---
title: 'Massive Class Buffs & Nerfs and Midnight''s Worst Bugs Finally Fixed'
source: 'https://youtube.com/watch?v=75REkz_kWUQ'
video_id: '75REkz_kWUQ'
date: 2026-08-18
duration_sec: 1053
channel: 'SignsOfKelani'
---

# Massive Class Buffs & Nerfs and Midnight's Worst Bugs Finally Fixed

> Source: [Massive Class Buffs & Nerfs and Midnight's Worst Bugs Finally Fixed](https://youtube.com/watch?v=75REkz_kWUQ)

## Summary

This video covers the latest World of Warcraft news, focusing on the upcoming patch 12.1 'The Curse of Oollettech.' It details a range of quality-of-life improvements, bug fixes, class balance changes, and new features like the expanded ping system and earnable housing exteriors. The video also highlights the third week of Omnium Folio unlocks, providing players with a comprehensive overview of what to expect.

### Key Points

- **Profession Knowledge Reset** [01:40] — A one-time profession knowledge point reset will be available once per profession, allowing players to reallocate points. This is likely a one-off deal, so plan carefully.
- **UI Improvements** [02:24] — Map coordinates will be added as a default UI option, eliminating the need for add-ons. Auto-loot settings will become account-wide, and auction house filters will persist between sessions.
- **Bug Fixes** [03:56] — A fix for the bug that causes players to get stuck in combat in the outdoor world, which is frustrating when trying to mount up. Also fixes for transmog display and random dismounts.
- **Death Knight Changes** [05:14] — Blood Death Knight season 2 set bonuses are being reworked. The two-set causes a death buff that can be consumed at 10 stacks for a larger strength buff, and the four-set causes your next Marrowrend to deal extra AOE damage and grant three additional bone shields.
- **Demon Hunter Changes** [05:40] — Sigil of Chains cooldown was cut to 60 seconds baseline, down from 90. Sigil of Silence now replaces Sigil of Misery when selected, and Improved Sigil of Misery reduces the cooldown of Sigil of Silence.
- **Druid Changes** [06:05] — Shred and swipe damage increased by 10% for all druids. Feral druids also see buffs to Merciless Claws, Blood Spattered, and Taste for Blood, plus a 3% damage boost across the board.
- **Hunter Changes** [07:15] — Explosive Shot damage saw a 15% buff baseline, but the season 2 two-set bonus was cut to a 5% buff, down from 20%.
- **Mage Changes** [07:41] — Mages get new defensive bonuses: Arcane Mages get 5% magic damage reduction, Fire Mages get 15% healing, and Frost Mages get 10% physical damage reduction. Arcane Mages also get a new talent 'Refractive Images' that staggers damage taken.
- **Paladin Changes** [09:05] — Holy Paladins get 15% buffs to Eternal Flame and Word of Glory, plus a 20% damage boost. Protection Paladins see changes to Greater Judgment and Guardian of Ancient Kings. Retribution Paladins get changes to their four-set bonus.
- **Priest Changes** [10:35] — Holy Priests' two-set bonus changes from a haste bonus to a crit bonus, which is more powerful and useful.
- **Rogue Changes** [11:00] — Assassination Rogues get fixes for Lethality and Cold-Blooded Killer. Outlaw Rogues get buffs to Ambush and Killing Spree. Subtlety Rogues get a redesigned Goremaw's Bite and buffs to Shadow Techniques.
- **Shaman Changes** [11:55] — Enhancement Shamans get a reworked two-set bonus that causes a fire nova every 2 seconds for 6 seconds, dealing 200% increased damage to the primary target. Restoration Shamans get a 300% buff to their four-set.
- **Warlock Changes** [12:08] — Warlocks get a 45% buff to Haunt and Soul damage, and a 25% buff to Wither. The two-set bonus was redesigned to increase Agony damage by 15% and Corruption damage by 25%.
- **Warrior Changes** [12:37] — Arms Warriors get a buff to Tactical Edge and Ravager. Protection Warriors get a buff to Revenge, allowing free procs from auto attacks, and the same Ravager buff.
- **Ping System Expansion** [13:28] — The ping system is expanded to include trinkets, health potions, combat potions, and health stones, allowing players to communicate cooldowns more effectively.
- **Housing Exteriors** [14:06] — Data mining revealed new housing exterior options, but the dev team confirmed they will be earnable in-game, not cash-store exclusives.
- **Omnium Folio Unlocks** [15:23] — The third Omnium Folio quest is available, unlocking the damage or healing over time portion of your rune power. These powers persist through the Midnight expansion.

## Transcript

just announced a big list of bug fixes and quality of life updates coming in patch 12.1 that will resolve some longstanding issues in the current expansion, like auto loot not working, being stuck in combat forever, and will
be able to reset profession knowledge points. The ping system is being expanded even further to let you spam your teammates with very important information. There are some new housing exterior options coming and they might
not be in the cash store for once and we have a bunch more class updates on the 12.1 PTR. We're also on the third week of the Omnium Folio unlocks which gives you a bit more power in this new rune system that everyone will want to take
advantage of. There's a lot to talk about, so let's break it all down in we jump in, be sure to hit on that like button and subscribe so you never miss Let's kick things off with the big quality of life changes that have been
quietly included over the past few weeks and some that are planned for patch 12.1. We haven't heard the dev team talk much about these little achievements, but apparently they've been improving the performance of Silver Moon City to
let more players be in each shard so the city feels more alive and bustling. They increased the prey progress rates at lower ranks to make it easier to catch up to nightmare mode. The auto looting and aerial looting bugs should actually
be fixed now. We saw large increases to various weekly activities, experience rewards, and significantly reduced repair costs for anyone who actually used their weapons in combat. So, all of that is in the game already, but there
are some interesting points planned for patch 12.1, the curse of Oollettech. A one-time profession knowledge point reset will be available once per profession. So, if you wanted to swap things around, you'll actually be
these resets introduced in previous expansions around about the same time, and they are usually a one-off deal. So, I would plan your points out carefully if you do decide to reset them because we might not see another reset for the
rest of midnight. The costs of midnight crafting housing decor is being reduced, your favorite decor pieces. And the void forges being moved right next to the catalyst so we don't have to venture into voidstorm every time we want to
pick up some bonus roles in season two. Map coordinates are being added in as a default option in the user interface which seems kind of crazy that it took this long, but not having to install an add-on for that functionality is going
to be nice. Certain user interface options will now be accountwide like your auto loot settings. So, when you turn autoloot on, it should be turned on for your entire account. I know one of the first things I do when making a new
character is turning on autoloot. So, it's going to be nice not having to worry about that kind of thing. Hopefully, they expand this option to things like raid frame or party frame setups, so you can just do that once and
be able to use those settings across all of your characters. The notes do say accountwide UI settings in the future, so that is very promising. That's not all, though. Auction house filters will persist after closing and
reopening the window, so you can get to your previous searches much faster. This is going to be very useful for anyone who spends any length of time on the auction house. The currency tab is being updated with additional collapsible
groups so you can find tokens or coins that you want much easier, and it looks a lot better in my opinion. There's going to be a back button in the achievements tab, which is going to make navigating that UI much better,
around different achievements that make up a meta achievement. And then the loss of control panel will be added into the edit mode, so you can customize it and move it around. There are also some huge
highlight, including a fix that should stop players getting stuck in combat in the outdoor world quite as often, which will be very nice indeed. Not being able to mount up while seemingly nothing is
around to keep you in combat can be very frustrating. The bug that causes transmog to not appear correctly on the character select screen should finally be addressed. They also resolved a rare bug where Valy would just get
obliterated in delves. So that's going to be an important fix as we head into season 2. And then there was a bug where players would randomly get dismounted when flying from Eversong to Zulan. I've actually had this happen a lot, so I'm
will be even more important with everyone flying through Zulan to get to the coiled aisle in patch 12.1. So, there are a lot of smaller quality of life updates happening in the background with minor tweaks coming to
the UI, which should make the game better overall. It's always nice to see these kinds of changes make their way into the game. It's not just the big stuff that's important, like the new raids or dungeons or endgame content.
These smaller updates make the overall experience of the game better, which is just as important for the future of World of Warcraft. introduced a bunch more class changes, buffs, and nerfs. For the death knights,
blood season 2 set bonuses are being reworked. The two set causes death buff that can be consumed at 10 stacks for a larger strength buff. And then the fourth set causes your next marrow end to deal extra damage AOE damage and
grant three additional bone shields. So that's more interesting at least. But bone shield and marrow end aren't the most exciting abilities or buffs to build a set around. For the demon hunters, vengeance has quite a few
changes to their sigils. Sigil of chains no longer replaces sigil of misery and instead sigil of silence will replace sigil of misery when selected. Improved Sigil of Misery no longer affects Sigil of Chains, but it now reduces the
cooldown of Sigil of Silence when selected. Sigil of Chains cooldown was also cut down to 60 seconds baseline, down from 90 seconds, so you'll have more access to your AoE grip without needing to rely on talents or other
bonuses. For the druids, shred and catformm swipe damage was increased by 10%. And this is for druids in general, which should increase Feral's damage, but also Resto or Guardians damage if they ever decide to catwave. For
balance, the dev team have changed orbit breaker, so you can no longer manually reset your progress. The change to lunar callings bonus to starfire damage was reverted. Star cascade no longer triggers from gaining astral power with
wrath. And bask in moonlight was nerfed down to a 5% damage boost to star surge. swap position in the talent tree. Merciless claws will increase shred and swipe damage by 25%, up from 20%. Blood
spattered now increases Ferocious Bites damage by 8% up from 2% but maxes out at six stacks down from 10. So that should let you stack up big damage much faster. Taste for blood increases Ferocious Bite damage by 16% up from 12% and then
another 8% during Tiger's Fury down from 12%. So more baseline damage but less of a boost from Tiger's Fury. And then they'll also see a 3% damage boost across the board. So quite a few buffs for feral druids this week.
Marksmanship hunters have a couple of quick changes. Explosive shot damage saw a 15% buff baseline, but the two set bonus for season 2 was cut down to a bonus for season 2 was cut down to a measly 5% buff to explosive shot damage,
down from 20%. Hopefully, the two set gets changed or reworked in a future patch because that's kind of sad. Now, mages have quite a few changes this week, including some big defensive buffs. Your barriers will still get
their extra charge, but each spec is going to get a new bonus effect as well. So, arcane mages barrier reduces magic damage taken by a further 5%. Fire mages get 15% of the damage back as healing, and frost mages get 10% physical damage
reduction. Those are some pretty big defensives for just having your barriers up, which is basically as often as possible. Now, for arcane mages specifically, they're going to get a new talent called refractive images that
deals 10% of the damage you take over 8 seconds instead of instantly. So, arcane mages basically get a watered down version of Brew Master's Stagger, which is kind of crazy. Mirror images increase the effect to 30% of damage taken over
15 seconds, which makes mirror images significantly stronger as well. Orb mastery now causes Arcane Orb to file two additional orbs at 50% effectiveness. Expanded mind was updated so Arcane Orbs only generate one stack
of salvo down from two and a few talents have been shifted around. Spellinger's polished focus was nerfed as well. That only refunds three Arcane Salvo stacks down from five. So the Spellinger orb build has been nerfed a bit, but
honestly, I'm still surprised they reworked Arcane Mage as much as they did going into Midnight. It played pretty well in the war within from what I remember. Moving on to the paladins. Holy has a
lot of adjustments this week. Eternal Flame and Word of Glory healing are both getting 15% buffs. They'll see a 20% damage boost across the board. And Judgement and Hammer of Wrath will see 25% buffs on top of that. Avenging
Crusader was nerfed to a 55% transfer rate, down from 80%, but Pillar of increased by 50%. Shield of the Righteous's mana return was increased by 25% and the unworthy debuff now lasts
25% and the unworthy debuff now lasts for 18 seconds up from 15. Protection has quite a lot of updates too. Greater judgment now lasts for 18 seconds up from 15. Guardian of Ancient Kings now has a 0.5 second cool down which will
help you not waste charges I guess. And then there are quite a lot of bug fixes thrown in for good measure. The protection paladin talent tree has also been shifted around quite considerably. So you may end up taking a different
path to get to the same talents or take different talents depending on how valuable they are in their new positions. And then for rep paladins, judgment duration that we saw in pros notes and their four set has been
changed yet again. Your empowered templars verdicts unleash divine arbiter dealing damage and AOE damage. But the real key here is that the extra damage now benefits from divine purpose and greater judgment, which means you
wouldn't ever really have to hold those procs. You can just send them and not procs. You can just send them and not worry about missing out on bonus damage. Priests have just one quick change this week. Holies two set is being changed
from a haste bonus to a crit bonus, which will be significantly more powerful and actually useful for the rest of your kit as a holy priest. Apparently, the dev team wanted the buff to be haste to tie into the periodic
effect of renew, but I do think a crit buff works out much better overall. Rogues are up next with quite a lot of changes this week. For assassination, lethality and cold-blooded killer now work correctly with the strikes dealt by
implacable rank three. For outlaw, hidden opportunities chance for ambush to grant opportunity was increased to 100% of sinister strikes chance. Some Audacity now also increases ambush
damage by 60%. Hidden opportunity also reduces ambush's energy cost by five. Killing spree shots have a higher chance to target your selected target. The new four set chance to activate was increased up to 20%, but it no longer
triggers from sinister strike additional hits. And then for subtlety, Gor's bite has been redesigned to deal cleave damage and apply a bleed. And then 10% of all finisher damage is spread to those targets evenly. The first dance
seconds, up from three. Shadow techniques base effect frequency was increased by 40%. Shadow techniques energy generation was increased up to five. And there are quite a few changes to shadowcraft and its tool tip.
For the shamans, enhancements two set bonus has been updated. Voltaic blaze causes your primary target to erupt in a fire nova every 2 seconds for 6 seconds. And fire nova deals 200% increased damage to the primary target as well.
For restoration, their four set was buffed by 300%. Moving on to the warlocks, Heller's black and soul damage will see a 45% black and soul damage will see a 45% buff and wither damage will see a 25%
bonus was redesigned to increase agony damage by 15% and corruption damage by 25% which is a little disappointing and not really the direction I would expect for a redesigned set bonus. And then last but not least, we come to the
warriors. For arms, tactical edge now causes colossal smash to immediately grant warn use of sudden death. And ravager has been updated, so enemies take 50% more damage from your bleeds for 12 seconds, up from 25%.
For prop warriors, revenge has been updated, so free revengers can now proc from auto attacks as well as dodges and parries. So you should see a lot more of reliable moving forward. They'll also
see the same buff to Ravager that Arms Warrior got. That's it for this week's round of class changes on the 12.1 PTR. As always, if you want to check out the changes for yourself or test your new set bonuses, I would encourage you to
set bonuses, I would encourage you to hop onto the PTR and give some feedback. though. The ping system is being expanded a bit further, so you can ping your trinkets, health potions, combat potions, and health stones to quickly
note their cooldowns in chat, which should work alongside the other updates quite nicely. Now, you can ping your health to let your healer know that you need some extra attention, and then ping your health potion and health stone to
let them know that you're out of options for yourself. I don't see anything going for yourself. I don't see anything going wrong there whatsoever. Sarcasm aside, I ping these kinds of things to chat. It's
who don't play while in voice chat or Discord for whatever reason, which should also help pugs in general. Now, something else that was picked up in data mining recently was two new entries for housing exteriors in the
game files. The file names both included the word shop, leading to a lot of players to believe that these new exterior options would only be available in the cash store, just like the treehouse exteriors, which caused quite
available. But the dev team actually took to the forums to specifically call out these new exterior options, saying that initial data mining could be misleading sometimes and that there are
new housing exterior options coming, but these particular ones will not be released in the shop. they will actually be available for players to earn within the game, which is definitely nice to hear and is honestly kind of refreshing
after how many new housing items have been crammed into the cash store since the expansion launched. I understand wanting to monetize a new feature, but I think with how heavy-handed they've been thus far, it's left a pretty bad taste
in a lot of players mouths. The files being named shop also tells you that they at least thought of putting these items in the shop at one point or other, but having some more housing options that are earnable in game is definitely
a good thing in my opinion. And then to round out this video, the third quest became available for the Omnium Folio this week, which will let you unlock the damage or healing over time portion of your specific rune
power. So, we'll actually get a bit more damage out of the system this week, and it should only get better from here on out. Personally, I would recommend keeping up with the quests as they become available. Not only will that let
you take advantage of the power boosts as they become available, and you can do a bit so you aren't stuck needing to complete five weeks worth of quests back to back in the last couple of weeks of the season. The Omnium Folio runes and
powers will persist through the rest of the Midnight expansion. And we're the Midnight expansion. And we're expecting a 12.2 after 12.1. So that is a whole year of content and two full seasons, not including the tail end of
season 1. Even if the overall bonuses are quite small, it's still free damage and healing that you cannot get any other way. There's also a chance the dev team adds some extra rune powers in 12.1 minor patches or 12.2 two minor patches
to keep this system up to date, and chances are you'll need the first five powers unlocked to get anything new. Completing the Omnium Folio should be on every player's to-do list. So, the only choice left is doing them as they become
available or doing them all at once sometime in the future. At least from here on out, we have actual damage boosts to look forward to. But that's all of the updates we have so far. So, that's it for this week's WoW news
video. What do you think are the quality of life changes planned for patch 12.1? And what are you working on before the patch goes live? Leave all your thoughts thank you to all of our supporters over on Patreon and all of our members here
on YouTube. You can see their names on screen. If you're interested in links in the description or click the join button just below the video. If you any way, make sure to subscribe and ring that notification bell so you're always
folks. Good luck and have fun. And as always, I will see you next time.
