This is very much a PTR experiment, but we are going to try moving 타오르는 속도
to the top talent tier to replace 불태우기
will become a baseline Fire spell. 타오르는 속도
’s old position on the talent tree will be replaced with a new talent.
The new talent is currently called
, and it is a “permanently on” ability that reduces all damage taken by a flat amount, based on spellpower, up to a maximum of 30% of the hit. The intent is to give mages a passive defensive option, and also one that varies with the frequency of incoming damage. Remember, mages must give up
The 2pc Windwalker PvE bonus no longer drops spheres in a circle. They drop right next to you, much like the Brewmaster's 소의 선물
, so that you can shift side to side and pick them all up.
I feel like there's a huge disconnect here between the way we play and the way you guys play. The issue with this set bonus isn't the way the orbs are dropped, it's that extra energy is very rarely something we ever need.
Our suspicion is you are viewing this through the lens of 5.1, where you are often GCD capped. The 5.2 mastery changes open up a lot more GCDs (that you can then fill with extra energy). Have you tried the set bonus on the PTR?
To stave off the controversial Protection haste issue, we are making a chance to 위대한 성전사
to proc from dodge and parry at 25% instead of 위대한 성전사
and HotR at 20%. This will improve dodge and parry slightly for active mitigation purposes without negating the +haste slant that many paladins have taken.
You mean that you're leaving haste AS IS for prot, but removing 위대한 성전사
from proc'ing off of 성전사의 일격
/HotR and changing that to dodge/parry? Or do you mean that you're removing
for prot, and giving us the above change as the "fix"? Your wording was a little ambiguous, and it makes a HUGE difference about the angry prot pally mob forming or not.
No change to haste, dodge, parry or
. 위대한 성전사
changes to proc on dodge / parry to increase their value for active mitigation.
To address other concerns I've seen: yes, this is a small nerf to DPS when not the focused tank (and is similar to blocks for warriors). Yes, this improved Holy Power generation when AE tanking (but again is similar to Revenge for warriors, which hasn't been a gigantic balance problem). No, you shouldn't have to give up all your haste gear. This change should just let any dodge or parry you do accumulate be more attractive.
- We are going to try 위대한 성전사
proc'd by 성전사의 일격
, HotR and dodge and parry (at lower chances for each).
- We are going to buff
damage. Neither of these Seals is seeing enough use. Justice was always intended to be a strong PvP Seal, and it just isn't right now. We haven't solidified numbers yet - I'm just sharing our intent.
We finished looking at
. Righteousness we ended up buffing by 50% so it should be a good choice against 4 targets instead of 6.
Justice is much more complicated. It was intended as a PvP seal, but the damage loss is so significant and the snare just not that valuable (which is ironic when you consider Ret's history of not being able to catch things), and
is there if you really do want to snare. Furthermore, just buffing Justice's damage risks Seal twisting in PvE becoming a thing, where you stack up
and then swap to Justice. It could be cool if designed right, but would probably just be annoying. We just don't have much room to buff Justice, and players might still forsake it in PvP.
So, we're going to redesign it and attempt to solve another problem, which is Ret's damage outside of cooldowns (which are quite potent). Justice will now proc (and Judgment will count for the proc) a stacking debuff on the target that increases the damage of your next 기사단의 선고
. With 5 stacks, this will be a big hit (but not an insta-gib) and opens up some interesting decisions about how to use Holy Power, such as Inquisition or WoG, if you're trying to hold 기사단의 선고
. While Truth +
will still do more sustained damage overall, there is a chance Justice will see some situational use in PvE, and we're okay with that. Justice is a Ret-only thing, so it should be a Seal they actually use. It won't snare at all, which I expect some will call a devastating nerf, but again, there's
if you really need a snare.
Combined with removing the snare, it's a really stupid change that solves none of the issues it was meant to and creates others. It's worse than no change, it's active destruction.
We went through several pages (on this and other forums) of Ret paladins saying they'd never use Justice because Truth is a lot more damage, they have
if they really need a snare (and our numbers suggest plenty of high-end PvP players take it), and there are enough snares from allies that having an easy-to-apply snare isn't even that important.
Likewise, we had a lot of feedback, principally from Ret paladins, that changing Seals (occasionally - not rotationally) was something they wanted to do. Given that Ret has some problems with burst damage outside of cooldowns, we thought this was a good solution. Truth still does more sustained damage, if sustained is important to you, and has some perks such as being able to do damage to two targets at once or apply an anti-stealth dot.
Now given the size and diversity of our player base, it doesn't surprise me that other players will feel differently and expect that Justice is very important in PvP. We have to make these kinds of decisions all the time where we get competing, often contradictory, feedback.
Check it out when it's available on PTR or when we're able to provide actual numbers and let us know how it feels.
(Having a passive snare for Ret that's available all the time with no damage trade-off is just not something we're going to do. Why not just apply a snare when you enter PvP at that point?)
If both just do damage, whichever does more wins, which apparently will be Truth.
Sustained damage doesn't count for as much in PvP as being able to land a kill within a narrow window. If you want to have good damage meters at the end of a BG, then Truth may be fine for you (it has other benefits because of the dot as well). If you need to kill someone while their healer is CC'd, then you may not have time to let
finish ticking for its full amount.
(The same is true in PvE by the way. Sometimes something needs to die right now.)
I'm fine with switching a seal to snare if I have to, but being forced to spend a talent point for the same mechanic handed to EVERY SINGLE MELEE with zero tradeoff besides maybe a GCD is really irritating.
A GCD is a DPS tradeoff.... Other abilities, like Hamstring, have costs. In any case, we balance classes around their entire package of abilities not single ones. Specs with very good snares often have weaknesses elsewhere.
I made that comment for a very specific reason, which was to try to get players to not lobby for a
-level ability that also snared everyone. And yet, I guess that was a mistake because my making that comment still brought out a lot of lobbying for the very thing I said we weren't going to do. :)
- We are reverting the change to how
deals damage. It will have more up-front damage in 5.2 as it does in 5.1. We think the more recent nerfs to Shadow healing and 환상
are more appropriate changes for PvP.
The tooltip for 신의 권능: 보호막
on the PTR was recently updated to show it shielding for 40% more than on live. However, the actual numbers for 신의 권능: 보호막
on the PTR do not reflect the 40% buff. Can you confirm if this is just a tooltip error or if there is an intended buff to 신의 권능: 보호막
in the pipeline?
We did not make a change to신의 권능: 보호막
points nor is there anything in the patch notes or in one of my posts as far as I can recollect.
I will add that so far on our PTR raid testing, Disc priests are using 신의 권능: 보호막
along with PoH and not having abnormal HPS or mana problems. Heroic testing will tell more.
- We are reverting the nerf to 육체와 영혼
. It will stay at 4 sec duration.
- 신성한 불꽃
will be instant baseline. We agree it is an unnecessary nerf to remove that 5.1 functionality, but we also like the range increase from the 5.2 version of the glpyh, so just removing 신성한 불꽃
's cast time seems like the right move. Solace will still be positioned as an upgraded 신성한 불꽃
that generates mana.
- We understand that reverting the
change (restoring it to its 5.1 functionality) is a nerf to Shadow mastery, but overall we are still sympathetic to the arguments that losing burst from
is a negative in PvE and doesn't really solve the PvP burst problem (which is more about holding procs). We haven't adjusted Shadow's PvE damage yet in any case.
GC currently (on live) 흡혈의 손길
don't return mana when hit shielded targets, is this intent?
Also, dispelling 흡혈의 손길
causes it to diminish return itself and 정신적 두려움
intended as well? I think it devaluate the dispel protection.
The first part (vs. shields) is a bug and now fixed. The second part (the dispel DR) is intended.
now reduces the cost of 신의 권능: 보호막
by 25% and provides mana equal to 150% (was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short-duration bonuses.
Really..... a Mana Nerf?????
It wont't feel like a nerf when you consider that 신의 권능: 보호막
is cheaper and
is now the same as other healers in cases except timing 환희
for use with things like Mana Tide (which is what we call cheesy). We also changed the Disc set bonus in PvP to make 순간 치유
Overall, Disc in PvE on live just does not worry about mana the way other healers have to and all are supposed to. PvP is a different story, but the changes above are intended to help fix.
the Rogue Assassination ability 맹독 상처
does not currently proc off of absorptions effects;
Also a bug. Most things that proc on an attempt to deal damage should proc if the damage was absorbed.
Any thought on removing
all together and lowering the remaining rogue cooldowns. The recent 그림자 망토
change makes gameplay feel smoother and I'm really digging it.
I don't think we'd remove
. Would the design be stronger without
and lowered cooldowns? Possibly. But we're convinced what would happen is that all the rogues that love
for whatever reason would come out of the woodwork. It's been a core ability forever and all that. Years from now when we did threads asking players what to fix about their class, I'm convinced we'd see "Bring back
" I really don't mean to sound cynical; I'm trying to sound practical.
I know many of you are smart players and you expect all players to be just as logical and objective and see that there is no massive difference between a cooldown that finishes the cooldown or other spells and those spells all having shorter cooldowns. I don't think the reaction would be universal praise though.
Currently to maximize DPS Enhance is casting
before reaching 5 stacks of Maelstorm quite often. This is cause
does the same amount of damage regardless of how many stacks of
you have. As a melee spec I find having to 'stutter step' in order to get casts off is really akward. I was thinking that if
increased the potency of your spells with each stack kind of like how the 까맣게 탄 문양
operates for healing then it would be more favorable to cast an instant spell at 5 stacks as opposed to hard casting prior to the 5th stack.
This is intended behavior. We like that there is some decision about when to use
, and the mechanic has worked this way for some time, possibly always. That said, you don't have to game it. It will be a DPS loss, but not a massive one, if you only use
at 5 stacks. Do what works for you. Trying to use
at various stacks to improve your DPS and failing to do so might be lower DPS than always using it at 5 stacks.
That said, HTT swings wildly in the other direction for Restoration due to both
and Mastery scaling.
We think this is a legit concern and we're looking at it, but we also want to make really sure any change didn't feel like a massive nerf to Resto, who relies on 치유의 해일 토템
a lot for group healing. Opening up talent options is important to us, but so is enjoying your class, and big nerfs to talents to make the other choices seem better is a last resort. (Yes, we do it. You don't need to bring up examples of when we've done it. But we don't like to.) It could be that it's not worth the risk of changing, but we are considering how we'd do it.
No more embers on SB killing blows (and it only refunds 1 ember period for the very last SB you used if killed in 5 sec).
We didn't make any intentional change here. It could be a bug.
- if you get blanket silenced and a melee attacks you (rogue's garrote comes to mind), they don't get feared, and you still lose the blood horror buff. So I spend health and a cd for no effect at all.
- if a warrior spell reflects, he can successfully reflect blood horror back at the warlock.
Silence shouldn't prevent the horror proc. We'll get that fixed. Warriors can Spell Reflect
proc, so it seems consistent that they can reflect the
glyph no longer allows you to place your 악마의 마법진: 순간이동
if the location is out of line-of-sight. Then to make matters worse, it places it at your current player location instead of giving a LoS error, thereby making it even more difficult to replace a soon to expire 악마의 마법진: 순간이동
that may appear to be in LoS, but actually isn't. 킬로그의 눈
can't even be used in RBGs, yet this was somehow necessary.
We had to implement the nerf to stop some exploits where it was possible to get 악마의 마법진: 순간이동
in areas that you aren't supposed to path. We didn't want to nerf the mechanic overall and in fact we think we found a compromise where you have to either LoS OR be able to path to the location. That should cut out the exploits while still letting you use 킬로그의 눈
to get behind a pillar or something legit.
Believe me, nothing frustrates us more than having to nerf something because of 'sploiters.
I don't care so much about Shattering throw (mostly a PVP thing), or Cleave (I don't mind if it's useless much much HS is for us), but 소용돌이
, and 천둥벼락
all really need to be looked at.
Awhile ago, we made 소용돌이
only cost 20 rage for Arms to address Arms needing to spend more rage on 제압
. I may have forgotten to report it and I don't think it's in the patch notes. 회전베기
is supposed to be expensive (like
is really cheap already.
We are currently trying 제압
on a 1 sec GCD (again). We like the way it feels and we like that it boosts Arms' damage without having to increase the damage of special attacks (which risks PvP burst), so we're going to let you guys try it next PTR build.
We're making a change to the way damage-to-healing conversions work so that the healing is not affected by resilience. The healing will be based on how much damage would have been done as if the target had no resilience. If you hit an opponent for 10K and have a mechanic that converts damage into 50% healing, your hit may land for 6K because of resilience, but the heal will still be 5K (50% of the unmitigated damage). This only applies to resilience, not to armor, 방패의 벽
or other forms of damage reduction.
This change currently includes 속죄
, 까맣게 탄 문양
, 고대의 인도
, 흡혈의 선물
, 자연의 경계
, 까맣게 탄 문양
, 고대 수도원의 가르침
, 까맣게 탄 문양
, 착취 독
, 죽음 착취
, 야수 정령
and 영혼 갈취
Related, we have read feedback that certain mechanics, such as Retribution's mastery,
, are double-dipping from resilience. If this happened, then your attack would be mitigated by resilience and then the mastery proc (which is supposed to be a percentage of the main attack) would also be mitigated by resilience. However, we can find no evidence that this is actually happening. In our testing,
is never mitigated by resilience a second time. If anyone has additional information, please share.