Warrior an druids still need much love, its a step but a tiny one.
I like the warrior changes :D I only really use my warrior to run old raids for weapon transmogs and mounts but these changes may just make me try and tank a few low keys
As a DK main, I was hurt seeing these changes. But the way I primarily see it now is that we depend on keeping Bone Shield up, or else we have the lowest natural mitigation of any tank-- we likely won't see much action in raids like that. Bonestorm change was the most upsetting, by far, but we still have that and Gorefiend's Grasp; M+ groups should still welcome us.
Glad they managed to give more importance to maintaining Bone Shield without screwing up the class. Time for everyone to learn how to properly use a BDK.
Ursol's Vortex competing with Wild Charge is rough. One should be baseline. Bears still need more work.
Old Hand of the Protector back? Sweet!Now they just need to take it off the GCD :p
Honestly I feel like BrM was the main choice for tank because of how so many of the bosses tank abilities worked not because of it being OP in terms of numbers. Stagger will always be broken on a base level, it wont change until they do a massive rework. Personally I think the biggest change they need to make it lowering base stagger and increasing ISBs level. Obviously more so than done in 8.1. Or add some additional effects to ISB like increasing stamina only when effected by it and remove the base stagger gain. Add more risk onto getting 1 shot if you let it fall off.
How are you hurt by these changes? These make such a little difference. Bone Shield should be 100% uptime and if it's not then you're just bad at the class. Blood DK is never taken for high-end mythic progression because it's squishy, so unless you're raiding 7 days a week at the start of a tier then it doesn't effect you.
I dont think this will change anything. The buff and ners are so minimal (3,5%) that probably no one will notice. Protection warrior problems (i dont play a guardian druid so i dont know theirs) are still there: our only way to deal with unblockable damage is IP, that scales orribly so by the end of the expansion will be barely worth pressing, our ST rage generation is still awkward, we have no utility to offer which makes us subpar in M+.
- Blood DK -Three days ago you wrote an article about PTR Build 28202 where you gave the information that the Stamina increase from Veteran of the Third war(blood dk) got nerfed from 60% to 10% and not only the armor part change, this change is not in your list, is it reverted to 60%?- DH -In the same article there was an information about the range beeing removed from Spirit bomb, which can be helpfull while moving in M+.
I'll take it! I'll take that 12% more damage!The other day i was finding myself running from the priest acolytes in zuldazar (the pranking WQ) because it would take LESS time for me to run away and let them reset then to actually fight them. That is seriously not cool. This is a step in the right direction—same for my warrior brethren—but we still got a ways to go before we're in a good non-OP AF place...
prot still needs way more fixes, this isn't really anything yet. Just put it back to 90% dmg reduction like legion.
Basically RIP anyone who wants to tank on a non-monk in a mythic raid, these nerfs are nothing, and monks still have unique utility with transcendence and ring of peace. Unless they make another mandatory mass grip boss like Aggramar or stampeding roar boss like Kil'jaeden, and both of these were also bad for tank balance, I don't see much hope going forward in the tank balance in raiding department. Either Brewmaster needs a rework or the healing paradigm does, atm raids are full of spiky damage and massive melee hits, and self healing of tanks is neutered in comparison to legion, so brewmaster wins on every boss in every scenario, unless they make another Varimathras. Healing is mostly delivered in constant stream of hots, beacons, atonement etc. and it will always favour a monk over any tank with self healing or active mitigation based on finite charges. Monk requires less effort to stay alive and healers have to put less thought in healing them, they don't have to watch for big abilities or spikes of damage, just do their normal healing rotation. Monk theoretically requires more overall hps but that requirement is cut in half due to celestial fortune passive, they can take same hps as other tanks and double it through a passive. So generally they have zero weaknesses in a raid scenario, their weakness used to be lack of self-healing but when other tanks' self healing was nerfed it stopped being a meaningful strength / tradeoff at all. Brewmaster atm enables braindead tanking and braindead tank-healing in the raid and for that feature alone it will keep suffocating any form of tank variety in the raid because no one wants to play hardmode when they can play easymode. Humans always choose path of the least resistance. And the game should not permit them so, every class / spec should have a meaningful tradeoff to make, a meaningful weakness for each strength. But don't worry, BFA has more of these specs without meaningful weakness in a raid scenario, for example affliction warlock, havoc demon hunter or mistweaver monk. While other specs like boomkin, ret paladin or resto shaman have more clear "I'm good at x but I'm weak on y", some other specs seems to be good in every scenario because they're either overbuffed, overstuffed with too many tools, or equipped with universally good ones. Typical Blizzard design in action, I'm sure in 8.1 raid same classes and specs will be dominating again because most of the class changes are extremely tiny and contrary to past raid tiers you don't have OP set bonuses that could push unfavourable spec to the top for 1 season. Azerite traits are unimpactful enough to not be able to change the status quo. Majority of them are passive stat procs or increase of damage on x ability. Not anything gamechanging.P.S. My idea what should happen with brewmaster is basically going back to the roots: - remove ironskin brew and make baseline stagger much bigger, it's just a pointless maintenance buff to roll - bring back purifying as a meaningful decision instead of afterthought when you have left over charges, make it a central point of mitigation micro-management again - remove celestial fortune and bring back healing orb spawning and management as a meaningful mechanic as well, would help in solo scenarios where you don't get enough orbs atm and would make managing orbs and purifying a meaningful minigame to reduce damage taken instead "let just healers heal me and I heal for double" - give monks back meaningful tanking cooldowns instead of neutered dampen harm and extra long cd fortifying brew, so your damage intake actually goes up and down instead of being always the same - spice up their dps rotation, for example make blackout strike proc an interesting buff to some ability (something like blackout combo but reworked and baseline) - basically put more decision making into the spec so it's more complex and interactive instead of being so simple but yet overly effective
This is one of the best comments I have ever read. Very well written and I share your thoughts. Thanks for sharing.
With regards to the stagger comparison on Brewmaster, you should probably mention whether or not you had High Tolerance talented and that the stat sheet value isn't what your stagger actually is in any instanced content, only in open world. The monk discord should have the formula for the modifier in content.
I'm baffled how guardian doesnt have baseline charge/wild charge honestly, since afaik bres for guardian no longer drops bear form they should just cut wild charge for guardian even if it's small qol for other forms and give baseline charge and maybe a little speed bump to base speed since feral is so dang fast while guardian is so slow, roar CD cut in half is pretty good though. Also light of the protector off gcd pls or even just make it share gcd2 with shield just not base gcd.