Planned Class Changes in Legion (Part 2)

Planned Class Changes in Legion (Part 2)

Aloha! We make a compilation of annotations and ideas in the forum on the part of the GDs about the classes in the future expansion of Legion, 2nd part.

Planned class changes in Legion

We collected some notes from the GDs about possible changes in the next builds. We remember that these ideas may not be carried out but they intend to, at least, implement and test them in the Alpha.

Unholy Death Knight

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20742814732?page=1#2 ″]

    The artifact's active ability will be redesigned to be a new temporary cooldown. It will cause all pustulent explosions within a short duration to summon an Army of the Dead ghoul. This should add a bit more gameplay.

[/blue]

The active abilities of the artifact have been redesigned to have a new cooldown. This will cause all the pustular blasts within a short time to be able to summon a ghoul from the army of the dead. This should create a bit more playability.

Balance Druid

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20742894781?page=1#2 ″]

    Astral Power generation could stand to be smoother. We'll start with lowering the size of the spikes of AP generation from talents and the artifact ability. For example, the artifact ability will generate 10/20/40 with each cast. We're also considering raising baseline AP generate, but not yet sure, as overall AP generation rate is likely a bit high.

[/blue]

Astral energy regeneration could be smoothed out. We're starting with reducing the AP regen spike size for talents and the artifact skill. For example, the artifact's ability will generate 10/20/40 with each cast. We are also considering raising the AP regeneration base, but we are not sure yet as the overall rate as AP regeneration is probably a bit high.

Feral Druid

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20742864801?page=1#2 ″]

    The new version of Open Wounds should help better balance direct and bleed damage, but has the issue of how it works when you refresh / extend Rip with Ferocious Bite and / or Sabertooth.

[/blue]

The new version of Open Wounds should help improve the balance between direct damage and bleed, but has a problem with how it works when renewing / expanding Rip with Ferocious Bite and / or Sabretooth.

Guardian Druid

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20742964826?page=1#2 ″]

    Critical Strike is not currently very valuable, defensively, for Guardian Druids. We'll be adding a passive Critical Strike -> Dodge conversion (rating to rating, not% to%) to solve this, similar to how Protection Warriors, Protection Paladins, and Blood Death Knights have Critical Strike -> Parry.

[/blue]

Critical Hit is currently not very important, defensively, for Guardian Druids. We will add a passive critical hit -> dodge rating (rating to rating, not% to%) to solve this, similar to Protection Warriors, Protection Paladins and Blood Death Knights that have critical hit -> Parry.

Beast Hunter

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20742814730?page=1#2 ″]

    One of the most common points of feedback we've heard is that all of the specs are cool on their own, but none of them maintain the existing “Hunter + Ranged Weapon + Single Pet” archetype that people have grown attached to (Survival is now Melee, Marksmanship has lost its pet, and Beast Mastery has added a ton of additional pets).
     
    We're going to try offering a talent choice that will allow you to opt back into having gameplay focus around you and your one strong pet, rather than the many Dire Beasts that it currently does.
     
    Exotic Munitions is being removed, and Dire Frenzy will be added in its place. Dire Frenzy triggers a flurry of attacks from your pet, grants an attack speed buff for several seconds, and immediately generates some Focus. It has a 15sec cooldown. It will work with all other talents and abilities that interact with Dire Beast, such as Wild Call (chance to reset its cooldown), One With the Pack (higher Wild Call chance), Dire Stable (more Focus generation), and Bestial Wrath ( cooldown reduction on use). And if you get lucky with Wild Call procs, you will find that the attack speed buff can stack.

[/blue]

One of the most common points of feedback we've seen is that all specs are cool on their own, but none of them keep the current "Hunter + Ranged Weapon + Pets" archetype that people have joined (Survival is now melee, Marksmanship has lost its pet, and Beasts has added a bunch of additional pets).

We're going to try to offer a selection of talents that will allow you to re-engage in the gameplay with a focus on you and your pet, rather than the Dire Beasts it currently does.

Exotic ammo is being removed and Dire Frenzy will be added instead. Dire Frenzy fires a flurry of attacks from your pet, granting an attack speed boost for several seconds, and immediately generates some focus. Has a 15 second cooldown. It will work with all other talents and abilities that interact with Dire Beasts, such as Wild Call (with the possibility of resetting its cooldown), One with the Pack (higher proc than Wild Call), Dire Stable (more focus generation ), and Bestial Wrath (reduced cooldown in use). And if you're lucky with Wild Call procs, the attack speed boost can stack.

Marksmanship Hunter

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20742954788?page=1#2 ″]

    One of the most common points of feedback we've heard is that all of the specs are cool on their own, but none of them maintain the existing “Hunter + Ranged Weapon + Single Pet” archetype that people have grown attached to (Survival is now Melee, Marksmanship has lost its pet, and Beast Mastery has added a ton of additional pets).
     
    Marksmanship losing its pet has been one of the most impactful, but contentious changes we've made this expansion. We're going to try returning the pet to Marksmanship, baseline, along with Lone Wolf as a level 15 talent (and very competitively tuned), so that this is a choice again.
     
    Exotic Munitions is being removed, and Black Arrow will be moving down to where it was, since the Lone Wolf + Black Arrow combination proved to be very popular and fun (the newest version of Black Arrow, where the minion reliably spawns and taunts the target , that is).

[/blue]

One of the most common points of feedback we've seen is that all specs are cool on their own, but none of them keep the current "Hunter + Ranged Weapon + Pets" archetype that people have joined (Survival is now melee, Marksmanship has lost its pet, and Beasts has added a bunch of additional pets).

That Marksmanship loses its pet has been one of the most shocking points, but we have made many controversial changes in this expansion. We're trying to return the pet to Marksmanship, base, along with Lone Wolf as a level 15 talent (and synced), so this pick will return again.

Exotic ammo is being eliminated and Black Arrow will move down to where it was as the Lone Wolf + Black Arrow combo proved to be very popular and fun (most recent version of Black Arrow, where the minion appears and taunts the enemy) .

Hunter Survival

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20743034838?page=1#2 ″]

    Dragonsfire Grenade will have its design adjusted a bit to be thrown at your target, making it less like a trap.

[/blue]

Dragonsfire Grenade will have a little tight tweaks to be thrown at your target, so it won't be as close to cheating.

Mistweaver Monk

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20742894778?page=1#2 ″]

    We're planning to add a bit of rotational synergy with Essence Font, by making Refreshing Jade Wind also increase the healing of Essence Fonts casted while it's active.

[/blue]

We are planning to add some rotational synergy with Essence Sources, having Refreshing Jade Wind also increase the healing of cast Essence Sources while it is active.

Rogue Subtlety

[blue author = »Blizzard» source = »http://us.battle.net/wow/en/forum/topic/20742954789?page=1#2 ″]

    The Level 30 talent row will be adjusted to work with Shadow Dance. This is partially implemented in today's build, so you'll see some evidence of this. For Subtlety, Nightstalker and Shadow Focus will apply to Shadow Dance as well as Stealth, at a reduced. And Subterfuge for Subtlety will also slightly increase the duration of Shadow Dance.

[/blue]

The level 30 talent row can be adjusted to work with Shadow Dance. It is partially implemented in the current build, so we will see some tests on this. For subtlety, Nightstalker and Shadow Focus will apply to Shadow Dance, as well as stealth, at reduced effectiveness. Subterfuge of Subtlety will also slightly increase the duration of Shadow Dance.


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