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About Nimzo

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  1. Resistance reduction was a buff that only existed from one source previously, so it was nice to spread it. And yes, definitely looking forward to seeing some big plays with the new Hand of Salvation<3 Thanks for taking taking the time to write this up. We'll definitely keep and eye on where hunters end up in the PvE and primarily PvP scene after these changes. It's a bit too early to already commit to more changes before seeing these results, but we appreciate your ideas. Hunter-type specs are more AE-heavy than most, and if we see them continue to underperform in PvP this could be a good thing to look at. Thanks! That Tame Beast change would mean that pets would be unavailable until level 60, right? Don't think that'd be a welcome change. Good point about Hammer of Wrath and Exorcism, we'll definitely look at their PvP mods. Thanks for your comment. Passive healing definitely has been too strong, which is why it's been repeatedly nerfed. We'll see where it is after this latest change. Maelstrom stacks pretty well with a 2H weapon actually, since it's PPM. You'll have a much higher chance of proccing it with your melee abilities than dual-wielders would. In the end, PPM effects for 2h and dual-wielders usually aren't too crazily imbalanced. If Maelstrom proc-rate with a 2h is too low though, that's always something we can tweak. It depends on your % damage modifier and a bunch of other things, but the changes should result in an overall DPS loss for cats of a few % until around BWL gear levels. It won't be any serious DPS buff for Mangle specs in later tiers though. Good question. In your example, you spend 3 talent points to gain over 100 spell damage, 100 healing power *and* a significant increase in the size of your crit heals. If that's not an overloaded talent, then I don't know what is. Again, this talent nerf was aimed specifically at spellpower hybrid specs who use both Strength and AP -> Healing conversions and spellpower gear to get extremely high amounts of healing power. They were an outlier in the melee sustain group, they overperformed in PvP, people were complaining, and we implemented changes to reduce their power. If we had added the same 15% Strength -> Healing Power onto Benediction or some other talent, then we wouldn't have reduced their healing potential - only taken away 3 TE. Our aim was to reduce their sustain potential. If melee hybrids in general end up needing a buff after this, then we'll buff them. We buffed Sheath of Light recently, this time we nerfed Touched by the Light - maybe next time we'll buff something else. If agility melee sustain is underperforming relative to strength melee sustain, as you say, then maybe that might be a good thing for us to look at next. We'd be happy to take suggestions! Thanks again everyone for your feedback! We're in the final stages of finishing up the changes so we can actually get them all onto the seasonal realm as soon as possible. There are still some things there that require our attention, but I'll try to free up some time to post about a few more changes we have planned within the next couple of hours. Can't promise I'll be able to, but I promise I'll do my best. Until then, keep the feedback coming!
  2. If reducing the power of a Strength -> Healing conversion kills all melee sustain, including agi-oriented sustainers that use Nurturing Instincts, then I'd say that's pretty good proof that that Strength -> Healing talent was too strong. One of the big problems of balancing "melee sustain" is that holy hybrids simply has a lot more healing power than most other variants due to getting spellpower straight from their gear. This levels the playing field a bit, opening up for other melee sustain changes. No matter how hard we hit Art of War, if Holy Hybrids have access to several hundred more healing power, they can just pick up Maelstrom and Lesser Healing Wave or anything else that other melee sustain specs would use, and be more effective with it. This change is a step to reduce the power of an outlier, and as always we will monitor the effects and follow up with more changes. Have already received some good suggestions on this today, and we're very open to more! We appreciate your feedback. The fact that a passive heal is roughly 50% stronger than passive damage reduction baseline, but only about 25% weaker when a healing reduction effect is applied, seems pretty fair to me. Another thing to consider that not all healing reductions have full uptime. Furthermore, the numbers in your example will shift in favour of Blood Craze if you take into account that both players rarely have 100% uptime on each other in PvP fights. Stun the guy you're fighting and you'll still benefit from your Blood Craze ticks, but a damage reduction talent wouldn't be of any use for the duration of the stun, We'll definietly keep monitoring these changes and make adjustments. Thanks for your input, and if you have any suggestions for future changes we're all ears. ❤️ Is there any special reason for that one Im kinda curious. In some cases (especially in PvP) Wound Poison rivals Instant Poison for damage, while also applying a heal reduction. Seemed unfair to Instant Poison. Normally I would reply with something explanatory but ... 😉 Nah, but that whole thing about the value of imbalance is actually really interesting. I guess the whole point is that it needs to be the right kind of imbalance, right? And what constitutes that right kind of imbalance is a huge and complex discussion that I'd be happy to get into sometime when time allows. For now let's try to stay on topic and talk about these changes specifically. Keep the feedback coming! ❤️
  3. First of all tahnks for your input! The reason we decided to nerf Touched by the Light is that it's an immensely strong talent that both increases your offensive spell damage and your healing power (and has that very poerful critical heal effect). As you have no doubt noticed we have been working on normalizing melee sustain for a while, with the last big change being that Sheath of Light buff. This patch we knew we needed to hit holy hybrid sustain, which has been overperforming, and the problem of hybrid sustain is that they get so much free healing from wearing spellpower gear. It didn't make sense that they'd get free healing from this talent as well. It's still a strong talent, and fully I expect most hybrids who currently use it to continue to do so after the nerf. Unpredictable can be fun, but it can also be terribly frustrating. Generally it doesn't encourage the kind of gameplay we want to encourage. There is arleady enough randomness built into the game. Appreciate the feedback though! We're confident that Blazing Speed will still be a good talent and a lot of fun. Thanks for your feedback! Melee sustain is defnitely something we'll keep working with. As was pointed out in a discussion about this on Discord, the value of Blood Craze is still far higher than other talents that for example offer % damage reduction, which is another tanky stat that also scales with your effective health pool. The way that Blood Craze stacked with health pools made it so that some geared players basically became incinvible when fighting new players (or each other). Passively. Not very fun, With that said though we do have more changes in the works, and have already begun discussing implementing new options for melee sustain. We just have to be careful here, so that sustain is something that helps you live longer but without making you virtually unkillable. Again as a general reminder, the changes listed here aren't final and the list is by no means complete. More stuff will change. Keep the feedback coming! ❤️
  4. First of all - thanks for all your responses! Like I mentioned all of this is subject to change, and the final changelog will contain a lot more changes than these, but it feels great to be able to share these major changes with you and get some feedback. Yup, set bonuses and Greater Heal are already on our list for things to look at next. I didn't know there's an issue with the Ten Storms 3-piece though - will look into it! Good questions. The Mangle change is for Cat mangle only - I'll edit the post to clarify. Infected Wounds will be applied both by the RE and the talent te way it looks now, but that may change. Regarding Hand of Salvation I'll have to double check to be sure, but our intention isn't to reduce its power in PvE. We'll make sure it's still good. We agree that hardcasting heals in PvP hasn't been the same ever since Burning Determination got changed, and that these healers have fallen behind relative to HoT and PWS healers. This is definitely something we'll look at for future changes. As a general rule, we want to try to encourage PvP playstyles that have counterplay. Spamming instant casts (like HoT healers) used not to have much, but with the additive 30% HoT reduction available from three sources rather than just Shadow Embrace, their strength might change. Blood craze was way stronger than other passive health regeneration talents, and we think that a game design where players get high health pools and good self-sustain just by allocating stamina and spending a couple talent points isn't without its problems. Looking at the Survey, a lot of players agreed as well, These builds will still be strong, just not as strong. Regarding the melee/caster meta - we'll see! Actually looking forward to it a lot. The Slam change definitely isn't ruled out as a possibility. Slam needs something in PvP for sure, but we've had some other ideas for it too. We'll see! Thanks for the positive words! ❤️ Cheap Shot was indeed a counter to deterrence, and it will continue to be. It was however a mechanic that a lot of players didn't know about, and a lot of builds were unable to make room for. A lot of the time it is awkward to use, especially for caster builds. At the same time Deterrence had a much shorter cooldown than the "real" immunities like Divine Shield and Ice Block and was arguably more powerful for group fights due to being so difficult to counter. It's possible that giving too many counters to strong defensive cooldowns will encourage a rushdown group pvp meta where players are hard focused and killed through their immunities, but the alternative of having to constantly target swapp because whenever a player gets low there is another strong defensive cooldown to pull out is something we've seen a lot of in the past and wanted to move awy from a little. We'll keep our eyes on this. 1) That's the plan. We'll also be making some to the Chimera shot effects so that it doesn't become too strong in PvP. More details to come. 2) Couldn't have answered thsi better than tumnus0028 did. The effects will stack. HoT healers beware. 3) As far as I know it includes absolutely every hunter ability that can deal damage. Melee hunters will be able to use it too, but it won't affect their auto-attacks. It will affect auto-shot, however. We've already started to loko at other ways of buffing Explosive Shot, but first wanted to see how players find the new AoE effect. I've tested it and can tell you it's a lot of fun. We'll certainly monitor how this change shifts these builds and adapt. Generally, as I mentioned before, we aren't crazy about the idea of a spec that both gets a massive health pool (and therefore is difficult to burst down) and good sustain (and therefore is difficult to wear down slowly) at the same time - especially not when most of that sustain is passive. It's quite possible that we'll look at the healing from abilities like Victory Rush or Bloodthirst, or perhaps some other new ability giving self-healing options. Stay tuned! Thanks again to all of you for you responses! ❤️
  5. Hi there Heroes! We are in the midst of making final touches on all of the new things we have coming for Season 5, and boy are we excited! So many updates and new things are coming - we’re bursting with anticipation and can’t wait to open the realm on Friday. While we wait for the big launch day, we thought we’d take the opportunity to showcase some of the balance changes we’re looking to implement along with the new season. Nothing is set in stone and everything is subject to change, but we wanted to offer a little preview of what is to come, and to hear what you think about it. The results of the Balance Survey that we sent out last month showed that the majority of you feel that PvE is relatively well-balanced while PvP still has a ways to go. We hear you, understand you, and will be working to improve this. Before getting into the specifics of the changes we’re releasing this time around, there are a few things we’d like to mention about our work going forward. First of all, you will notice balance updates happening more frequently than they have in the past. Bigger redesigns obviously take time to do well, but smaller adjustments to for example the damage that certain spells do in PvP is something that will be updated more frequently from now on. Secondly, one of the biggest challenges for PvP balance is that it’s harder to measure than PvE balance. Everyone has their own subjective view, often related to which type of PvP content they prefer. Trying to balance for low level world PvP, high-end duels, Crow’s Caches, Battlegrounds and now also arenas, all at the same time, is no easy task. We will closely be monitoring how balance develops in Season 5 and look forward to reading your feedback here on the forums, on discord and through Balance Surveys. Lastly, I would also like to mention that our ambition is not to have to implement any significant nerfs after Season 5 goes live. We know how much a lot of you are going to put into building your characters, and we don’t want to be in a situation of having to choose between nerfing that strong ability you just drafted or allowing everyone who got it to play with an advantage for the rest of the season. Thus, if your overall impression of the balance pack is that it’s a(nother) nerf-heavy one, we hope you can forgive us. We have plenty of fun buffs in store for you, don’t worry. Alright then, let’s look at some changes! To start with, we have some spell/talent changes for three specs that have been a little too dominant in PvP as of late. Art of War now increases the effectiveness of Exorcism and Flash of Light by 10/20%, from 15/30%. Art of War now has a 25/50% chance to proc, but no longer only procs off crits. It also has an internal cooldown, preventing it from proccing for 5 seconds after being used. Touched by the Light now grants spell damage rather than spell power. Purifying Power no longer modifies Exorcism, but reduces the cooldown of Holy Wrath by 25/50% (from 17/33%) and increases the damage of Consecration and Holy Wrath by 10/20% (from 5/10%). Sanctified Wrath no longer modifies Avenging Wrath, but instead reduces the cooldown of Exorcism by 20/40% and increases its damage by 5/10% We have seen these Retribution-based builds get very impressive amounts of self-sustain, and felt like it needed to be tuned down. The proc mechanic changes should make the proc more reliable for leveling and at earlier gear levels, and less powerful in conjunction with the Avengers 3-piece set bonus. The Art of War spell effectiveness reduction will negatively impact Exorcism, which wasn’t as urgently in need of nerfs, but instead of separating the numbers we opted to compensate for this by moving talents around to make the Exorcism-oriented talents more accessible. This should save some Talent Essences for PvE-oriented builds and make Exorcism more interesting for PvP builds. Another type of build that has been overperforming in terms of self-sustain in PvP is the Shield Slam PvP tank build. This was the most common complaint from last months Balance Survey, and we have two changes that we think should be quite effective at curbing their power. Shield Slam now only dispels magic effects when Sword & Board is active. Blood Craze now has a 10 second internal cooldown. We were on the fence about removing the dispel effect entirely from Shield Slam, as it is a unique and interesting effect, but it certainly was too powerful in PvP where these Shield tanks were able to do well even against casters. As for the Blood Craze nerf it will obviously impact specs other than just shield tanks, but we’ve seen it do significantly better than other comparable talents for a while now. It was time. Backstab can no longer trigger the Waylay effect. Sinister Calling (RE) no longer increases the damage of Backstab. Master of Subtlety now lasts for 10 seconds, from 6. Wound Poison has had its damage reduced by 40% Backstab builds saw tremendous success in the previous season with their heavy burst damage. At the same time, Stealth builds aren’t as scary as they were in the past. Our aim with these changes is to reduce some of the raw power attached to Backstab without hurting stealth builds. There, now with those anticipated nerfs out of the way let’s zoom out a bit and look at some more fundamental changes. I should mention that we’ll also update the PvP mods of many abilities with the patch, but this post I’ll focus on the bigger picture stuff. Most stuns have had their durations reduced by 0.5 or 1 second. Most root/immobilize effects have had their durations reduced by 1 or 2 seconds. Blink has had its cooldown increased to 25 seconds, from 18. Hand of Freedom has had its cooldown increased to 35 seconds, from 25. Seal of Justice has been changed from a stun to an immobilize. Blazing Speed now gives you a 33/66/100% chance when taking damage while being below 35% health to increase your movement speed by 50% and dispel all movement impairing effects. This effect lasts 4 seconds and can only occur every 30 seconds. What we hope to accomplish these changes is to somewhat reduce the power of these powerful CC effects, while also making Blink and Hand of Freedom less mandatory. Stuns are already an often overpowering tool that the vast majority of PvP builds make use of, and especially with Arenas coming we felt the importance of both stuns and stunbreaks would be excessive. It’s worth noting also that the increased Blink cooldown will mean that there can be short window of vulnerability where the diminishing returns may have reset before the cooldown of Blink has finished. Prior to this change it was possible to permanently either have Blink ready or have stuns be reduced to half their duration by diminishing returns. With these changes Blink will still be an exceptionally strong ability, but players will have to watch for that window of vulnerability. We have also reworked the effect of Seal of Justice, in an effort to reduce randomness. Melee players can already automatically and without spending a GCD apply many powerful effects – slows, healing reductions, even cast speed and attack power reductions. Being able to apply a stun automatically, outside of the action economy, and a stun that also is on a separate Diminishing Return category than your other stuns, was just too powerful. The new Seal of Justice will still be useful to prevent people fleeing, but won’t be quite as overwhelming. As a part of this we have also reworked the effects of Blazing Speed. It used to be a very random effect, which if you were lucky could proc as soon as you got hit and If you were unlucky would be a total waste of talent essences. The unpredictable nature also made it frustrating to play against since it could proc right when you apply your slow, allowing your target to escape without really giving you any way of preventing it. With this new design it’ll still be powerful, but more predictable and designed in a way that enables counterplay. Actually, speaking of counterplay: Deterrence is now cancelled by disarm effects. Dispersion has had its duration reduced to 5 seconds, from 6. Dispersion no longer grants slow immunity, but still removes slows on use. Hype. This is one of the changes I’m most excited for. These abilities were exceptionally powerful, especially for group PvP, since they almost didn’t have any counterplay in the way that other powerful defensives like Divine Shield and Ice Block do. Our hope with these changes together with the changes to stuns and roots is that they’ll contribute to developing a fun and engaging group wPvP and arena meta. Alright then. I’ve given you some nerfs and I’ve given you some more general PvP changes, but nothing yet to really get hyped about playing. I know I mentioned we have some buffs in store and will be rolling them out as the season goes on, but there are also some buffs we were so excited about that we didn’t want to wait with releasing them. Hope that’s okay. Hunter stings now stack without any limitation, meaning that one player can put several stings on the same target. Scorpid Sting no longer reduces the targets hit chance, but instead reduces the targets armor and resistances. These effects do not stack with other similar debuffs. Steady Shot is now castable while moving. (New ranks have also been added, starting at level 30.) Multi-shot is now a true instant ability and can now be cast while running. Explosive Shot ticks now deal damage to all enemies within 5 yards of the target. Piercing Shots now also reduces periodic healing taken by 10/20/30%. This does not stack with other similar effects. Builds using these hunter abilities have fallen out of fashion as of late. Since the Deadly Brew range nerf we’ve reduced some PvP mods and changed some scalings, but for the most part the changes haven’t really added anything new. Well, here you go. I won’t go too much into detail about these changes - it’s better you explore the new possibilities yourselves. We’ll be looking at both damage numbers and at making further tweaks as the season goes on, but for now we’re really excited to see how this new kit plays out. A commonly mentioned issue with hunter-oriented builds is that they often feel weak without a pet. We get training and managing a pet isn’t for everyone, and have this for you: *NEW* Survival Hunter talent Lone Wolf: The damage of your Hunter abilities and auto-shots is increased by 5/10% while you do not have a pet active. This talent will be available in the Survival tree, replacing the Improved Tracking talent. Our aim here is to provide an option that bridges some of the power gap for players who for one reason or another don’t want to play with a pet. Speaking of furries... Mangle (Cat) has had its base damage reduced by 30% and scaling increased by 20%. Mangle (Cat) now deals 15% reduced damage in PvP, from 20% Savage Fury now gives the same damage bonus to Shred as it does to the other affected abilities. Shredding Attacks now reduces the energy cost of shred by 10/20, from 9/18. Infected Wounds now also reduces periodic healing taken by 10/20/30%. This does not stack with other similar effects. Pretty straight-forward changes here. Mangle has for a long time, due to high base damage, performed disproportionately well on earlier gear levels but then dropped off in later tiers. Shred is trickier to use than Mangle, and before this buff there was little point in using it at all. Scorch has had its damage increased by 15% Scorch now deals 10% reduced damage in PvP (from dealing 10% increased damage). The Pyroblast damage bonus from Hot Streak no longer applies in PvP. Flame Throwing now also reduces the cast time of your Fireball by 0.25/0.5 seconds. This effect becomes inactive for 15 seconds after use. We’ve seen a lot of PvP success from Hot Streak Pyroblast builds recently, and hope that these changes will allow some more options and make the ability mix feel more well-rounded. Chain Heal has had its base heal increased by roughly 35% for all ranks. Healing Way now also affects Chain Heal and Earth Shield. Earth Shield has had its base heal and scaling reduced by 15%. Improved Earth Shield now grants one extra stack of Earth Shield, from two. Earth's Blessing no longer has an internal cooldown. When we redesigned the Reaching Recovery RE, we promised we’d look at the results and then retune Chain Heal accordingly. A lot of players reacted positively to the new RE design, reducing the drop-off of Chain Heal jumps, but the numbers still weren’t there. This should help. As for the Earth Shield changes, we wanted to make it more powerful in PvE while reducing its effectiveness in PvP, where it in spite of several nerfs continues to be very effective. Lastly, we are continuing to invent ways to make some of the less powerful abilities more interesting. Here’s one that will go live with Season 5: Hand of Salvation now lasts for 6 seconds, and in addition to reducing threat also attempts to dispel a harmful magic effect every 2 seconds. We look forward to seeing all the creative uses you will find for this. That wraps up the changes I wanted to discuss here. We’ve covered most of the bigger changes, but the actual changelog will end up being more than twice as long as what I’ve given you here. We still have to finalize some things - like making final decisions on which of these changes only make it to seasonal and which will immediately make it to legacy as well, and exactly what changes we want to make to PvP mods - so I’ll get back to that for now. Looking forward to hearing your responses to this. I’ll try to do my best to answer all your questions, but we also have the Season 5 deadline to keep, so please bear with me if I’m slow. Once that’s all done we’ll start looking at the next balance updates, which is likely to contain more buffs to underused abilities (we have a cool idea for Inner Focus that I’m excited about), and probably some attention to healers. I won’t spoil anything, but I can let you know that we have big plans for Greater Heal. Last of all, I can’t describe how excited I am to see how the arena meta develops. I think it’ll be so good for the PvP scene on Ascension. What kind of setups do you think are going to be the strongest?

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