Rogue tanks need main gauche to either deal more damage or increased threat. Though Sinister Strike should be the one doing that. And change it's 10% parry to 10% damage reduction. Would make it feel like a decent tank CD. Shiv and Shadowstrike shouldn't be on the hands either. Saber Slash just needs a damage buff to put it in line with Mutilate. I refuse to deal with twitter so posting my thoughts here. I know Aggrend won't ever see them but meh.
Dang twitter is @#$% for navigating posts and replies. Why they using a trash platform for this and not their own forums?
Really dislike that they're taking player feedback via Twitter of all places. It doesn't really make sense when they have a literal entire forum and community forum leaders to help them with this kind of request of the playerbase.
When will the catering to warriors stop? They've been the undisputed top dps for all of vanilla/classic wow. Thought SoD was about testing and experiencing new stuff. They were rank 1 in p1, will be rank 1 in this current p3, and any phase onwards unless something is done to the class to bring them down a bit... Or is it like someone else said earlier? That warriors are really good at shouting (typing angry posts) like they do ingame?
rogue: shadow cloakrogue is trush in bloodmoon 。
Hello, I'm a discipline priest. I raid with a holy priest and two shadow priests. Only one shadow priest has specced into improved Fortitude. They are responsible for single target buffing two groups. I am the only priest with a Codex of Fortitude and the spirit buff. I am having to buff two groups with fort, using my whole mana bar, THEN buff all four groups with spirit, using almost 2 mana bars. Please give us a prayer of spirit soon! My paladin friends feel sorry for me.
Please reduce the mana cost, and CD of holy shock by like 80%. Right now Hpal will only ever press it on the move, but probably not at all.I think a glimmer mechanic from retail would be amazing, but that might be too powerful.
Nothing about Warlocks is diablolical
shadow priest needs massive buff. 40-50%
How are feral druids having ZERO aoe outside of bear form, and worse energy regen than rogues with -no- option to make it better outside of wasting mana form shifting STILL not getting addressed?
Please, make Felguard a bit stronger, so full demo build is a bit more viable.
Speaking on Warrior, biggest issue is world buffs. Everything on Classic and SOD is so upscaled because of them, mainly melee. In P3 currently Warriors, Rogues and Hunters are doing really well, but not comparative to Warriors using Recklessness ofc but that's a 30 minute CD you get to use 2-3 times a raid. I would really debate normalizing rage just because the top 1% of Warrior players are out scaling everyone else. The average warrior player sucks, lose buffs constantly, doesn't consume and doesn't have a raid comp built around them. Obviously warriors scale the most with gearing throughout phases due to crit. But a massive thing like normalizing rage gen would effect a lot of game play. You wouldn't feel stronger as the game progresses, honestly it would probably feel more like Focus or Energy. 1 white melee swing always = x rage or x damage always = x rage amount. Also, the effect this would have in PVP, especially SoD PVP. Warriors already get rolled like a wet noodle as of now and likely at 60 as well.But if the development team is set on doing this change I will lay out some suggestions. I would 100% move/review/update/add runes and their placement on slots. Some ideas I would change are the following examples:- Head - TFB / Shield Mastery / Rampage - Chest - Flagellation / Raging Blow / Devastate- Waist - Blood Surge / Precise Timing / Furious Thunder- Legs - Frenzied Assault / CBR / Gladiator Stance / Focused Rage- Feet - Enraged Regen / Rallying Cry / Warbringer- Wrist - Wrecking Crew / Sword and Board / Blood Frenzy- Hands - Endless Rage / SMF / Quick Strike / VRUpdates on Runes:- Rampage no GCD, no rage cost.- Raging Blow no CD- Furious Thunder more damage no rage- CBR make it 60/100 not 80 - Focused Rage make it 5 or 7 or make it reset Reck/DW- Blood Frenzy make this more per tick and buff Rend damageintervene give all warriors this with a book at 60Some ideas to add for level 60 runes or new ones:- Armored to the Teeth- Sudden Death- Second Wind (Help with PVP)- Bladestorm (I assume is coming already)- TG (I assume is coming already)- Shockwave (I assume is coming already)- Spell Reflect (Help with PVP)- Meat Cleaver- Executioner- Colossus SmashTLDR; There are plenty of ways to re-work runes, add new ones to compensate for normalizing rage so warrior damage is more even. But warrior will always get better and better as each phase comes with how gear works and world buffs. I myself play warrior and don't want to see them get nerfed to the ground just because casters suck, but if we take a nerf and get a better tool kit, ok then.
You could nerf warriors and buff druids at the same time. Give warriors wild strikes(We're already there for shouts in melee-groups, no warrior would complain to what is essentially another passive rune, provide a solo increase in power while outright nerfing us in organized content.) and give druids Flagellation for 30 seconds after a form shift(Still there for utility and debuffing) I would also recommend increasing the bleed-damage for rake and the like, as well as the spell-damage Ap coeffecients for hunters to promote ranged play. If you really want to get crazy with it, Horn of Lordaeron could become horn of war on a boot slot to give arms/dual wield warriors a viable boot DPS rune, and you could put Divine Storm on a different slot to help give paladin a slight bump to their AOE without ruining martyr synergy that people will likely come to rely on with it's recent mana return buff. I also think enabling the use of double seals at once via a future rune slot would also bring back some joy to them(A lot lament the lack of Seal of Command being good).
I was hyped to see this thread hoping I would come in and see Blizz asking about Shamans but it appears they're completely fine as they have no mention of Shamans at all. I mean I guess they're just as good as Paladins right? LOL open up faction changing and forget Horde Vs Ally balancing on servers OR idk let Horde/Ally play all the same classes with the same access to racials? kinda crazy but imagine not thinking you're utterly worthless for choosing to play ally at the start of SoD which is how the game feels now in just about every aspect PvE/PvP/WPVP. Solid
I would like to see some healing synergies with holy shock. Something like holy shock on a target with sacred shield active spreads the shield or hot and reduces the cooldown by 90%. The introduced hots through sacred shield and sheath should work with beacon of light.I also think that the holy paladins should benefits more from swinging their weapon ("The Light and How to Swing It") ;). Through Seals/judged targets or (maybe combined with) exorzism?Thanks.
While you're asking for ideas... Once again, RACIAL SHIFT. You don't have to balance racials at all, just let us pick the racial set we get to use. IE, every warrior can pick whatever set because all races can be warriors. Mages can't pick dwarf, night elf, or tauren. Rogues can't pick cows, etc. And give dwarves shamans and taurens paladins already. Seriously, it's insane you're trying to modernize this game without that explicit change to actually fix faction balance so we don't have to worry if paladins and shamans are receiving equal treatment and love.
Ideas?Ranged "ninja" rogue - toss shurikens at enemies, ranged finishers, etc. There's room for that but not theme, so you can think of pistols instead like retail for the "outlaw" spec. Only this time centered in ranged combat.Give fire mage some lightning stuff or water stuff for frost. Maybe a setup game, make enemies wet to decrease frost resistance then another skill to capitalize on that. Could become too complex though.Beastmaster hunter with 2 pets like retail, locks able to carry around more summons OR infernal/doomguard not needing to refresh command every 5 minutes (and actually be reliable). i.e. more delegatable gameplay. Not because it's easy (because it's not, it's common for pets to do wrong stuff) but because it's a different playstyle from pressing button to do dmg. It's press buttons to manage what's causing dmg.Weapon type specific active for warrior:- Mace equipped? It dmgs and stuns- Axe equipped? it dmgs and bleeds- Sword equipped? it dmgs and dmgs- Dagger equipped? +atk speed- Fist equipped? it dmgs, dazes and dunno, silence?Without weapon skill, weapons don't make any difference but cosmetic. That's not nice. It should be a choice and have pros and cons.Shadow pally? make it's holy dmg stuff that causes a nice dmg do DoTs of shadow dmg instead, maybe toss in some dk stuffDruid plant spec? no switching forms, caster, but physical dmg?Shaman walking totems (so we don't see shaman garbage everywhere) and maybe choose one to be a pet of sorts.If you need more ideas, need to stop drawing inspiration from that wow ripoff that mixes classes completely and start drawing hard lines only blizz can do. Giving class other class stuff is easy, everything is already implemented except for enabling it to happen. Actual new stuff is what sells.
Please remove the +heal from Seathe of Light. Make it just holy damage so ret benefits.1. Having to melee hit as a healer without any instant casts is horrible. Healers prefer to be at range anyway, not havjng to deal with cleaves knock backs etc, and having a good overview.2. It makes gear upgrades almost worthless. +20 healing when already at 500+heal makes no difference. I imagine this is only going to get worse in p4.
"Mind flay debuff now causes all party members to gain mana equal to 5(Theoretical value)% of any Shadow spell damage you deal to the target afflicted by this debuff."-Priest restores mana to his party through Mind-Flay which was always only a filler. It is still a weak dmg spell, but adds a restoration effect to the target, same way as Vampiric touch did in tbc. So applying as many DoTs on the target to deal as much dmg as possible while channeling Mind-Flay. Option to further tweak this is either replace or add to the mana restoration a buff that would increase dmg taken/shadow dmg taken/only priest dots dmg taken.Last final tweak would be making mind flay to last a little bit longer than channeling duration so priests can make decision to weave a non dot spell into the window of mind-flay buff. For example if mind flay is channeled for the full duration debuff stays for another 2(theoretical value)seconds. So priests can mind blast right away and even possibly add shadow word death. Or make it proc chance that there is X% of a chance to proc this debuff over-lasting channel duration to make for more variety in rotations.