Notas del parche alpha de WoD

Ligia

Introduction

Welcome to an early look at patch notes for the upcoming World of Warcraft expansion: Warlords of Draenor. The new expansion introduces a wealth of new content and changes. There's also a new patch note format, which we hope will help better convey the reasoning for many of the changes being made and what they mean for you, while providing more background into issues we're trying to solve.

Please be aware that the patch notes are preliminary and not final. Details may change before retail release and new information will be added for additional features as development continues on the Warlords of Draenor expansion. Note: Not all the content listed may be available for immediate testing or may only be available during a limited testing window during the Alpha.

For more information about Alpha testing and how you can opt in for a chance to participate in the Warlords of Draenor beta test later down the line, check out Warlords of Draenor™ Alpha Testing Begins.

Looking for a TL;DR summary of all of the changes? Here you go!

[list]*Character stats have been squished into smaller numbers that are easier to understand. It's important to understand that this is not a nerf as enemies have been squished as well.
*A new row of talents has been added for level 100, and new Draenor Perks from levels 91 to 99.
*The Garrison is a new feature available in Draenor, where you can build a base, recruit followers, and send them on missions.
*We've balanced the functionality of Agility, Strength and Intellect.
*Hit and Expertise have been removed; they're no longer needed in order to reliably land attacks!
*The pace of healing have been adjusted to allow for more tactical decisionmaking regarding efficiency and throughput, on both single-target and multi-target heals. Passive and auto-targeted healing have been reduced in effectiveness in order to emphasize the actions and choices of healers.
*Racial traits have been rebalanced so that all races have similar combat performance.
*All classes have had several abilities pruned, with a focus on redundant and less-used abilities, to cut down on button and keybind bloat.
*The amount of crowd control in the game (primarily PvP) has been drastically reduced. Many crowd-control abilities have been removed, and many diminishing returns categories are now merged together.
*Several common buffs and debuffs have been merged, or removed, where they were redundant.
*All characters now learn a few important Major Glyphs automatically as they level up.
*The amount of instant healing in the game has been toned down by giving cast times to several instant cast heals.
*Vengeance has been redesigned and renamed Resolve. Resolve does not increase outgoing damage, but does now  increase tank self-healing and absorption based on damage taken.
*Facing requirements (character position) on some prominent abilities have been loosened or removed.
*The mana cost of Resurrection spells has been reduced to make it a little easier to recover from a wipe.
*Professions no longer have combat benefit perks tied to them.
*There are a multitude of class-specific changes, including things like improved distinction between different Talent specializations, and new Masteries.  Consult the class-specific sections below for more information.[/list]

New Content

Level-100 Talents and Draenor Perks

A new row of talents has been added for level 100. For testing purposes, these are currently accessible at level 90.

Draenor Perks is a new feature that adds rewards for leveling. Over levels 91 to 99, you will earn these 9 new Draenor Perk in a random order. Each class and specialization has a different set of 9 Draenor Perks.

  • Level-100 talents have been added for all classes!

  • Draenor Perks have been added for all classes, earned from levels 91 to 99.

You can preview the new talents on the talent calculator at the fansites here. (Please note that the links below will take you to an external website.)

Garrisons

The Iron Horde army is massive and reinforcements from Azeroth are few. In order to stand a chance, you will need to build an army of your own.

  • Undertake an epic quest to build a permanent base of operations on Draenor.

  • Find blueprints and materials to expand and customize your Garrison.

  • Recruit followers with unique skills and abilities to your cause.

  • Send followers on missions to level them up and acquire bonus loot.

  • Begin the quest for your Garrison in Shadowmoon Valley or Frostfire Ridge.

Game System Changes

Stat Squish

Character progression is one of the defining characteristics of a role-playing game. Naturally, that means that we're continuously adding more power to the game for players to acquire. After 4 expansions and over 9 years of this growth, we've gotten to a point where the numbers involved are no longer easy to grasp. And worse, much of the granularity that's available is tied up in tiers of older content from Molten Core to Dragon Soul, none of which are really relevant anymore. It's no longer necessary for Borean Tundra quest gear to be nearly twice as powerful as Netherstorm quest gear, even though the two zones are only a couple of levels apart.

In order to bring things down to an understandable level, we've reduced the scale of stats throughout the game, back to as if they continued scaling linearly through questing content from levels 1 to 90. This applies to creatures, spells, abilities, consumables, gear, other items... everything. Your stats and damage have been reduced by a huge amount, but so have creatures' health. For example, your Fireball that previously hit a creature for 450,000 out of its 3,000,000 health (15% of its health), may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health). In effect, you will still be just as powerful, but the numbers that appear will be more easily parsed.

It's important to understand that this isn't a nerf, and we have special handling in place to preserve players’ existing ability to solo old content. Players will deal bonus damage against lower-level creatures from past expansions, and will take reduced damage from them.

We've also removed all base damage on player spells and abilities, and adjusted Attack Power or Spell Power scaling as needed, so that all specializations will scale at the same rate.

  • The amount of stats on items has been reduced to be much lower than before.

  • Creature stats have been reduced to compensate.

Primary Character Stats and Attack Power

The "primary" stats, Agility, Strength, and Intellect, are foundations of a character’s power. But they have not been created equally, making it difficult to properly balance them against secondary stats. The leading reason for this is that Agility and Intellect also provide Critical chance, in addition to Attack Power or Spell Power, whereas Strength does not. In order to achieve better balance, we've removed the Critical chance increase from Agility and Intellect. Still, it felt like Agility-based characters should critically strike more often, so we've raised those classes’ baseline Critical Strike chance to compensate.

  • Agility no longer provides an increased chance to critically strike with melee and ranged attacks or abilities.

  • Intellect no longer provides an increased chance to critically strike with spells.

  • The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.

  • There is a new passive, named Critical Strikes, which increases chance to critically strike by 10%. It is learned by all Rogues, all Hunters, Feral and Guardian Druids, Brewmaster and Windwalker Monks, and Enhancement Shamans.


"The "primary" stats, Agility, Strength, and Intellect, are foundations of a character’s power. But they have not been created equally, making it difficult to properly balance them against secondary stats."

We've consolidated the way that Attack Power and Spell Power function and scale, to make those values clearer and correct some scaling issues regarding caster weapons relative to physical weapons.

  • Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.

  • Weapon Damage values on all weapons have been reduced by 20%.

  • Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).

  • Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.


Active mitigation has worked very well as a tanking model. So, moving forward we want to keep the amount of Dodge and Parry on tanks on the low side. This helps prevent encounters from causing very spiky damage on tanks, which generally isn't much fun. Dodge and Parry gains from Strength and Agility are being reduced to help accomplish this. Additionally, items in Warlords of Draenor will not have Dodge or Parry on them as a stat. Some Dodge and Parry can still be gained through class-specific effects.

  • The amount of Dodge gained per point of Agility has been reduced by 25%.

  • The amount of Parry gained per point of Strength has been reduced by 25%.

Hit and Expertise Removal

Hit and Expertise were not fun stats. They acted to remove a penalty, instead of making you stronger. Most players treated Hit/Expertise caps as mandatory (rightfully so), with failure to reach those caps as a trap of sorts. After adjusting, gemming, and reforging gear to meet that cap, players could then go after the actual damage-increasing stats. We decided to remove Hit and Expertise, and make it so you don't need them. We still want melee specializations to attack creatures from behind when possible, so attacks from the front will have a 3% chance to be parried that cannot be eliminated for non-tanking specializations.

[i]General[/i]
    [List]*All players now have a 100% chance to hit, 0% chance to be dodged, 3% chance to be parried, and 0% chance to glance, when fighting creatures up to 3 levels higher (bosses included).
        *Tank specializations receive an additional 3% reduction in chance to be parried, so tank attacks have a 0% chance to be parried vs. creatures up to 3 levels higher.
        *Creatures 4+ levels higher than you still have a chance to avoid your attacks in various ways, so as to discourage you from attempting to fight enemies that are much stronger than you.
        *Dual Wielding still imposes a 17% chance to miss, so as to balance it with two-handed weapon use.
    *Hit and Expertise bonuses on all items and item enhancements (gems, enchants, etc.) have been converted into Critical Strike, Haste, or Mastery.[/list]

[i]Death Knight[/i]
   [list]* Veteran of the Third War now also reduces the chance for attacks to be parried by 3%.[/list]
[i]Druid[/i]
   [list]*Balance of Power has been removed.
    *Nature’s Focus no longer increases the chance to hit with Moonfire and Wrath.
    *Thick Hide now also reduces the chance for attacks to be parried by 3%.[/list]
[i]Monk[/i]
   [list]*Stance of the Wise Serpent no longer increases Hit or Expertise.
    *Stance of the Sturdy Ox now also reduces the chance for attacks to be parried by 3%.[/list]
[i]Priest[/i]
    [list]*Divine Fury has been removed.
    *Spiritual Precision has been removed.[/list]
[i]Paladin[/i]
    [list]*Holy Insight no longer increases the chance to hit with spells.
    *Sanctuary now also reduces the chance for attacks to be parried by 3%. [/list]
[i]Shaman[/i]
    [list]*Elemental Precision has been removed.
    *Spiritual Insight no longer increases the chance to hit with Lightning Bolt, Lava Burst, Hex, or Flame Shock.[/list]
[i]Warrior[/i]
    [list]*Unwavering Sentinel now also reduces the chance for attacks to be parried by 3%.[/list]

Player Health and Resilience

We’re planning several interconnected changes designed to provide better-tuned gameplay for healers and improve the healing dynamic in PvP.

The high amount of base Resilience and Battle Fatigue in Mists of Pandaria caused characters to feel much weaker in PvP than they did in PvE. To address this disparity, we’re approaching Warlords of Draenor with the goal of shrinking that gap as much as possible. To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.

On its own, that increase in health would make players more survivable in the world at large, so we’re also increasing creature damage and the effectiveness of healing spells to balance things out. The net result of these changes is that individual attacks will knock a smaller chunk off of a player’s health pool in PvP, but your survivability in PvE remains unaffected.

Doubling player health gave us room to reduce Resilience and Battle Fatigue, but our goal was to be able to remove them entirely. In order to achieve that, we’re also reducing PvP spike damage across the board by lowering Critical Damage and Critical Heals against players in PvP to 150% of their normal effect (down from 200%). Our hope is that these changes allow us to reduce Base Resilience and Battle Fatigue to 0%. It’s possible that we’ll still find a need for some minor amount of Base Resilience and/or Battle Fatigue, and we’ll be testing these changes extensively and adjusting as needed.

  • Base Resilience has been reduced to 0%.

  • Battle Fatigue has been removed. PvP combat no longer reduces the amount of healing received by PvP participants.

  • Critical Damage and Critical Heals in PvP combat now deal 150% of the normal spell/ability effects (down from 200%).

  • The amount of health per Stamina has approximately doubled. The curve on this calculation has been smoothed out as well, so the exact amount varies slightly by level.

  • Maximum mana has been approximately doubled at all levels to keep pace with the expected health from new Stamina values.

  • All consumables have had their healing and mana regeneration values approximately doubled.

  • All creatures have had their melee damage doubled. Most creature spells and abilities have had their damage doubled as well.

  • All player-cast healing and absorption effects have been increased by approximately 50% in effectiveness. If they heal or absorb a percentage of maximum health, they are instead reduced by 25%. All other noted changes are in terms relative to that.

  • For example, if another noted change is that "Mega Heal now heals for 40% more," that means that Mega Heal now heals for a total of 210% of what it used to, which is relatively 40% higher, compared to other heals.

Retuning Healing Spells

One of our goals for healing is to tone down the raw throughput of healers relative to the size of player health pools. Currently, as healers and their allies acquire better and better gear, the percentage of a player’s health that any given heal restores increases significantly. As a result, healers are able to refill health bars so fast that we have to make damage more and more “bursty” in order to challenge them. Ideally, we want players to spend some time below full health without having healers feel like their groupmates are in danger of dying at any moment. We also think that healer gameplay would be more varied, interesting, and skillful if your allies spent more time between 0% and 100%, rather than just getting damaged quickly to low health, forcing the healer to then scramble to get them back to 100% as quickly as possible.

To that end, we’re buffing heals less than we’re increasing player health. Heals will be deliberately less potent compared to health pools than before the item squish. Additionally, as gear improves, the scaling rates of health and healing will now be very similar, so the relative power of any given healing spell shouldn’t climb so much over the course of this expansion. For those concerned about what this means for raiding, don’t worry—we’re taking all of these changes into account when designing Raid content for Warlords of Draenor.

It’s also important to note that spells that heal based on a percentage of maximum health are being effectively buffed by the massive increase to player health pools, so we’re lowering those percentages to offset the effect. That may make them appear to have been nerfed—however, the net result is that those percentage-based heals stay about the same as before relative to other heals.

All of these changes apply to damage-absorption shields as well. Additionally, we're toning down the power of damage absorption in general. When they get too strong, absorption effects are often used in place of direct healing, instead of as a way to supplement it. We will, of course, take these changes into account when tuning specializations that rely heavily on absorbs, such as Discipline Priests.

We also took a look at healing spells that were passive or auto-targeted (so-called "smart" heals). We want healers to care about who they're targeting and which heals they're using,so that their decisions matter more. To that end, we're reducing the healing of many passive and auto-targeted heals, and making smart heals a little less smart. Smart heals will now randomly pick any injured target within range instead of always picking the most injured target. Priority will still be given to players over pets, of course.

Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We've taken a close look at the mana efficiency of our multi-target heals, and in many cases, we're reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face a meaningful choice between whether to use a single-target heal or a multi-target heal based on the situation.

Finally, we're removing the low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, because we think that while they do add complexity, they don’t truly add depth to healing gameplay. (We’re also renaming some spells to re-use those names. For example, Greater Healing Wave is being redubbed Healing Wave.) However, we still want healers to think about their mana when deciding which heal to cast, and so the mana costs and throughputs of many spells are being altered to give players a choice between spells with lower throughput and lower cost versus spells with higher throughput and higher costs. Here are some examples from each healer class.

Druid Higher Efficiency: Healing Touch, Rejuvenation, Efflorescence
Druid Higher Throughput: Regrowth, Wild Growth

Monk Higher Efficiency: Soothing Mist, Renewing Mist
Monk Higher Throughput: Surging Mist, Spinning Crane Kick

Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn
Paladin Higher Throughput: Flash of Light, Holy Radiance

Priest Higher Efficiency: Greater Heal, Circle of Healing, Prayer of Mending, Holy Nova (new Discipline-only version), Penance
Priest Higher Throughput: Flash Heal, Prayer of Healing

Shaman Higher Efficiency: Healing Wave, Riptide, Healing Rain
Shaman Higher Throughput: Healing Surge, Chain Heal

All of this discussion of efficiency may cause most healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we’ve increased base mana regeneration a great deal at early gear levels, while having it scale up less at later gear levels. This will make all of these changes play well even in early content such as Heroic Dungeons and the first tier of Raid content, and also play well in the final Raid tier without mana and efficiency becoming irrelevant due to extremely high regeneration values.

That’s a lot of big changes for healers: reduced throughput, a more deliberate pace, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions. We’re confident that we can apply lessons learned from previous expansions to make this the best healer experience yet: more dynamic, less punishing, and frankly a lot more fun.

General Changes:

  • Smart heals will now randomly pick any injured target within range, instead of always picking the most injured target. Priority will still be given to players over pets.

  • Long-cast-time single-target heals, such as Greater Heal and Healing Touch, now cost roughly half as much as fast-cast-time single-target heals, such as Flash of Light or Healing Surge, and heal for roughly the same amount.

  • Every class has multiple area healing spells available, some low throughput and efficient, others high throughput and inefficient.

  • Area healing spells are tuned to be less efficient than single-target healing spells when they heal 2 or fewer targets, and more efficient when they heal 3 or more targets,

  • Spells with cooldowns or limitations may have higher efficiency than the no-cooldown equivalents.

Racial Traits

We want races to have fun and interesting perks, but if those traits are too powerful, players may feel compelled to play a specific race even if it doesn't suit their aesthetic preference. For example, Trolls' Berserking ability was extremely powerful, and their Beast Slaying passive was often irrelevant, but occasionally tremendously powerful compared to other racial passives. On the other end of the spectrum, many races had few or no performance affecting perks. We also needed to replace or update a number of racials that previously granted Hit or Expertise, since those stats have been removed.

We decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We achieved that by improving old passives, replacing obsolete ones, and occasionally adding new ones where needed. Our goal with these changes is to reach parity amongst races.

Blood Elf

  • Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.

  • Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of mana for Mages, Priests, and Warlocks (up from 2% of Mana). Other parts of the ability remain unchanged.

Draenei

  • Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.

  • Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).

Dwarf

  • Crack Shot has been removed (was 1% Expertise with ranged weapons).

  • Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.

  • Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.

  • Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while the Dwarf is under the effects of crowd control.

Gnome

  • Expansive Mind now increases maximum mana, energy, rage, and Runic Power by 5% instead of only increasing maximum mana.

  • Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).

  • Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.

  • Nimble Fingers is a new racial passive ability that increases Haste by 1%.

Ligia

Goblin

  • Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

Human

  • Mace Specialization has been removed (was 1% Expertise with maces).

  • Sword Specialization has been removed (was 1% Expertise with swords).

  • The Human Spirit has been redesigned. It no longer increases Spirit by 3%, and instead now increases 2 secondary stats by an amount scaling with character level. You can choose which 2 secondary stats it increases. This has not yet been implemented.

Night Elf

  • Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.

  • Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike chance by 1% during the day.

Orc

  • Axe Specialization has been removed (was 1% Expertise with axes).

  • Command now increases pet damage by 1% (down from 2%).

  • Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

Tauren

  • Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2%.

  • Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.

Troll

  • Berserking now increases Haste by 15% (down from 20%).

  • Beast Slaying now increases XP earned from killing Beasts by 20%, instead of increasing damage dealt versus Beasts by 5%.

  • Dead Eye has been removed (was 1% Expertise with ranged weapons).

Undead

  • Will of the Forsaken’s cooldown has been increased to 3 minutes (up from 2 minutes).

  • Undead can no longer breathe underwater indefinitely.

Ability Pruning

Over the years, we've added significantly more new spells and abilities to the game than we've removed. This has led to the complexity of the game increasing steadily over time, to the point we're at now, where players feel like they need dozens of keybinds. There are many niche abilities which could theoretically be useful in some rare case, but usually are not. There are many abilities that we'd be better off not having. We decided that we needed to make a strong push for paring down the number of abilities each class/spec has. That means making some abilities restricted to certain specs that really need them instead of being class-wide, and outright removing some other abilities. It also includes removing some Spellbook clutter, such as passives that could be merged with others, or with base abilities.

However, this doesn't mean that we want to reduce the depth of gameplay, or "dumb it down.” We still want there to be interesting decisions during combat, and for skill to matter. But, that doesn't require complexity; we can remove some needless complexity and still retain the depth and skill variance.

One type of ability that we focused on is temporary power buffs ("cooldowns"). Removing those also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class/spec had multiple cooldowns that typically ended up getting used together, often in a single macro, we merged them, or removed some of them.

What abilities and spells got cut is a very, very difficult question to answer. Every ability is vital to someone, so we don't take this process lightly. We hope that even if we cut your favorite ability, you can see it in the context of our larger goals. It's important to remember that the point of these changes is to increase players' ability to understand the game, not to reduce depth of gameplay.

[i]General[/i]
    [list]*The levels at which you learn class abilities have been revised to provide a smoother leveling flow.[/list]

[i]Death Knight[/i]
    [list]*Army of the Dead now deals 75% less damage and is only available to Blood Death Knights.
    *Dual Wield is now only available to Frost Death Knights.
   *Horn of Winter no longer generates Runic Power, has no cooldown, and lasts 1 hour.
    *Necrotic Strike is now learned only by Frost and Unholy Death Knights.
    *Raise Dead is now only available to Unholy Death Knights, summons a ghoul as a permanent pet, and has a 1-minute cooldown.
    *Master of Ghouls has been removed.
    *Rune Strike now replaces Death Coil for Blood Death Knights.
    *Frost Strike now replaces Death Coil for Frost Death Knights.
    *Obliterate now replaces Blood Strike for Frost Death Knights.
    *Unholy Frenzy has been removed.[/list]

[i]Druid[/i]
   [list] *Enrage has been removed.
   *Innervate has been removed. Mana costs for Druids have been adjusted accordingly.
    *Mangle (Cat Form) has been removed. Mangle (Bear Form) remains unchanged.
    *Nourish has been removed.
    *Shred is now available to all Druids.
    *Swipe (Bear Form) has been removed. Swipe (Cat Form) remains unchanged.
    *Symbiosis has been removed.[/list]

[i]Hunter[/i]
   [list] *Arcane Shot is no longer available to Marksmanship Hunters.
        *Thrill of the Hunt now also reduces the cost of Aimed Shot when active, to preserve its value to Marksmanship Hunters.
    *Aspect of the Hawk has been removed. Aspect of the Iron Hawk has been renamed to Iron Hawk, and now passively provides 10% damage reduction.
    *Cower has been removed as a pet ability.
    *Distracting Shot has been removed.
    *Hunter’s Mark has been removed.
    *Kill Shot is no longer available to Survival Hunters.
    *Lock and Load has been removed.
    *Black Arrow now naturally has a chance to cause the Lock and Load effect.
        *Stampede is now a level-75 talent, replacing Lynx Rush.
   *Lynx Rush has been removed.
    *Rabid has been removed as a pet ability.
    *Rapid Fire has been removed.
    *Rapid Recuperation has been removed.
    *Serpent Sting and Improved Serpent Sting have been removed.
        *Serpent Spread has been renamed Serpent Sting, and remains a passive for Survival Hunters. It causes Multi-Shot and Arcane Shot to also apply the Serpent Sting poison, which does instant and periodic damage.
    *Widow Venom has been removed.
    *Revive Pet and Mend Pet now share one button, which toggles based on whether you have a live pet.[/list]

[i]Mage[/i]
    [list]*Arcane Barrage now replaces Fire Blast for Arcane Mages.
    *Arcane Blast now replaces Frostfire Bolt for Arcane Mages.
    *Arcane Explosion is now available only to Arcane Mages.
    *Blizzard is now available only to Frost Mages.
    *Combustion now replaces Deep Freeze for Fire Mages.
    *Deep Freeze is now available only to Frost Mages.
    *Dragon’s Breath now replaces Cone of Cold for Fire Mages.
    *Evocation is now available only to Arcane Mages.
    *Flamestrike is now available only to Fire Mages.
    *Pyromaniac has been removed.
    *Frost Armor is now available only to Frost Mages and is now a passive effect.
    *Ice Lance now replaces Fire Blast and is only available to Frost Mages.
    *Mage Armor is now available only to Arcane Mages and is now a passive effect.
    *Mana Gem has been removed.
    *Molten Armor is now available only to Fire Mages and is now a passive effect.
    *Shatter is now available only to Frost Mages.[/list]

[i]Monk[/i]
   [list] *Avert Harm has been removed.
    *Clash has been removed.
    *Adaptation has been removed.
    *Power Guard has been removed.
    *Disable is now available only to Windwalker Monks.
   *Healing Sphere (the spell, not any other sources of healing spheres) has been removed. Mistweavers' Gift of the Serpent, Brewmasters' Gift of the Ox, and Windwalkers' Afterlife still summon healing spheres.
    *Surging Mist is now available to all Monk specializations. It costs 30 Energy in Ox or Tiger Stance, and continues to cost mana in Serpent Stance and Crane Stance. However, it only generates Chi for Mistweaver Monks.
    *Stance of the Spirited Crane now replaces Stance of the Fierce Tiger for Mistweaver Monks (see Monks below for details).
    *Stance of the Sturdy Ox now replaces Stance of the Fierce Tiger for Brewmaster Monks.[/list]

[i]Paladin[/i]
    [list]*Avenging Wrath is now only available to Retribution Paladins.
    *Devotion Aura is no longer available to Protection Paladins.
    *Divine Light has been renamed Holy Light.
    *Divine Plea has been removed. Mana costs for Paladins have been adjusted accordingly.
    *Guardian of Ancient Kings is now only available to Protection Paladins.
    *Hand of Salvation has been removed.
    *Holy Light has been removed.
    *Inquisition has been removed.[/list]

[i]Priest [/i]
   [list] *Binding Heal is no longer available to Shadow Priests.
    *Hymn of Hope has been removed.
    *Heal has been removed.
    *Greater Heal has been renamed Heal.
    *Inner Focus no longer provides any mana cost reduction.
    *Rapture has been removed.
    *Renew is now available only to Holy Priests.
    *Shadow Word: Death is now available only to Shadow Priests.
    *Void Shift has been removed.
    *Inner Fire has been removed.
    *Inner Will has been removed.[/list]

[i]Rogue[/i]
  • Disarm Trap has been removed.

  • Rupture is no longer available to Combat Rogues.

  • Shadow Blades has been removed.

[i]Shaman[/i]
   [list] *Ancestral Awakening has been removed.
   *Feral Spirit no longer has the Spirit Bite ability.
    *Flametongue Weapon is no longer available to Restoration Shaman.
    *Frostbrand Weapon is now available only to Enhancement Shaman.
    *Greater Healing Wave has been renamed to Healing Wave.
    *Healing Tide Totem is now available only to Restoration Shaman.
    *Healing Wave has been removed.
    *Lava Burst now replaces Primal Strike for Elemental and Restoration Shaman.
    *Magma Totem is now available only to Enhancement Shaman.
    *Rockbiter Weapon has been removed.
    *Static Shock has been removed.
        *Stormstrike and Stormblast now deal 30% more damage when Lightning Shield is active. 
    *Stormlash Totem has been removed.
    *Searing Flames has been removed.
        *Flametongue Weapon damage has been increased by 40%, and Lava Lash damage has been increased to 280% weapon damage (up from 140%) to compensate.
    *Water Shield is now available only to Restoration Shaman and replaces Lightning Shield.[/list]

[i]Warlock[/i]
    [list]*All of the various Soulburn effects are learned together with Soulburn, instead of at different levels.
    *Curse of Exhaustion and Curse of the Elements now affect all enemies within 10 yards of the target.
        *Metamorphosis: Cursed Auras has been removed.
        *Curse of Exhaustion and Curse of the Elements no longer gain a benefit from Soulburn.
        *Fire and Brimstone no longer applies to Curses.
   *Drain Life no longer gains a benefit from Soul Burn.
    *Drain Soul has been removed.
    *Fel Flame has been removed.
    *Health Funnel no longer gains a benefit from Soul Burn.
    *Metamorphosis: Void Ray has been removed.
    *Metamorphosis: Carrion Swarm has been removed.
    *Pyroclasm has been removed. The altered behavior it granted for Chaos Bolt is now baseline to Backdraft.
    *Seed of Corruption now replaces Rain of Fire for Affliction Warlocks.
    *Soulshatter has been removed.
    *Unending Breath no longer gains a benefit from Soul Burn.[/list]

[i]Warrior[/i]
    [list]*Battle Shout now lasts 1 hour and no longer generates Rage.
    *Berserker Rage no longer generates Rage or increases Physical damage dealt.
    *Berserker Stance has been removed.
    *Cleave has been removed.
    *Commanding Shout now lasts 1 hour and no longer generates Rage.
    *Demoralizing Banner has been removed.
    *Hamstring is now a passive ability that causes Mortal Strike, Bloodthirst, Revenge, and Raging Blow to also reduce the target’s movement speed by 50% for 15 seconds.
    *Rallying Cry is no longer available to Protection Warriors.
    *Recklessness is now available only to Fury and Arms Warriors.
    *Skull Banner has been removed.
    *Throw has been removed.
    *Thunder Clap is no longer available to Fury Warriors.
    *Whirlwind is now available only to Fury Warriors.[/list]

Crowd Control and Diminishing Returns

Another big takeaway from Mists of Pandaria is that there was simply too much crowd control (CC) in the game. To solve that, we knew that we needed an across-the-board disarmament. Here's a summary of the player-cast CC changes:

[list]*Removed Silence effects from Interrupts. Silences still exist, but are never attached to an Interrupt.
*Removed all Disarms.
*Reduced the number of Diminishing Returns (DR) categories.
    *All Roots now share the same DR category. Exception: Roots on 'Charge' types of abilities have no DR category, but have a very short duration instead.
    *All Stuns now share the same DR category.
    *All Incapacitate ("Mesmerize") effects now share the same DR category, and have been merged with the Horror DR category.
*Removed the ability to make cast-time CC spells instant with a cooldown.
*Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
    *Pet-cast CC is more limited and often removed.
    *Cyclone can now be dispelled by Immunities and Mass Dispel.
    *PvP trinkets now grant immunity to reapplication of an effect from the same spell cast, when they break abilities with persistent effects like Solar Beam.
    *Long fears are now shorter in PvP, to account for the target also needing to run back afterward.[/list]

Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs, in order to further reduce burst damage. Please keep in mind when reading the specifics of the patch notes that some classes may have lost abilities, or had the power of select abilities reduced. These changes were made in the context of the above goals. Other classes have a reduced crowd-control ability overall. We believe that this entire package of changes will make PvP a more enjoyable experience for everyone.

[i]Druid[/i]
    [list]*Cyclone can now be canceled by immunity effects (i.e. Divine Shield, Ice Block, etc.), and can be dispelled by Mass Dispel.
    *Disorienting Roar’s effect now shares Diminishing Returns with other Mesmerize effects.
    *Nature’s Swiftness can no longer turn Cyclone into an instant-cast spell.
    *Solar Beam no longer Silences a target again more than once per cast. Additionally, the Silence effect from this spell now shares Diminishing Returns with other Silences.[/list]

[i]Hunter[/i]
    [list]*Hunter pets no longer have crowd-control abilities. Basilisk: Petrifying Gaze; Bat: Sonic Blast; Bird of Prey: Snatch; Crab: Pin; Crane: Lullaby; Crocolisk: Ankle Crack; Dog: Lock Jaw; Gorilla: Pummel; Monkey: Bad Manners; Moth: Serenity Dust; Nether Ray: Nether Shock; Porcupine: Paralyzing Quill; Rhino: Horn Toss; Scorpid: Clench; Shale Spider: Web Wrap; Silithid: Venom Web Spray; Spider: Web; and Wasp: Sting have been removed as pet abilities.
    *Entrapment’s Root effect now shares Diminishing Returns with all other Root effects.
    *Scatter Shot has been removed.
    *Silencing Shot has been removed.
    *Traps and trap launchers no longer have an arming time and can instantly trigger.
    *Traps can no longer be disarmed.
    *Scare Beast now has a 6 sec duration in PvP (down from 8 sec).[/list]

[i]Mage[/i]
    [list]*Dragon’s Breath’s Disoriented effect now shares Diminishing Returns with all other Mesmerize effects.
    *Ice Ward’s Frozen effect now shares Diminishing Returns with all other Root effects.
    *Improved Counterspell has been removed.
    *Presence of Mind can no longer turn Polymorph into an instant-cast spell.[/list]

[i]Monk[/i]
   [list]*Fists of Fury no longer stuns a target more than once per cast.
    *Glyph of Breath of Fire’s Disoriented effect now shares Diminishing Returns with all other Mesmerize effects.
    *Grapple Weapon has been removed.
    *Ring of Peace no longer Silences or Disarms enemies. It now incapacitates targets in the area for 3 seconds, or until the target takes damage. The ability now shares Diminishing Returns with all other Mesmerize effects.
    *Spear Hand Strike no longer Silences the target if they’re facing the Monk.
    *Spinning Fire Blossom’s Root effect now shares Diminishing Returns with all other Root effects.[/list]

[i]Paladin[/i]
    [list]*Blinding Light has been removed.
    *Repentance's cast time has been increased to 1.8 seconds.
    *Turn Evil's cast time has been increased to 1.8 seconds and now has a 6 second duration in PvP (down from 8 seconds).[/list]

[i]Priest[/i]
   [list] *Dominate Mind now shares Diminishing Returns with all other Mesmerize effects.
    *Holy Word: Chastise now shares Diminishing Returns with all other Mesmerize effects.
    *Psychic Horror now shares Diminishing Returns with all other Mesmerize effects.
    *Psychic Scream is now a level-15 talent, replacing Psyfiend, and has a 45-second cooldown (up from 30 seconds).
    *Rapture no longer has any effect beyond removing the cooldown of Power Word: Shield.
    *Void Tendrils’ Root effect now has a chance to break if the target takes sufficient damage.
Rogue
    *Dismantle has been removed.
    *Paralytic Poison has been removed and replaced by Internal Bleeding.
        *Internal Bleeding: Causes successful Kidney Shots to also apply a periodic Bleed effect for 12 seconds, with damage increasing per combo point used.[/list]

[i]Shaman[/i]
    [list]*Ancestral Swiftness can no longer turn Hex into an instant-cast spell.
    *Earthgrab Totem now shares Diminishing Returns with all other root effects.
    *Maelstrom Weapon can no longer reduce the cast time of Hex.
   *Bug Fix: Glyph of Shamanistic Rage should no longer cause Shamanistic Rage to incorrectly dispel Unstable Affliction or Vampiric Touch that has been modified by the PvP 4-piece set bonus.[/list]

[i]Warlock[/i]
   [list] *Blood Horror’s cooldown has been increased to 60 seconds (up from 30 seconds) and now shares Diminishing Returns with all other Mesmerize effects.
    *Felhunter: Spell Lock now only interrupts spell casting and no longer Silences the enemy.
    *Mortal Coil now shares Diminishing Returns with all other Mesmerize effects.
    *Observer: Optic Blast now only deals damage and interrupts spell casting. The ability no longer Silences the enemy.
    *Sear Magic’s cooldown has been increased to 30 seconds (up from 20 seconds).
    *Succubus: Seduction and Shivarra: Mesmerize now have a 30-second cooldown.
    *Terrorguard no longer casts Terrifying Roar when it dies.
    *Unbound Will’s cooldown has been increased to 2 minutes (up from 1 minute).
    *Voidwalker: Disarm and Voidlord: Disarm have been removed.[/list]

[i]Warrior[/i]
   [list] *Charge now Roots the target (instead of stunning). The Root effect does not share a Diminishing Return with other Roots.
    *Warbringer now causes Charge to stun the target for 1.5 sec instead of rooting it.
    *Disarm has been removed.
   *Intimidating Shout now has a 6 sec duration in PvP (down from 8 sec).[/list]

Buffs and Debuffs

All specializations provide some common buffs and debuffs. These are important to the game because they encourage cooperation, make you stronger when you work together with others, and promote Raid composition diversity. However, we saw room to revise these buffs and debuffs. We also spread around some of the harder-to-find Raid buffs/debuffs, especially for specializations that brought relatively few.

Weakened Armor and Physical Vulnerability were effectively redundant, both filling the role of increasing Physical damage taken by the target. So, we removed Weakened Armor and widened the availability of Physical Vulnerability a bit.

[i]Weakened Armor[/i]
    The following abilities no longer apply the Weakened Blows effect.
        [list]*Druid: Faerie Fire now applies Physical Vulnerability, increasing Physical damage taken by 4% for 30 seconds.
        *Warrior (Protection): Devastate[/list]
    The following abilities have been removed.
       [list] *Hunter Pets: Tallstrider: Dust Cloud, Raptor: Tear Armor
        *Rogue: Expose Armor
        *Warrior: Sunder Armor[/list]

Weakened Blows was a debuff that mattered almost exclusively to tanks, and that every tank automatically applied. We removed the debuff and reduced creature damage to compensate.

[i]Weakened Blows[/i]
    The following abilities no longer apply the Weakened Blows effect.
        [list]*Death Knight (Blood): Scarlet Fever
        *Druid: Thrash
        *Monk: Keg Smash
        *Paladin: Crusader Strike; Hammer of the Righteous
        *Shaman: Earth Shock
        *Warrior: Thunder Clap[/list]
    The following abilities have been removed.
        [list]*Hunter Pets, Bear: Demoralizing Roar; Carrion Bird: Demoralizing Screech[/list]

The Cast Speed Slow was a debuff type that mattered almost exclusively to PvP, and made combat much less fun for casters in addition to encouraging the use of instant-cast spells. We decided that it was best to remove casting speed debuffs.

[i]Cast Speed Slows[/i]
    The following abilities no longer slow the target’s casting speed by 50%.
        [list]*Death Knight: Necrotic Strike
        *Mage (Arcane): Slow
        *Additionally, Slow can now affect more than one target at a time.[/list]
    The following abilities have been removed.
       [list] *Hunter Pets, Core Hound: Lava Breath; Fox: Tailspin; Goat: Trample; Sporebat: Spore Cloud
        *Rogue: Mind-numbing Poison
        *Warlock: Curse of Enfeeblement[/list]

As part of a push to combine the different types of Haste in the game as much as possible, we merged Spell Haste and Attack Speed into just Haste, which benefits everyone.

[i]Spell Haste and Attack Speed[/i]
    The following abilities now provide a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (previously they only increased spell Haste).
        [list]*Druid (Balance): Moonkin Form
        *Hunter Pet (Sporebat): Energizing Spores
        *Priest (Shadow): Mind Quickening
        *Shaman (Elemental): Elemental Oath[/list]
    The following abilities now provide a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (instead of a 10% increase to only melee and ranged attack speed).
       [list] *Death Knight (Frost, Unholy): Unholy Aura
        *Shaman (Enhancement): Unleashed Rage
        *Rogue: Swiftblade’s Cunning[/list]
    The following Hunter pet abilities have been removed.
        [list]*Hyena: Cackling Howl; Serpent: Serpent's Swiftness[/list]
Other   
    [list]*Blood Death Knights receive a new passive ability at level 80 called Power of the Grave.
 *Power of the Grave grants a bonus to Mastery to all Party and Raid members.
    *Brewmaster Monks now also learn Legacy of the White Tiger, granting 5% increased Critical Strike chance to all Party and Raid members.[/list]
    The following abilities now also increase magic damage taken by the target by 5% for 15 seconds.
        [list]*Monk (Windwalker): Rising Sun Kick
        *Priest (Shadow): Mind Blast

[/list]


Instant Cast Heals

Over time, healers have gained a bigger and bigger arsenal of heals that they can cast while on the move, which removes the inherent cost that movement is intended to have for them, while also limiting players’ ability to counter healing in PvP. This left Silences and crowd control (which we’re trying to curb—see "Pruning the Garden of War") as the only ways to actually limit an enemy player's healing output. We're still preserving the option to instantly heal, but are reducing the number of instant-cast healing abilities overall. Raid and dungeon encounter damage during high-movement phases will be adjusted accordingly. Here are some examples:

[i]Druid[/i]
    [list]*Wild Growth (Restoration) now has a 1.5-second cast time (up from instant cast).[/list]
[i]Monk[/i]
    [list]*Uplift (Mistweaver) now has a 1.5-second cast time (up from instant cast).[/list]
[list]Paladin[/list]
    [list]*Eternal Flame now has a 1.5-second cast time (up from instant cast) for Holy Paladins.
    *Light of Dawn now has a 1.5-second cast time (up from instant cast).
    *Word of Glory now has a 1.5-second cast time (up from instant cast).
    *Guarded by the Light (Protection) now also makes Word of Glory and Eternal Flame instant cast.
    *Sword of Light (Retribution) now also makes Word of Glory and Eternal Flame instant cast.[/list]
[i]Priest[/i]
  • Prayer of Mending now has a 1.5-second cast time (up from instant cast).

  • Cascade now has a 1.5-second cast time (up from instant cast).

  • Divine Star now has a 1.5-second cast time (up from instant cast).

  • Halo now has a 1.5-second cast time (up from instant cast).

Tank Vengeance and Resolve

The changes to tanking made in Mists of Pandaria turned out quite well, overall. But there were a few rough parts that we're going to smooth over. The biggest one is the offensive capabilities of Vengeance. We like that tanks can provide meaningful DPS to their group, however, it swung wildly based on the fight, even surpassing the dedicated damage dealers occasionally. To solve this, we're going to remove the offensive value of Vengeance, but preserve the defensive value, by making it increase the effect of your active mitigation buttons, instead of Attack Power.

[i]General[/i]
    [list]*Vengeance has been removed and replaced with a new passive ability, Resolve. 
        *Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.[/list]

Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery, in addition to the stat’s existing benefits. That also helps keep secondary stats balanced in offensive value for them.

[i]Death Knight[/i]
    [list]*Mastery: Blood Shield now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.[/list]
[i]Druid[/i]
   [list] *Mastery: Primal Tenacity now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.[/list]
[i]Monk[/i]
    [list]*Mastery: Elusive Brawler now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.
    *Brewmasters no longer deal 15% less damage.[/list]
[i]Paladin[/i]
    [list]*Mastery: Divine Bulwark now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.[/list]
[i]Warrior[/i]
    [list]*Mastery: Critical Block now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.[/list]

Quality of Life Improvements

Facing Requirements

Strict facing requirements can be frustrating to deal with, especially in hectic Raid combat or PvP environments. In order to ease this frustration, we decided to remove or significantly loosen the facing requirements of all attacks that required the player to be behind their target.

  • Druid: Shred no longer requires the Druid to be behind the target.

  • Rogue: Ambush no longer requires the Rogue to be behind the target.

  • Rogue (Subtlety): Backstab can now be used on either side of the target, in addition to behind the target.

Resurrection Mana Costs

We reduced the mana cost of all resurrection spells to 4% of base mana, so that mana isn't an inhibitor on the Raid or Party's ability to recover from a wipe. Cast time already functions as the primary cost of these spells. Note that Priests' Resurrection spell was already at 4% of base mana, so it remains unchanged.

Druid: Revive, Monk: Resuscitate, Paladin: Redemption, and Shaman: Ancestral Spirit now cost 4% of base mana (down from between 10% and 50%).

Automatically Learned Glyphs

While leveling, characters unlock Glyph slots at several specific levels. However, in order to get glyphs, characters need to visit an Auction House (and potentially pay way more gold than an average character of that level has yet), or know a Scribe from which to request them. To solve this, we've made characters learn some Glyphs automatically as they level.

All classes now learn some of their Major Glyphs as they level. Recipes for these Glyphs have been removed.
    [list]*At level 25, the following Glyphs are automatically learned by characters of the appropriate class: Entangling Roots, Fae Silence, Ferocious Bite, Maul, Omens, Cat Form, Liberation, Pathfinding, Frost Nova, Blink, Fortuitous Spheres, Rapid Rolling, Afterlife, Harsh Words, Flash of Light, Alabaster Shield, Dazing Shield, Avenging Wrath, Templar's Verdict, Levitate, Holy Fire, Fade, Deadly Momentum, Stealth, Flame Shock, Thunder, Healing Storm, Healing Wave, Spiritwalker's Grace, Siphon Life, Drain Life, Demon Training, Ember Tap, Long Charge, Victory Rush, Bloodthirst, Gag Order
    *At level 50, the following Glyphs are automatically learned by characters of the appropriate class: Might of Ursoc, Nature's Grasp, Rebirth, Rejuvenation, Savagery, Mending, Chimera Shot, Black Ice, Polymorph, Spinning Crane Kick, Denounce, Divine Storm, Word of Glory, Reflective Shield, Smite, Mind Blast, Recuperate, Totemic Recall, Fear, Executor
    *At level 60, the following Glyphs are automatically learned by characters of the appropriate class: Dark Succor, Unholy Command, Death Grip
    *At level 75, the following Glyphs are automatically learned by characters of the appropriate class: Death and Decay, Dash, Faerie Fire, Healing Touch, Master Shapeshifter, Misdirection, Slow, Frostfire Bolt, Water Elemental, Breath of Fire, Mana Tea, Fists of Fury, Light of Dawn, Final Wrath, Double Jeopardy, Penance, Renew, Dispersion, Ambush, Cheap Shot, Lightning Shield, Eternal Earth, Healthstone, Bull Rush, Enraged Speed, Shield Wall[/list]

Professions

Some of our goals with Professions in Warlords of Draenor are to make them more of a personal choice, and less of a mandatory “min/max” selection. To that end, we're removing the direct combat benefits of Professions. Additionally, we've made it easier to level Mining and Herbalism. Healing Potions have gone mostly unused lately, compared to combat stat potions. We chose to solve that problem, along with a problem with Warlock utility, by having Healing Potions and Healthstones share cooldowns.

  • Herbalists can now harvest herbs throughout the game world without hard skill requirements. The yield an Herbalist will be able to harvest from each node is now determined by skill level.

  • Miners can now harvest mineral nodes in outdoor areas of the game world without hard skill requirements. The yield a Miner will be able to harvest from each node is now determined by skill level.

  • Healing Potions no longer share a cooldown with other potions, but instead share a 60-second cooldown with Healthstones. The cooldown will not reset until the player leaves combat.

Class Changes

DEATH KNIGHT
DRUID
Ligia

Shadow Priests had one large problem toward the end of Mists of Pandaria: single-target damage. Their AoE and multi-DoT damage was some of the best around, so they still ended up competitive on most fights. But, in any fight that was mostly single-target, they felt lacking. Additionally, one of the new stats we're adding in Warlords of Draenor, Multistrike, is almost exactly what their current Mastery, Shadowy Recall, does for DoTs. So, we took these two problems and came up with a change that we think will solve both of them. The result is a new Mastery, which primarily increases single-target damage. Shadow Priests who want to focus on single-target damage can aim for Mastery in their gearing; or, when multi-dotting is more valuable, prefer other secondary stats over Mastery.

Shadow Priest’s Mastery (Shadowy Recall) has been replaced with a new Mastery: Mental Anguish.
    Mastery: Mental Anguish: Increases the damage of Mind Blast, Mind Spike, Mind Flay, and Mind Sear by 20%.

There are a few other miscellaneous changes. One is a quality-of-life change for healing Priests. The other is a fix for a problem with Void Tendrils, where it lasts its full duration against creatures that had no way to attack it (such as in certain Raid encounters). Note that the health reduction is to keep it where it was in health, compared to player health doubling. The third is an efficient AoE healing spell for Discipline Priests.

Prayer of Mending from multiple Priests can now be on the same target, and can be on multiple targets from the same Priest.
Void Tendrils now have 10% of the Priest’s health (down from 20%), and damage dealt to the rooted target is now also dealt to the Void Tendril itself.
Angelic Feathers, if cast on players, will always prefer the casting priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended, instead of replaced.
Holy Nova is no longer available via a Major Glyph, and is instead a Discipline specialization spell.  Its mana cost has been lowered and its healing increased.  It is intended as the efficient area-of-effect (AoE) healing spell for Discipline Priests.
Cascade, Divine Star, and Halo no longer heal allies but are instant cast for Shadow Priests, or damage enemies for Discipline or Holy Priests.

Rogue

In our efforts to reduce cooldown stacking across the game, we chose to remove the damage increase from Tricks of the Trade. And second, we decided to loosen the weapon requirements on Assassination. It's important to note that we still intend for daggers to be the optimal choice for Assassination Rogues, but this change will help Rogues who want to try out Assassination but don't have two daggers.

Tricks of the Trade now has no energy cost and no longer increases damage caused by the target by 15%.
Assassin’s Resolve no longer requires daggers to function.
Dispatch can now be used with fist weapons or one-handed swords, dealing 331% weapon damage (instead of 480%) when used with those weapons instead of a dagger.
Mutilate can now be used with fist weapons or one-handed swords, dealing 137% weapon damage (instead of 200%) when used with those weapons instead of a dagger.
Sinister Strike now deals 188% weapon damage when used with a dagger (instead of 130%).

Bandit's Guile is an interesting mechanic that is important to Combat gameplay, but wasn't working out quite as well as we think that it could. In particular, there's basically no way to adjust when you're going to be in Deep Insight, other than stopping your rotation (and thus wasting energy, combo points, temporary effects, cooldown time, etc.). So, we're making an adjustment to Revealing Strike and Bandit's Guile. The intention here is that you can use Revealing Strike in place of Sinister Strike when you want to delay Deep Insight (such as to line it up with a specific upcoming fight mechanic), and have little lost damage besides the overall Deep Insight uptime. We don't expect this nuanced rotation adjustment to be used by all Combat Rogues, but having a little more control over the pace of your rotation will be useful to some.

Revealing Strike now deals 20% more damage, but no longer advances Bandit's Guile.

Among some other changes to Rogue AoE damage, we wanted to make sure that Fan of Knives benefitted from Seal Fate.

Seal Fate now also grants a combo point for area attacks that critically strike the Rogue's primary target.

Honor Among Thieves is an extremely powerful ability, but has the downside that it adds significant disparity between character power while soloing and while in a group. We made this change to bring up the soloing Subtlety Rogue, without having a significant impact on their performance while in a group.

Honor Among Thieves can now also be triggered by critical hits from the Rogue's melee Auto Attacks.

A couple of Rogue abilities do periodic damage, but don't have an intended alternative if that periodic is already on the target. We made these abilities roll remaining damage from their previous effect into the new effect, so that it's still ideal to use them again in these cases.

Crimson Tempest's periodic damage now has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.
Hemorrhage's periodic damage now has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.

Subterfuge has proved too powerful, and frustrating to play against in PvP, so we decided to reduce its defensive capabilities, while preserving its offensive power. We changed the Subterfuge period to allow the use of stealth abilities without actually stealthing you, similar to Shadow Dance.

Subterfuge now allows you to use abilities that require stealth for 3 sec after leaving Stealth, instead of actually staying stealthed for 3 sec.

Shaman

Shaman has received a variety of changes, most of which are specialization-specific.

For Elemental and Enhancement, we had a few problems to solve. Enhancement suffers from having their damage split among so many damage sources that none of it feels impressive. We changed the damage of several abilities to try to reorganize their damage into fewer, more impactful abilities, while keeping the net total the same. For a long time Elemental Shaman were one of the specs most impacted by movement, at a time where other casters were increasingly able to cast while moving.

For Warlords of Draenor, we're pulling back on the ability for many casters to deal damage while moving, and that includes Elemental. They will still have some ability to deal damage while moving, through Shocks, Unleash Weapon, and instant Lava Bursts. For Chain Lightning, we wanted to reduce the impact of Haste soft capping, and so changed Shamanism to increase damage instead of reduce cast time. Additionally, we simplified Wind Shear by removing its impact on threat, which no longer matters.

Searing Totem: Searing Bolt damage increased by 65%.
Earth Elemental deals 90% less Auto Attack damage.
Primal Earth Elemental's Pulverize ability no longer deals damage.
Unleash Flame no longer deals direct damage, but now increases the damage of the Shaman’s next Fire spell by 40% (up from 30%).
Unleash Frost no longer deals direct damage, but now always snares the target by 70% (rather than only when the target is already snared by a Frost spell).
Unleash Wind no longer deals direct damage, but now increases attack speed by 60% (up from 50%).
Lightning Bolt is no longer castable while moving by default. Effects like Spiritwalker’s Grace can still make the spell castable while moving.
Shamanism no longer reduces the cast time of Chain Lightning, but instead now increases the damage of Chain Lightning by 100% (up from 70%).
Wind Shear no longer affects threat.
Windfury Weapon no longer has a 3-second internal cooldown.

Restoration Shaman had the most passive and smart healing of any healer, and so received some reductions in that area, along with buffs elsewhere to keep them competitive. One particular change is to Mana Tide Totem, which we made less effective for other players, but still just as effective for the Shaman. We like that Shaman could help other healers out on mana, but it was just too strong, significantly impacting how those other healers gear themselves.

Chain Heal now heals each chain target for 15% less than the previous target.
Unleash Life no longer increases the healing from Healing Rain.
Earthliving Weapon now increases healing done by 5% (instead of increasing healing Spell Power by a flat amount).
Healing Stream Totem’s mana cost has been reduced to 10% of base mana (down from 23.5%), and its healing has been reduced by 50%.
Glyph of Totemic Recall now only increases the mana returned from recalling your totems by 25% (down from 75%).
Mana Tide Totem now increases the Spirit of allies by 50% (down from 200% of the Shaman's Spirit). It remains unchanged (200%) for the Shaman activating the totem, and it still ignores temporary Spirit buffs.
Conductivity is no longer triggered by damaging spells for Restoration Shaman, or by healing spells for non-Restoration Shaman.

Warlock

Warlocks received a number of cut abilities (see Ability Pruning above), but remain relatively unchanged. They saw the most change of any class in Mists of Pandaria, and so were in need of less revision this time around.

We did feel that Warlocks brought too much unique Raid utility, so decided to tone down Healthstones and Demonic Gateway. We moved Healing Potions and Healthstones into a cooldown of their own, and made them usable once per combat. For Drain Life, we reduced the base healing somewhat, but massively increased the effectiveness of the Glyph which increases its healing, so as to help open up more potential Drain Life use in ideal situations. And lastly, we simplified Shadowburn a bit.

Healthstone's cooldown will now not reset until the player leaves combat. Healing from this ability can no longer be a Critical Effect.
Demonic Gateways no longer have charges (up from being limited to 5 charges). Every Party or Raid member can use them once every 90 seconds (up from 45 seconds). The maximum distance apart they can be placed is now 40 yards (down from 70 yards).
Drain Life now heals for 30% less than before.
Glyph of Drain Life now increases the healing of Drain Life by 100% (up from 30%).
Shadowburn no longer generates any mana.

Warrior

We wanted to fix a few problems with Warriors. First, we still weren't happy with Arms' rotation (and neither were many players), so we've made some more changes, primarily through cutting abilities (see Ability Pruning above).

As with other classes, we wanted to reduce cooldown stacking. Cutting Skull Banner did a ton to help that across the whole game. But for Warriors specifically, we needed to make further changes, including merging some of the personal benefit of Skull Banner back into Recklessness. Also, to make up for Throw being removed, we modified Heroic Throw to be more frequently usable.

Recklessness now increases Critical Strike chance by 15% (down from 30%) and increases Critical Strike damage by 10% (up from 0%).
Shattering Throw no longer reduces the armor of the target; it only does damage and breaks immunities.
It also is no longer learned via any specialization, but instead through a new Major Glyph, Glyph of Shattering Throw.
Heroic Throw now has a 6-second cooldown (down from 30 seconds), but now has a 15 yard minimum range.

Haste has long been a problematic stat for Warriors, usually being of little value. As part of our commitment to ensuring all secondary stats are valuable (except Bonus Armor for non-tanks and Spirit for non-healers, of course), we're making a significant change to Warriors, to ensure that Haste has strong, competitive value. We're giving all Warriors a new passive, which lets haste affect their global cooldown, and the cooldowns of their very-short-cooldown rotational abilities.

Headlong Rush is a new passive ability for Warriors:
    Headlong Rush: Haste reduces global cooldown and the cooldowns of Mortal Strike, Bloodthirst, Shield Slam, and Thunder Clap.

Protection Warriors have received a few notable changes. First, we removed Dodge and Parry from gear, and expect Protection Warriors to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to Crits. The aforementioned Headlong Rush also helps for valuing Haste.

Riposte has been redesigned.
    Riposte gives the Warrior +100% to Parry chance until they Parry an attack after getting a critical strike with an Auto Attack. 

A few Warrior Talents also were in need of revision. First, Second Wind was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health Warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively. For the level-60 and level-90 Talent rows, certain combinations were proving problematic. We decided that Stormbolt would better compete with Shockwave and Dragon Roar, and that Bladestorm would better compete with Avatar and Bloodbath, so swapped Stormbolt and Bladestorm's positions.

Second Wind no longer directly heals the Warrior while active. Instead, Second Wind grants the Warrior 10% Leech while active, which causes the Warrior to heal for 10% of all damage and healing done by the Warrior while active.
Bladestorm is now a level-90 Talent, swapping places with Stormbolt. 
    Bladestorm no longer allows use of Shouts while active. It does still allow the use of Taunt, Enraged Regeneration, Shield Wall, and Last Stand.
Stormbolt is now a level-60 Talent, swapping places with Bladestorm.

Fury Warriors are receiving updates to spell alerts to improve usability.

Bloodsurge’s spell alert has moved to the top slot instead of the left/right slots.
Raging Blow now has a spell alert on the left and right slots.

With the introduction of one of the level-100 Warrior Talents, which deals Fire damage, we also expanded Enrage to affect all damage, not just Physical damage.

Enrage now increases all damage (up from only Physical damage).
Mastery: Unshackled Fury (Fury) now increases all damage (up from only Physical damage).

We're also making a change to the design of Deep Wounds, to try to limit is effectiveness in PvP, without hurting its effectiveness in PvE.

Deep Wounds now lasts 15 seconds, or until the target is healed to full health.
YOINK

OMG luego me lo leo entero cuando tenga un segundo libre xD

Ligia

Y yo luego acabo de darle un formato legible que esta mañana no me ha dado tiempo xD vaya wall of text

Kazhenks

Brewmasters no longer deal 15% less damage.
thx blizz el resto da igual

Alist

Le quitan el lightning bolt en movimiento al chamán elemental, pero el lock lo sigue teniendo, porque él lo vale.

/clap.

1 respuesta
vSr

#1 Hola, tienes enlace de donde has sacado la info? Sin colorines me pierdo ;D

1 respuesta
Nozrwell

#8 mmo-champion.com

Nepth

Como se van a ganar la vida los Inscriptores ahora?XD

Menuda tela pf, mi Innervate a la mierda, el symbiosis...D:

B

Valiente mierda de cambios para los pollos, a parte de que se olvidan de nosotros por completo a la hora de explicar los "cambios" como han hecho con todas las demas clases y spec siguen sin arreglar nuestros problemas de AoE, algo intentan solucionar pero lo hacen peor.

Aun es una alpha asi que esperemos que caigan de la burra.

JimbojoneS

Skull Banner ---> Gone ;(
Symbiosis ---> Gone :¬¬:
Stormlash --> Gone :mad:

3 buenos cd's que meten nuevos en MoP, y a tomar por saco a las primeras de cambio xDD :palm:

más que nunca; 1 button > :f5: > WIN

Shandalar

"Los shadow tenían problemas en monotarget porque nunca nos ha dado la gana dedicarles tiempo, así que ya tenemos la solución: le cambiamos la maestría por una que buffa solamente las habilidades monotarget".

Con o si GC, esta gente siguen siendo unos genios.

Shatterz

#7 Existen muchos motivos que justifican eso. Para empezar, el casteo en movimiento del lock es un talento del último tier, no algo pasivo; elegirlo te fuerza a perder otros dos buenos talentos, y sólo afecta a 1 spell por rama: incinerates en destro, malefic en affli y sb en demon. Considerando que en pve ni demon ni affliction usan ese talento practicamente en ningún boss ya que el núcleo duro de sus spells son instantáneos y que los destro sólo lo usan en combates con muchísimo movimiento, es más que lógico que se mantenga. En cuanto a pvp, la representación y el dmg de los warlock destro en los ladders tanto de arenas como de rbg desde la wotlk es tan baja, que si suprimieran el kjc practicamente sería inexistente. Es, por tanto, normal e irrelevante para el juego que eso se mantenga.

Sin embargo, lo de los shamanes elementales clama al cielo: sólo castean parados el hex y las curas, y eso sin contar el spiritwalker y el ancestral swiftness, además de que en el ámbito pvp tienen muchísimos más peels que un warlock: tótems de raices, frostshocks, thunderstorms, forma de lobo y por supuesto, curas con o sin talentos.

Veo todos los cambios muy justos y necesarios. Dicen por arriba que el juego será 1 button win, pero con la disminución del dmg crítico sobre jugadores y el aumento de stamina, más la desaparición de muchos cooldowns ofensivos y cc´s me da que será todo lo contrario.
De todas maneras ahora es 2 button win: el de ccear al healer y la macro con los 300 cds ofensivos de cada clase para reventar a un tío en un gcd.

1 1 respuesta
ToTuS

Me espero a la pelicula.

3
Sesshoumaru1

O sea, el juego aun más para retards. Joder, estos de blizzard cada vez se coronan más.

Eigus

Nerfean los heals... o al menos eso parece al fin... despues de mil expansiones, parecen que se han dado cuenta... espero que los healers en arenas 2v2 y 3v3 esten a la par con cualquier otra clase y no un must imprescindible sin el cual no puedes hacer absolutamente nada.

T

Ya era hora de que los priest dejaran de ser inmortales.

Talekxd

Que quiten tantisimas habilidades y cds, lo veo ridiculo

Replyk

Veamos si ahora que no esta GC el wow es mucho mejor en este nueva expansión, quitando tantos cds y tanto CC me recuerda a la BC y classic donde solo X especializaciones y clases hacian X cosas

2
danyWTF

Hit and Expertise have been removed; they're no longer needed in order to reliably land attacks!

World of Warcraft, ahora también para niños de 3 años.

2 respuestas
jeke

Jugaré la expansión porque Draenor tendrá buen lore espero.

Lemelisk

#21 si, porque reforjar hasta el cap era dificilísimo

1 respuesta
danyWTF

#23 Pues no tener que hacerlo ...

Shinutoki

El golpe y pericia no aportaban nada al juego, lo intentaron arreglar añadiendo los reforges pero al final lo van a quitar del todo, lo cual no me parece mal.

1 1 respuesta
HeXaN

Tenía todo el sentido fallar contra un bicho de un trillón de toneladas, 100 metros de alto y 50 de ancho. Estadísticas absurdas, no, gracias.

1 respuesta
Meaven

#21 Explícame qué dificultad ves en llegar al cap de una stat. A mí ese cambio me parece perfecto, desde el primer momento se va a poder enfocar el personaje a lo que quieras, no tener que llegar a cierto % de hit.

El que eliminen skills inútiles tampoco me parece mal. Hay habilidades que no usas en la vida, ¿qué mas da que estén o no? A su vez la reducción de CC es positiva, es vergonzoso la cantidad de control hoy en día.

A mí personalmente estos cambios me dan esperanzas, si aumentaran la dificultad del PVE en general, y pudieras encontrarte retos fuera de la modalidad heroica/mitica o como se vaya a llamar, ya sí que sería genial. Aunque viendo los lloros que hubo por las heros de Cataclysm, aunque tampoco es que fueran gran cosa, lo dudo.

Spacelord

La dificultad de un stat no es capearlo, idealmente la dificultad de un stat está en la elección. Si un stat es tan fácilmente capeable que te olvidas de él en el primer tier de contenido, sí, lo podrían quitar directamente porque, total, para eso que no pongan nada. Lo realmente interesante es que subir un stat te penalice otros. En el aspecto del tankeo, por ejemplo, eso se hacía teniendo varios gears: el de vida efectiva, el de avoidance y el de aggro. Pero eso significa diseñar bosses que necesiten mucho aggro (gearchecks con timers cortos, como Hodir en Ulduar), mucho avoidance (bosses que peguen muy rápido) o mucha vida efectiva (que peguen poco pero duro).

Y, claro, eso implica trabajarse un poco los bosses. Es más sencillo convertir stats en inútiles hasta el punto de que los jugadores hasta agradecen que se quiten sin darse cuenta de que se está mongolizando el gameplay por momentos.

1 1 respuesta
Macharius

#25 #26 Pues las risas que me pegaba con mi warrior cuando un mago me hacía el PoM + PYRO y les metía un resist. XD

Kazhenks

#28 mas o menos igual de util que capear defensa en aquel entonces, ahora le das a un boton en un addon, te reforja los 2 caps y listo, y lo que comentas sigue pasando, mientras no seas pala prot o druid tienes varias opciones para elegir stats

RIP vengeance