I Guess no more spamming 4k Shields on my Main Tank.Oh well.
Remove Seal Twisting
Remove moonkin
What , you couldn't add a CD to the Divine light shield, you had to put the heal on CD too?
Honestly this is a massive nerf to Hpala, and a real disappointment considering we stuck through bottom of the pack healing for so long. Guess it's time to finally main my Priest, and it has some interesting buttons to click! This was most likely the plan all along from the dev team, why fix Hpala when you can just make nobody want to play it.
No surprise, devs are clueless
Shaman is legitimately the "hero class" of SoD lmao
Like ik mindflay was super good for shadow priest but idk y the nerf. It brought shadow priest in a good spot. Not first and not last
Hunter TNT initially did 50% of melee AP at the start of phase 4last week it was changed to 25% of thr higher of ranged or melee APif it is now changed to only melee AP at 25%, this is a mild nerf to melee hunter and a massive nerf to ranged hunter.*EDIT*apprently TNT had no changes this week according to official notes
i just wanna know why can't hunters be on top? ever? whenever hunters are on top of the dps we get a nerf, I didn't see shamans get nerfed last phase, neither warriors. now rogues are gonna be top dps, are they gonna get nerfed too? DONT YOU REALISE SOMEBODY GOTTA BE ON TOP? WHY NOT HUNTERS? WHY NOT THE ONLY DPS ONLY CLASS?
It's legit insane that it took this long to buff raptors fury, when I, and many other hunters have been screaming into the void how bad it was. and it took almost 2 months for them to fix it. Absolutely insane. Now let's see if they do anything to "Hit and Run" the back rune that literally no hunter is using, probably not because these devs are clueless even when someone else does their job for them. Dual Wield Specialist should make mongoose bite strike with both weapons as well, and make flanking strike better because it basically requires you to have broken tooth to function unless you have godlike luck. Melee specialist after it was nerfed into the ground is basically useless, and just pushes slot machine like mechanics onto a spec that is so rng heavy it's not fun to play. Should actually give melee hunters a head rune because they have to use Rapid Killing for the ablility to use Rapid Fire for melee, it should let you shoot in range or something to be useful beyond a single cd. Make Beast Mastery great again, idk.
I desperately hope they revert some of the tnt nerfs in favor of making the explosive trap damage effect the DoT instead of the initial damage.Everyone knows they're targetting it because of PvP complaints, but they're just making it useless instead of addressing the problem of AoE pvp burst.If they want to add ranged hunter diversity, buff focus fire, make one of the other chest runes playable, and give us an alternative to trap launcher for pve.*EDIT*apprently TNT had no changes this week according to official notes
There are no buffs to any tank threat (or nerfs to Paladin's threat, which is just miles and miles ahead of everyone else). Why is it okay for Paladin tanks to do double the amount of threat of any other tank? There are no changes to tank damage despite Rogue and Warlock tanks doing miles more DPS than any other tank out there while having roughly the same survivability. Whats the point of playing any other tank?There are no changes to Druids' Wildstrikes aura, forcing bear tanks to run the Wildstrikes rune for the melee group instead of using, you know, the actual bear tanking rune SoTF - this easily could be raid-wide aura like they made the hunter aura into the last phase letting bears actually run their tank rune, and the kitties run their rune. Instead, they are forced to take Wildstrikes and completely deny them of their one legit good rune, which actually gives them an advantage by taking significantly less damage than any other tank. Nerfing rogues when they already were not the #1 DPS in raids. Absolutely gutting Paladin healers and turning them into a flash-of-light spam machine yet again, instead of you know just nerfing it a bit, but no, let's gut the entire thing completely instead of even trying to rework it differently. Buffs to melee hunters two months too late after no one is playing them anymore. This is really what they come up with after two full months of nothing and a phase 3 that lasted so long that most of the SoD population has left and is not returning, with recruitment pools drying up. All this on top of a bulls@#$ molten core mechanic that one-shots you if you don't have over a certain level of fire resist, meaning all that work you put into getting gear and ready for the raid is absolutely worthless. Also, good luck gearing your alts for raids or finding what limited people are in the recruitment pool that might be tempted to try out SoD again, only to realize there is a hard FR requirement.This dev team, including Aggrend, is so out of touch and just living on another planet. They refuse to listen to literally any of the hundreds of ideas the community has given them, INCLUDING the ones THEY ASKED THE COMMUNITY FOR INPUT ON and then just completely ignored and nothing came out of that entire Twitter thread Aggrend had made. This "balance patch" is too late, too little, doesn't fix basic core balance issues and class rune/mechanic issues, and with everything else this has just put the most sour taste in my mouth for this content. I'm officially done with SoD, gg.
Meanwhile warriors = -Skeleton at the bottom of the sea-