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Nerowhup
Aerie Peak
Nerowhup
30/11/2011
my game said that i have to run a repair. so i did. and i start en it said again please run repair. how can i play my game?
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Draneikus
Bronze Dragonflight
Draneikus
29/11/2011
Missing a lot Wotlk end game. With mess in Cata about to easy/to hard instances, mana healer problems, .... I lost completely interest in end gaming in wow (note I never raided, to much time consuming at once, so I refer to 5 man with endgame). And mainly they are doing even worse. Problem with shaman healing? Never ever had, my preffered healer all too powerfull. And now they are buffing up instead of buffing up pala healing or priest? And they are even nerfing more druid healer? Most stressful alt healer was in Cata druid, now makeing even weaker? Bah. But could be just me. For me endgame is gone, now I prefer leveling new set of worgens, then guess as once will simply wait for new expansion to play again.
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Ignito
Dunemaul
Ignito
29/11/2011
@Draneikus: You mean you didn't spend time learning to play shaman so now you're gonna say the content is too hard? If you're struggling in 5 man heroics then something is wrong.
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Holyoli
Boulderfist
Holyoli
18/12/2011
@Gnomezilla: you're absolutely right hc cata dungeons are way to easy. even wiping is rare these days.
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Tratorus
Earthen Ring
Tratorus
29/11/2011
I dont like the pally part!
Why get a mana regen with judgement? lol
its not hard jsut press tab to target a enemy target and just click on judgement then you swith back to your target that you are healing, take like 1 sec!.
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Hardtimes
Frostmane
Hardtimes
01/12/2011
@Tratorus: totally agree. i use a maco while healing tanks and dps player, its sth like target of target. i use macro and automatically cast judgement on boss or adds. so, gaining mana from spirit on paladins is ironic. there was some differecen from othe healers before, but now, they are all the same. no place left for own style !
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Kevinbacon
Bladefist
Kevinbacon
14/12/2011
@Tratorus: I never log onto or comment on the forums. But I have to agree with you. I liked the way it felt before :c now she just feels like my priest.
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Delênai
Twisting Nether
Delênai
28/11/2011
The Ele shammy part makes me quiver in anger. Earthquake is a mana drain!
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Lobsang
Silvermoon
Lobsang
25/11/2011
These are always um. Interesting...
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earthquake=!@#$!

doesn't matter if they buff the damage its a mana drainer and takes WAY too long to cast to be useful!

give elemental a defensive or some sort of kiting thing/stun! please we really need it...
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Oxbowinho
Frostmane
Oxbowinho
25/01/2012
@Burux: stun will be too much, but instant earthquake (60 s cd) and some kind of "fear totem" (lets say 30s cd) will be nice.

Now Ele on PvP have really low chance to kill good melle character (talking 1on1 situation)
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Moschetto
Neptulon
Moschetto
01/02/2012
Ele Shammys on my server kite 2,2 k warriors with ease lol
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Andoriel
Kazzak
Andoriel
24/11/2011
i already started gearing my other healers since the paladin changes make no sense whatsoever.
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Hardtimes
Frostmane
Hardtimes
01/12/2011
@Andoriel: good point dude, my main is pala and i also started gearing my alt healer.
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Pmsftw
Outland
Pmsftw
23/11/2011
ah well only thing left now for everyone to reroll mage and faceroll coz it seems that only class that recives buffs this day's... -.- quite brainded
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Ralukies
Silvermoon
Ralukies
23/11/2011
Maybe Tauren Rogues will be the surprise... i mean it makes logic... tauren palas , rogues , priests...
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Baserker
Executus
Baserker
21/11/2011
Paladin section is only about holy?... Well okay =(
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Watashi
Vek'nilash
Watashi
21/11/2011
I just *LOVE* the Rogues section... as always...
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Restricted
Agamaggan
Restricted
21/11/2011
@Watashi: Oh me too!
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Moschetto
Neptulon
Moschetto
01/02/2012
What to fix? :P
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Namelessdk
Frostmane
Namelessdk
21/11/2011
GIVE ME MY SPAMMING PALLY BACK!!! I miss WotLK. It sounds wierd but it was fun not to have any AoE healing (10% AoE from Holy Light (-_-)) and I loved to be the best tank healer! You gave me Holy Radiance. Mana waster... OH WHATEVS! It's a speed buff! And now it's not instant. Thanks for nothing. You gave me Holy Power. *Meeeh that's cool". You gave me Light of Dawn. *Meeh. Cool spell effect.* You made me a melee healer. My random mates was WTH ARE YOU DOING STUPID HEALER? Now you're giving me full AoE Healing. Heck no I wanna spam Flash Light like ol' WotLK! Holy Light and Holy Shock if necesarry!
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Nexerus
Defias Brotherhood
Nexerus
29/11/2011
@Namelessdk: I agree
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Hardtimes
Frostmane
Hardtimes
01/12/2011
@Namelessdk: i see your concern, same here : / only-and-best-tank-healing style got lost !
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Drcross
Auchindoun
Drcross
20/11/2011
NERF MAGES!
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Sagnatos
Ahn'Qiraj
Sagnatos
28/11/2011
@Drcross: indeed....
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@Drcross: mages are to powerfull thats bad
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Releaz
Arathor
Releaz
30/11/2011
@Drcross: ehm no, learn to kill one and you will..its always the same skilles people who complain about them...have i ever seen a 1.7k+ rated player complain bout mages? No not at all, learn to play pvp or level a mage to learn how to face them, than you wont complain anymore. Guarenteed.
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Jezzyoyo
Kazzak
Jezzyoyo
25/05/2012
@Releaz: Now you have...

As enh I usually butthurt mages, but in concern of other classes, warriors namely, please nerf mages.
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Killingtime
Stormreaver
Killingtime
19/11/2011
Quit your whining play the game or don't.