I mentioned previously (though it very well could have been in another thread) that we have been looking a lot at tank balance. We think tanks surviving short windows of spike damage has been fairly balanced in beta for some time, and indeed we are seeing all tank classes used effectively in beta Challenge Modes and Heroic raid testing.
We have made a few changes to longer-term tank healing required, which will show up both on beta and live very soon. I mentioned that we were initially going to nerf monk and DK, but we now think they and paladins are fine. Instead, the rage tanks required too much healing, so we are causing them to take less damage and have more rage for active mitigation.Druid
-- Auto attack rage generation increased by 75%.
-- Thick Hide
now provides 12% physical damage reduction.Warrior
-- Rage generation from Revenge
increased from 10 to 15.
-- Rage generation from Shield Slam
increased from 15 to 20. (
continues to give 5 extra, so 25 now).
-- Reduced internal cooldown on Mastery: Critical Block
from 5 sec to 3 sec.
-- Increased damage reduction from Vanguard
from 15% to 25%.
-- Increased armor from
We made a change to prevent Dash
and Cat Form
from stacking (Dash
now increases you TO 70% not BY 70%), which inadvertently also made Cat Form
stop stacking with Feline Swiftness
. To be clear, Feline Swiftness
should stack with Cat Form
. We will fix.
At both level 85 and level 90, in high-mastery conditions, Rake
will outscale Shred
for DPE and become the primary filler move for CPs. Shred
is still weaved in to extend rip duration and letting tf/proc buffed Rake
s roll, but overall the rotations is largely simplified by just spamming Rake
Yeah, this seems like a valid concern (i.e. the numbers make sense). We'll investigate and try to shift damage around to discourage it.
Could we get some news if the devs are doing anything to fix the range issue with Fire Blast
There are some times where we do some tricky things under the hood to make things feel better, and this is one of them. The intended gameplay is that you should be able to get a Heating Up
proc while already casting another spell, and follow that one with an Fire Blast
to force a Hot Streak proc. You should never need to cancel your current cast to get that benefit.
So, tricky under-the-hood things follow. Again, you do not need to know or understand this to use Fire Blast
effectively, or play Fire; it should “just work." But, for those interested in the gory details, here they are:
, and Flurry
(which was bugged until recently) have a cap on their effective travel time.
-- Their effects will take place after a maximum of 0.75 sec.
-- The fireball visual will still travel at the same speed, but you’ll see the damage number pop up and get the Heating Up
proc after 0.75 sec, even though the fireball visual is still traveling through the air.
-- We normally prefer the game to feel more visceral, by tightly syncing visuals to effects, but this change felt worth the gameplay benefit to us. In a future patch, we may be able to hasten the visual to match.
-- If you have Heating Up
, and get a non-crit, then Heating Up
gets removed, as expected.
-- However, if the non-crit came from a spell with a travel time, or from Scorch
(which is supposed to be able to replace Fireball
rotationally while moving), then we delay the removal of Heating Up
by 0.25 sec.
has a weird interaction with the spell dmg taken debuff presently.
Yeah, this is a bug. It should be 5%. It may be fixed already.
After consideration, we are a bit worried about paladin survivability as well. Shield of the Righteous
, buffed by mastery, is a massive amount of mitigation, but the risk is that whenever paladins didn't have it available, they'd risk spike damage. (As an aside, it was also weird for paladins to suddenly be the spikey tank after years of being the opposite.) We're going to increase the Stamina benefit of
from 15% to 25%.
One additional paladin note is that we are moving the initial tick of
to the end. We didn't want players to feel like the right way to play was to constantly cancel and overwrite the bubble.
This one change though makes it feel wrong, and deprives us of one of the
ticks. in order to not have to reapply it and miss that initial tick again i feel as if though the way to play is to overwrite this and keep it up, constantly hitting this button. Which i believe is the opposite of your intent. I still want the absorb effect but this change just makes it feel bad =/
Hmm. It looks like our fix to move the tick to the end did not work so you just lost it. That wasn't the intent. Fixing soon (tm).
Can you clarify how Healing Stream Totem
scales with haste, because it's starting to do my head in.
Sure. The short version is that it’s not a HoT, and it functions differently. The totem casts a heal instantly, and once every two seconds (reduced by haste), and despawns after 15 sec (unaffected by haste). So haste on a HoT typically works to add ticks at certain breakpoints, which will half the time increase the total duration beyond the base, but that doesn’t happen with Healing Stream Totem
no longer(apparently) has it's +1000 Stealth
It used to have an Effect # that said something exactly like #2 for Stealth
Since that's kind of unrelated, any reason for that if it was intentional?
still adds +1000. It's just in another spell now triggered by Vanish
, which might be harder to data-mine.
I don't know off the top of my head why base rogue stealth was changed from 40 to 35, but the same is true of Feral druids and non-Ferals have lower stealth. I *think* this is all working as intended, but will investigate more.