Wow: Blizzard reacts to balancing
If you are currently watching a look at the efficiency of classes in WoW, as we recently did it with our DPS check in the mausoleum of the first, who notes that some classes come much too weak, while others are far too strong. That Blizzard reacts to it was only a matter of time and now the first class fits come to the strength of the classes with their set bonuses and double legendary.
But the developers are very cautious and hesitant and try to avoid to avoid classes. For example, the demonology witcher, which is currently racing everything else in the ground and the ground, collects a nerf, which should only fall slightly in weight. In the guard druids, however, no half stuffs are made - whose 4-set bonus is mitigated for a whopping 35 percent to bring it halfway on line with the other tanks.
More buffs as a Nerfs
Welter-Paladine, wind runners monks and, above all, fire magicians, however, are allowed to look forward to noticeable buffs. Whether these rich to bring the classes closer to the rest again, must first turn out. But it's a good start. And also rogues are looking forward to a buff in terms of area damage.
Here is the complete preliminary patch notes - but all foresight to enter into force only to coming ID change.
- Classes
- Druid
- Guardian
- (4) Set bonus: Damage and healing of angle of the architect reduced by 35%.
- Note of the developers: The performance of angle of the architect has developed into a outlier under the setboni of the tanks, both in single and multi-target situations. For this reason, we will with the weekly maintenance the performance of angle of the architect to other bonuses. We thank you for your feedback and will continue to pursue the ongoing discussions in the community.
- MAGIER
- Fire
- (2) Set bonus: Increases the duration of 2 second seconds to 4 seconds.
- This change does not apply to PVP fights.
- The damage of fireball was increased by 20%.
- This change does not apply to PVP fights.
- The damage of fire racket was increased by 10%.
- This change does not apply to PVP fights.
- The damage of Pyroblance was increased by 6%.
* This change does not apply to PVP fights. * Mönch * Wind runner * The damage of occurring the rising sun was increased by 10%. * This change does not apply to PVP fights. * The damage of blackout kick has been increased by 10%. * The damage of TigerPay was increased by 10%. * The damage of Fist of the White Tiger was increased by 10%. * Themes of the developers: While windmen monks shine in multitarget situations, we see that their performance falls back into single-target scenarios, even after they have received endgame equipment. For this reason, we focused on specific skills to improve their course performance. * Paladin * Retribution * (2) Set bonus: If you benefit from art of war, you will receive 4 sec. Lang Seraphim, before it was 3 sec. * The damage of Divine Storm has been increased by 10%. * This change does not apply to PVP fights. * The damage of ash wave was increased by 10%. * This change does not apply to PVP fights. * rogue * Muchs * The damage of dagger compartments was increased by 30%. * Sorcerer * Demonology * Demonic broadcasts now causes your demon commander to tie 12% of the life of your other demons (previously 15%). * PVP * items * Eternal Aegis of the Cosmic Gladiator * The value of the magic shield of eternal Aegis of the Cosmic Gladiator was reduced by 33%. * Note of the developers: We have observed the performance of our newly introduced PVP items in Season 3 and their impact on the length of the fighting and decided to adapt the effectiveness of the eternal Aegis of the Cosmic Gladiator to reconcile them with other defensive objects. With weekly maintenance, we will reduce the magic absorption that offers the trinket to 33%. * Druid * Guardian * (4) Set bonus: damage and healing of angle of the architect were reduced by 25% in the PVP struggle (previously 50%). * Priest * Holy * The cooldown of sacred Spell protection (PVP talent) has been increased to 45 seconds (previously reduced 30 seconds) and duration to 15 seconds (previously 30 seconds). * (4) SetBonus: The effectiveness of divine conversation was reduced by 40% in the PVP fight.
* Note of the developers: We have observed the performance of the Holy Priest in the evaluated PVP and will adjust the cooldown and duration of holy magic protection to increase interactivity with the talent and at the same time to offer opponents more opportunities for the counter game. We will also reduce the effectiveness of divine conversation in the PVP fight, as the increase in throughput by the set bonus fails more clearly than we wish. With weekly maintenance, we will increase the cooldown of holy magic protection to 45 seconds and reduce its duration to 15 seconds. In addition, we will reduce the effectiveness of divine conversation in the PVP fight by 40%.
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