Tarlo
Hello!
The first change we've seen to Beast Mastery hunters is that
战争命令's chance to reset the cooldown of
杀戮命令 got reduced from 50/100% to 25/50%. This is a relatively impactful change for just one talent, as the talent was part of the "engine" behind the Beast Mastery Pre-Patch playstyle. This results in a ~6% loss on single-target and a ~3-4% loss to AoE, which isn't the worst thing ever considering that many other specs ended up much worse off in this tuning round. This change will however be notably larger at level 70, mostly because of the currently-unobtainable
凶暴兽群 talent synergizing well with
战争命令, leading to upwards of a ~10% single-target loss at max level, although this particular build was likely overperforming to begin with. The change also means a slight increase in RNG in your rotation as resets are no longer guaranteed, but this shouldn't lead to large swings in terms of output. It will just be a gameplay difference.
In the short term this does not mean any changes in terms of talents. The rotation does sees some changes, even though your ablility priority technically won't change much. The rotation becomes less about alternating
倒刺射击 and
杀戮命令 and now involves more
眼镜蛇射击s as you won't has as many
杀戮命令s available to you now. As much as this current "two-button" playstyle was widely enjoyed, it is understandable for Blizzard to nerf a playstyle which mostly ignores one of your main abilities. This would likely have been more of an issue at level 70 when you can learn
凶暴兽群 to further increase your
杀戮命令 generation. This would likely have locked Beast Mastery into a very similar playstyle and talent build for most of Dragonflight, which they probably wanted to avoid. This change opens up the free GCDs to use on other abilities. However, it's important that they also make these other abilities interesting to press too, namely
夺命射击,
荒野的召唤 眼镜蛇射击 and by extension
野性守护 could use some changes or improvements. This would truly open up other talent builds and make full use of our talent tree.
The other change we saw was that hunter healing towards the pet (via
治疗宠物 and
意气风发) no longer indirectly heals the hunter via leech. This was a relatively unknown interaction which is a shame to lose, as it had niche uses. While the extra healing from
意气风发 would often cause overhealing (especially with
春回大地 in the mix), using
治疗宠物 was a nice last resort to have available and was quite useful in solo content, especially when soloing old raid bosses. This by extension means
荒野医疗 loses a potential niche as a defensive talent outside of solo content. I don't really see a reason for them to have changed this interaction but it's not going to affect most hunters too significantly in the end.
Windwalkers were apart of a large tuning pass done on Friday October the 31 that, fitting for Halloween, terrified many class and spec communities. For Windwalkers this came in the form of rather sweeping nerfs that included reducing the damage of
怒雷破,
旭日东升踢, and
幻灭踢, tuning down the talents,
太极鞋,
禅院教诲,
雪怒之怒,
升龙霸,
禁忌诀要,
碧玉疾风, and
雪怒的战甲. They also reduced the duration of
白虎下凡 and the damage buff of
风火雷电 and
. Thankfully, they included a Developer's note that mentioned they were looking to reduce the damage of Chi spenders with the exception of
神鹤引项踢 and
风领主之击 (CHECK), reduce the power of major cooldowns (CHECK) and reduce the effect of several powerful talents (CHECK).
When looking at the changes, they were completely justified in nearly all ways. Data from the first week had Windwalkers (and several other specs) doing a very high amount of damage relative to others. Windwalkers also had, and still have, several talents that are more or less standard in all builds, and throughout Shadowlands, Windwalker had enjoyed some of the highest burst throughput of any spec, whether in single target in Nathria due to
精序兵戈, or through Sanctum, Sepulcher, and Mythic+ due to
骨尘酒. Windwalkers had plenty of damage to lose before any concern, although that certainly doesn't stop the snap judgements of many in the community.
On Friday night I
napkin-mathed that the nerfs would end up being at least 13.5% to ST and roughly that, if not a little more, to AOE. In practice, it appears that may have been close to being correct. Sims show that, for the average S4 geared Windwalker, the change was around 12% in single target and slightly closer to 15% in AOE. Given the damage that Windwalker was doing, these changes appeared to have had the desired effect of brining Windwalker's single target closer to the average and reining in their AOE, without pushing the spec too far down.
Looking ahead to Dragonflight, Windwalkers should be fortunate to find that the current strength of the spec is as much due to Dragonflight systems as it was Shadowlands ones, and that losing the Shadowlands systems should not cripple the spec in any sense of the word. In fact, the current Dragonflight tier bonuses appear to be very strong for Windwalker and should help to offset much of the damage loss from these past nerfs, without risking Windwalkers pushing back into the "overpowered" category. While it was certainly a scary moment for many in the Windwalker community, especially those newer Windwalkers who haven't experienced the long history of ups and downs like some of us have, Windwalkers currently stand in a good place relative to other specs, and should remain such in Dragonflight.