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.

Bladefist
Al'Akir
Khadgar
Ravencrest
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
Outland
Jaedenar
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.
Twilight's Hammer
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.
Daggerspine
Frostmane
Jaedenar
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.
Neptulon
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 :)
Aerie Peak
Bronze Dragonflight
Dunemaul
Boulderfist
Earthen Ring
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!.
Frostmane
Bladefist
Twisting Nether
Silvermoon
Draenor
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...
Frostmane
Now Ele on PvP have really low chance to kill good melle character (talking 1on1 situation)
Neptulon
Kazzak
Frostmane
Outland
Silvermoon
Executus
Vek'nilash
Agamaggan
Neptulon
Frostmane
Defias Brotherhood
Frostmane
Auchindoun
Ahn'Qiraj
Sylvanas
Arathor
Kazzak
As enh I usually butthurt mages, but in concern of other classes, warriors namely, please nerf mages.
Stormreaver