[00:04] This just in, trouble is brewing in Silvermoon. I AM META. NERFED. I am also meta. Nerfed. I I I I I am chill. I'm I'm I'm chill. [00:19] >> God damn right. You good, demonology. You good. For now. The biggest of nerfs have finally hit the server, and they targeted both my mains, and I I'm okay. No, I'm okay. I said I'm okay. I'm not [00:34] switching. No. No, I'm not. With this upcoming reset, we are finally seeing the actual tuning changes happening post the race world first, post Hall of Fame, post people getting their nice little achievements. [00:48] right? Right, Blizzard? Right? YOU GOD DAMN YOU NERFED MY MAIN AGAIN AFTER EVERYONE ELSE I MANAGED TO GET THEIR ACHIEVEMENT. I'M I MANAGED TO GET THEIR ACHIEVEMENT. I'M GOING TO BASH YOUR HEAD [01:03] >> A QUICK LOOK at frost death knight for the seven people currently playing it. You guys are buffed by 5%. I mean, it's 5%. It's, you know, it's right? Moving on to unholy. One of the biggest [01:18] bad boys of the season has received developer notes. Unholy death knight is performing better than intended after recent bug fixes and the 1205 changes. Yeah, no kidding. So, hope you guys weren't planning anything big because [01:33] the magus of the dead shadow bolts have been nerfed by 15%. Graveyard damage was reduced by 15% also. And this is just the baseline. The hero talents have been addressed as well. Whitemane from Rider of the [01:47] Apocalypse has had her epidemic damage reduced by 25% together with Trollbane's icy fury damage reduced by 25% also. Conversely, San'layn has received a buff to Thrill of Blood to increase Dread Plague and Virulent Plague damage by 10% [02:03] instead of the previous 5%. Checking with our reporter on site in Acherus, the Death Knights had this to say. As a representative of the Unholy community, these changes are they're [ __ ] They're [ __ ] man. GIVE US [02:18] BACK OUR DAMAGE, PLEASE. GRIP IS NOT A RAID BUFF. GRIP IS NOT A RAID BUFF. AS YOU can see, Unholy Death Knights are unhappy as it is. As for the Frost Death we couldn't find any as they are still trying to finish that one dungeon. Looks [02:33] like the damage is not enough to time it. Back to you. has finally been addressed with an overall nerf of 3%, but also some tuning [02:47] to the Annihilator Hero talent. Void Fall Meteor has been nerfed by 12% as well as Meteoric Rise damage bonus of Void being reduced to 10% from the previous 15. As much as I have been capping about Devourer being fine, it [03:02] has been really strong this season. Despite it being a new spec that should normally be stronger than the rest, the nerfs had to happen and so far they seem very tasteful. All in all, this looks like a 5% nerf in single target and AoE [03:16] judging by the sims the Fel Hammer community has done. We have been to the most recent game and the Devourer seems to not care at all. They just keep to not care at all. They just keep vibing. [03:33] don't care, you shouldn't either. Next, we need to talk about Vengeance and only shortly because Thick Skin armor increases has been buffed to 185% up from 150% previously. Armor buffs for tanks are [03:45] usually the least impactful and or interesting of the buffs when it comes to tankiness. The amount of damage reduction that you will get overall from physical attacks, mainly melee swings, will range from 3 to 7% give or take [03:58] depending on the multiple armor buffs that you stack that will dip twice in the buff. The more defensives you have up, the more armor you gain from the buff, which is a little bit counterintuitive because that's not when [04:11] a tank is at its most vulnerable, hence why these types of buffs are a bit meh. probably won't change much in the grand scheme of things. [04:26] tier without getting nerfed every other week, it seems. Bitterness aside, the nerfs are mostly around its damage output with a developer note explaining their philosophy a bit. Guardian druids have continued to [04:39] overperform in single-target context while experiencing difficulties with threat and sustained damage outside of cooldowns. With these changes, we're cooldowns. With these changes, we're aiming to reduce burst potential and [04:52] transfer some of that power into more reliable and consistent abilities to aid in generating and maintaining threat. With that being said, while Guardian Echo effectiveness has been reduced to 200% down from 300%, so effectively a [05:06] 33% nerf to the effect, Red Moon damage reduced by 20%, Maul, Raze, and Ravage damage reduced by 15%. All of these directly affect the single-target damage output the most with some splashback on AoE as well. The [05:20] concept is clearly to bridge the gap between Druid of the Claw and also Elune's Chosen. And to further emphasize that goal, we have big Thrash buffs. Its direct damage has been increased by 200% and the bleed increased by 100%. [05:36] Considering that Elune's Chosen has the talent that makes Thrash do arcane damage instead of physical damage, more of its output is baked into that skill. Additionally, these buffs will give bear more damage outside cooldowns and easier [05:48] to pick up aggro, which is a feature all tanks appreciated as per the developer comment, but they said they couldn't bear to show their fur risking restoration has been hit as well with an overall 3% healing nerf across the board [06:04] and a nerf to the apex talents again. Everbloom will now heal for 20 and 40% respectively of life blooms final heal down from 25 and 50%. So, what are your [06:16] down from 25 and 50%. So, what are your thoughts on the nerfs? [06:29] resurgence of augmentation and honestly, I cannot really be mad. It seems the performance of the spec is very bipolar. Either it's god tier or a liability for a group. Its damage has been nerfed by 5% across the board. On top of this, [06:44] there have been some fixes and adjustments on certain bugs to make sure the performance isn't affected. So, in the end, this is just a slap on the wrist as far as the performance is concerned. You might not like it, but to [06:56] be fair, regardless of its place in the meta, no spec that pushes the hardest of content right now should be nerfed. Logging in after the reset and noticing the dungeon you just cleared yesterday or the boss you downed last week are [07:11] impossible to clear now is a very [ __ ] feeling for a video game enjoyer. I'm not saying to keep an unbalanced meta, but if something comes out as overpowered halfway through the season, I feel it's too late to nerf without [07:26] giving people a very sour taste in their mouth. In an ideal world, we would have everyone else buffed to bridge the gap in performance and it still boggles my mind that this is just not happening. A 5% nerf on the var while affliction gets [07:41] 5% nerf on the var while affliction gets about just as much of a buff is 100% not going to make a difference whatsoever. And we will get to Affliction in due time. We, as lock players, will never be satisfied with the state of spec [07:54] satisfied with the state of spec performance, but at least we can be more and more understanding if we saw consistent attention to the bottom of the barrel rather than taking down the people that are currently having fun. [08:08] Nerfing the top performance to make everyone else happy is like taking the ice cream from that one kid in the park instead of giving every other kid an ice cream to enjoy as well. We tried getting a comment out of our Augmentation [08:21] players, but they're finally being able to play without people asking them why they logged in into the wrong class and spec. So, they just out there balling. [08:37] issues this season. Starting with Beast Mastery, all damage, that's included, has been increased by 4%. Beast Mastery has had some nice AoE damage output at times, but still noticeably behind the meta. Marksmanship's are the real [08:51] victims here and probably received the biggest individual buffs out of all damage dealers. Rapid Fire has been buffed by 20%, Explosive Shot by a whopping 100%. Now, that's explosive. [09:05] Arcane Shot and Multi-Shot received a 30% damage increase. And lastly, Steady [music] All of these amount to anywhere from 5% damage for Dark Ranger and around 68% for Sentinel. Take these with a pinch of [09:20] salt as in practice, performance is very influenced by your build, skill, and when it comes to AoE, how your group pulls and handles a dungeon route. Our field team has managed to snack some hunters drunk in the Arcanutina. The BM [09:36] hunters are out in the park playing with their pets, as it seems. But, we do have a marksmanship hunter here, a bit downtrodden. Tell me, sir, what's your take on the upcoming buffs? Man, that's what they want you to think, [09:51] you see? You and your fellow anchors are just pawns in the bigger picture. They buff our shots so that content creators can put us in A tier, maybe even S tier, developer notes. Developer notes, you see? Now, that's how they get you. They [10:06] over-performing past what they are comfortable with. They say that, BUT WHERE? WHERE IS THE OVER-PERFORMANCE, BLIZZARD? YOU TOOK OUR buffs away. You took my talents. YOU TOOK MY SHOTS. YOU TOOK MY WIFE AND MY KIDS. AND THEY WANT [10:21] some technical difficulties, but we will monitor the marksmanship situation and see how they perform in other groups. Other groups, we ain't getting them into Other groups, we ain't getting them into ours, that's for sure. [10:39] their bugs addressed, and as a consequence, their damage was slightly higher. Because they were close to being good again, action has had to be taken. I think we speak for all players when I say we've had enough of mages already. I [10:54] know it's one of the most popular classes, but we have succeeded in killing off the fire mage community. We are close with frost as well. This week, the shadow priority damage will be reduced by 6%. We need to do this slow [11:08] enough so that they keep their subs on, but fret not. By the time the world saga is over, all mages will become warlocks, as per the original plan. [11:20] Um, I'm I'm I mean, they made me switch to a warlock, so I guess I'm just part to a warlock, so I guess I'm just part of the plan. specs and people enjoying the video game, brewmasters have also been slapped [11:35] on the wrist. The nerfs are [ __ ] guys. High tolerance will now refund two and four seconds of purifying brews cool down when cast at elevated stagger from the previous three and six seconds. Zen state will now increase the stagger [11:49] effectiveness by 15% instead of 20% based on missing health. The brewmasters are not available for comments because in a weird turn of comments because in a weird turn of events, they are sober and pushing keys. [12:08] Anyway, holy paladins are still getting buffs to potentially make them forget that they have lost crusader strike. Eternal flame, word of glory, and light of dawn all have been buffed by 15%. These are clearly just spender buffs. [12:22] light for the longest time that has been the way to heal in dire situations, which may or may not be a good thing considering that seems to be just the intent of the design. But having the spenders feel very weak is still [12:37] counterintuitive for a builder spender playstyle, especially when it comes to keeping people alive. Together with holy, protection paladin 10%. [12:49] We have a paladin today that dabbles into all specs and can offer us some insight. Ah, yes. I heal and tank occasionally, but mostly ret. Yes, yes. these affect your experience in healing [13:03] and raids and dungeons? Oh, for sure, for sure. I healed when they had too many rets in the raid. It was hard because holy paladins had no divine storm. But we made it work. Yeah, yeah. And and when it comes to tanking, I have [13:16] seen paladins fall flat on their face. They seem to do good damage, though, but that's about it. Oh, yeah, the damage is crazy in lower keys. I I play protection cuz I can do more damage than my red. Yeah, but when I play well hierarchies I [13:31] just play reds. The armor buff is pointless. Red is still a better tank. It seems we have some red bias over here. So, we will move on to the next here. So, we will move on to the next class. [13:47] atonement's healing contribution in raid environments while keeping its effectiveness in smaller group content. Or so they say the developer notes when it comes to discipline priest performance. As such atonement damage [14:01] transfer has been increased to 30% from the previously nerfed 28% to address the discrepancy between dungeon and raid healing. They also made atonement healing decay more rapidly beyond [music] five targets. On paper, this [14:16] sounds like it does what they wanted to do. But decay is more rapidly means absolutely nothing to the average player without actual math behind it. As long as they keep on top of the numbers, I suppose it's fine. But these yo-yo [14:30] changes where one week atonement is good, the next week it's bad, then the next following week is also good again makes it kind of hard to keep track of what the [ __ ] is the [ __ ] going on with the [ __ ] discipline. [14:44] >> All right, I got it out of my system. Holy priest has had its healing increased by 6%. Wow, I forgot people are playing this spec. [14:59] buffs. First of all, a 5% damage increase across the board to help out. Second of all, two weeks ago we have had the new trickster talent change that was cool and broken. So, now they killed it. [15:12] Cloud cover primary and secondary duration reduced to six seconds down from 10 seconds. Cloud cover now causes phase to stack one additional time instead of two. Also, from Trixter, No Scrupulous crit chance bonus increased [15:25] at 12% up from 10% and additional stacks of phase granted by Cloak of Shadows no longer increase the magnitude of secondary effects such as the damage reduction from the Smoke talent. The Ravenholdt [music] community has done [15:39] some testing on these changes and it seems, despite the 5% overall buff, that Outlaw will actually end up being weaker with the coming reset. 6% weaker in single target and around 4% in AoE. The numbers are not final, but the [15:53] sentiments are. When will you leave US ALONE? WHEN? Give me your wallet. Subtlety rogues have been buffed. A 7% overall increase to all damage to offset the same exact Trixter nerfs. [16:09] I see where this is going. Who let you in? No, you can't have my wallet. Shut up, man. You're only making it hard for yourself. It has been brought to our attention that the rogue buffs were very [16:22] So, instead Outlaw will receive an actual 9% overall buff to hopefully counteract more of the issues with the Trixter changes. [16:34] issues with the Trixter changes. I'll see you out there, rogues. content. Yeah, no kidding. With these changes, [16:50] we're aiming to increase throughput and help Stormbringer catch up to Totemic. We're also resolving a bug which would have a negative impact on performance, so we're watching the results carefully. And we have an overall 5% buff to all [17:05] ability damage for enhancement with the auto attacks getting a 10% increase. The issues in question that we addressed started with Thorim's Invocation. Casting the Lightning Bolt, Chain lightning, and tempest with more [17:19] effectiveness than intended when used with less than 10 males from weapon, or so the devs say. To additionally compensate for that fix, Stormbringer got two buffs. Natural gift now increases nature damage by 6% instead of [17:33] 2%, and Volcanic Surge increases the damage of crash lightning and chain damage of crash lightning and chain lightning by 20% instead of 10%. And as lightning by 20% instead of 10%. And as Maelstrom had this to say, [17:56] >> By the looks of this, affliction got buffed. They remembered! My grandma said this day would come. I just needed to be patient. I almost lost I thought I would I would have to switch to red paladin. Unstable Affliction [18:13] damage has been increased by 20%. Seed of Corruption damage was increased by 10%. Corruption damage was increased by 20% and Agony was buffed by 10% as well. [18:25] All of these will amount to a 5% and a 9% Soul Harvester buffs in single target and AoE respectively, and an approximate 7% Hell Caller buff across the board, and still is not enough to put a dent into demonology, let alone the meta [18:39] DPSers. This just goes to show how behind certain specs have been and ahead others. Don't get me wrong. These are likely the biggest overall buffs any spec has received today. Almost. There is one class left. [19:00] start with the developer notes to round out the intended design philosophy for warrior, so that you know what to expect. These tuning changes are aimed at improving warrior performance overall as well as compensating for damage lost [19:15] due to the deep wounds bug fix last week. We will continue to monitor warrior performance and make further adjustments as needed. As such, arms has added a 20% damage buff to execute and overpower and for slayer, slayer strike [19:30] damage was increased by 40% and reap the storm by 30%. These buffs amount to an approximate 8% single target damage buff for slayer and a 3% for colossus judging by the math done by the community so [19:43] far. For fury, we have a 5% aura buff for all damage sources with a 20% damage buff to execute and raging blow on top of it all. Slayer also received the exact same buffs that arms had with mountain thing making ground current [19:57] deal 50% more damage as well. This gives fury a total of 10% single target damage gain for slayer and a 6% overall damage increase for mountain thing. These buffs are actually nuts and these types of buffs is what we should have gotten for [20:12] warlock as well. But uh all. Lastly, protection warrior also received Lastly, protection warrior also received a 20% damage increase for execute and [20:25] two buffs for mountain thing. Thunder blast has been buffed by 30% and ground current similarly to fury buffed by 50%. These will buff protection overall by about 5% which sounds about right with [20:38] the majority of the buffs from this week. good tuning pass. There are always going to be hit or miss specs with outlaw as [20:52] an example, but as someone who has watched the balance of specs for about five expansions now, this one is a very reasonable one. By no means do I think this solves all issues and I'm still a strong supporter of buffs rather than [21:06] nerfs. To put words in the devs' mouths with the lack of an actual confirmation on their part, the reason we are seeing nerfs, period, most likely has to do how difficult they want the end-game content to feel. Always buffing [21:21] underperforming specs can mean that all specs will start to trivialize end-game content. Is that a good or a bad thing? Likely subjective, whatever the right answer is. I am on the camp of end-game content should be trivial when done by [21:35] the best specs with the best gear and best players behind them. But even if the devs don't see it that way and the design philosophy doesn't align, I still think nerfing past a month into the season is a bad idea. First of all, [21:48] largest drop out of players that are just seasonal tourists. Nerfing then just accelerates that drop. Second of all, I said this previously, in a video game about competitive progression, logging in one day to find out your [22:03] class cannot math- ematically do the same content you just cleared the day before because it was nerfed is incredibly demotivating. No matter how meta the spec is, anyone would feel like that if their efforts to push got [22:18] wouldn't be in a situation where the nerf had to happen, but if it does end up that Augmentation, Devourer, and Unholy are just busted and we are 2 months into the patch, [ __ ] it. Cut your losses and buff the rest. At the end of [22:34] the day, positive tuning is positive tuning, and people not feeling like they have to lose just so that the others can win will be better overall for the game. It's easy for us to say this cuz we are players, but maybe it's right for us to [22:48] say because we are the players. And if you think my opinions are biased, you're right. We have a video about why I also made a demonology warlock next to my Devourer with the journey behind it as well as what I think about meta specs [23:02] as well as what I think about meta specs and them being nerfed.