06
19:11
Hordemobile

Blue Posts
Absorbs such as Power Word: Shield no longer prevent Blood Power from being gained when damage is dealt by Saurfang. Casting Power Word: Shield is not a bad thing to do as the ability will absorb the damage dealt. This was an intentional 3.3.2 change. We also removed the ability to knockback the Blood Beasts off the platform and the removed of Blood Power gain from Mark of the Fallen Champion damage. We unfortunately missed getting these changes into the patch notes.
Apologies again that we were not able to announce this beforehand. No slaps in the face were intended.
We have a large team with a lot of moving parts. In this case the programmers were quicker at pushing out the fix than the designers and community team were at getting the message out. Coordination is a good thing, but too much bureaucracy attempting to foster coordination just slows down our ability to make rapid changes, something we have worked to get better at throughout WoW's history.
Our announcements of significant changes usually make it out just before or after the changes themselves. We've been making several since 3.3.2 shipped and we just fell behind on this one. Sorry.
We have a large team with a lot of moving parts. In this case the programmers were quicker at pushing out the fix than the designers and community team were at getting the message out. Coordination is a good thing, but too much bureaucracy attempting to foster coordination just slows down our ability to make rapid changes, something we have worked to get better at throughout WoW's history.
Our announcements of significant changes usually make it out just before or after the changes themselves. We've been making several since 3.3.2 shipped and we just fell behind on this one. Sorry.
We are making some adjustments to tank survivability based on what we’re seeing in Icecrown Citadel. We feel this is particularly important in preparation for upcoming Heroic attempts. This is tricky and occasionally subjective, so we might very well make more adjustments as we get even more data.
Paladin:
Sacred Duty now provides 2 / 4% Stamina, down from 4 / 8% Stamina. The cooldown advantages of the talent remain unchanged.
Death Knight:
Frost Presence now provides 8% Stamina, up from 6% Stamina.
Icebound Fortitude now provides 30% base damage reduction, up from 20% damage reduction. For a geared tank with high defense, this translates to 50% damage reduction, up from 40%.
It’s important to note that we aren’t trying to single out paladins here. We like the tank balance of warriors and druids at the moment, and we have a larger sample size of warrior tanks that we can compare. Another solution would have been to buff warriors, death knights and druids and then increase boss damage accordingly. Obviously, that would have been a much larger change with greater risks and a longer delay.
Though Ardent Defender is always a possible target for changes, we like that this talent provides such a distinction between warriors and paladins. Rather than have all the tanks have the same health, armor, avoidance and cooldowns, we’d rather have four unique tanking classes rather than just superficial or artistic differences. Yes, that design is harder to balance, but we think class distinction is ultimately more interesting, which is better for the long term health of the game. The goal remains to have all four tanks be viable for any encounter, assuming sufficient gear and skill, and any differences in performance on individual encounters to be minor. “Minor” is obviously a subjective term.
Please note that the death knight change will result in a small survivability increase in PvP, which we think is appropriate. We chose it partially with that in mind.
Paladin:
Sacred Duty now provides 2 / 4% Stamina, down from 4 / 8% Stamina. The cooldown advantages of the talent remain unchanged.
Death Knight:
Frost Presence now provides 8% Stamina, up from 6% Stamina.
Icebound Fortitude now provides 30% base damage reduction, up from 20% damage reduction. For a geared tank with high defense, this translates to 50% damage reduction, up from 40%.
It’s important to note that we aren’t trying to single out paladins here. We like the tank balance of warriors and druids at the moment, and we have a larger sample size of warrior tanks that we can compare. Another solution would have been to buff warriors, death knights and druids and then increase boss damage accordingly. Obviously, that would have been a much larger change with greater risks and a longer delay.
Though Ardent Defender is always a possible target for changes, we like that this talent provides such a distinction between warriors and paladins. Rather than have all the tanks have the same health, armor, avoidance and cooldowns, we’d rather have four unique tanking classes rather than just superficial or artistic differences. Yes, that design is harder to balance, but we think class distinction is ultimately more interesting, which is better for the long term health of the game. The goal remains to have all four tanks be viable for any encounter, assuming sufficient gear and skill, and any differences in performance on individual encounters to be minor. “Minor” is obviously a subjective term.
Please note that the death knight change will result in a small survivability increase in PvP, which we think is appropriate. We chose it partially with that in mind.
We are currently in the process of applying two hotfix improvements to the Nibelung staff. The first change is that we are improving the chance for a val’kyr to proc from 1% to 2%. While this may not seem like a significant improvement, it will be notable and result in the val'kyr appearing more often.
The second change is that anytime a summoned val’kyr casts her smite spell, she will heal herself for 25% of her maximum health. This will help keep them alive when AoE damage is happening but not make them invincible as we still want them to feel like a summoned creature and not a special form of a DoT spell that has awesome art.
We understand the frustrations players have had with this weapon so far. We currently plan to make more proc weapons in the future and are committed to making this and other proc weapons fun and competitive items.
The second change is that anytime a summoned val’kyr casts her smite spell, she will heal herself for 25% of her maximum health. This will help keep them alive when AoE damage is happening but not make them invincible as we still want them to feel like a summoned creature and not a special form of a DoT spell that has awesome art.
We understand the frustrations players have had with this weapon so far. We currently plan to make more proc weapons in the future and are committed to making this and other proc weapons fun and competitive items.
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