Blizzard
The next PTR build should have a round of changes aimed at addressing various concerns with Frost. The major issues we're focused on are:
- The spec is too dominated by Sopro de Sindragosa (which has knock-on effects on talent choice throughout the tree).
- Sopro de Sindragosa, when you do use it, can be maintained for far too long. In addition to causing the talent/legendary lock-in around it, it means the demand for continuous time on target is very strict for extended periods of time.
- The spec has many talents/legendaries that (individually or taken together) flood it with resources. Breath contributes to this by encouraging you to take all of them, but it's also a problem on its own.
- Talent balance generally has to be reviewed, especially after addressing all of the time.
- We're trying to limit the scope of the changes in the patch, to address the above without opening up the core rotation for changes.
We want to preserve the identity of
Sopro de Sindragosa, including the steady resource drain being the main limiting factor, and the expression of skill in optimizing around that. So in trying to avoid less natural solutions like capping the duration or redesigning how it works, we're trying to limit the talent/legendary synergies that cause huge variance in how long Breath can be maintained. And breaking the
Sopro de Sindragosa/
Arma Rúnica Faminta interaction, on its own, goes a very long way toward making Breath's duration more reasonable again. DPS adjustment for the change is being put mostly into the baseline spec rather than into the power of Breath, because it's currently so far ahead of other setups.
Using even a small subset of all of the above effects causes the rotation to be quite flooded. They are all being either weakened in power (with compensation to the baseline spec), or given non-resource-granting effects for part of their value. In addition, the two most egregious offenders (
Eficiência Assassina and
Berrante do Inverno) can no longer be taken together.
Overall, there should now be a much broader set of talent combinations that produce a good-feeling rotation in which there are resources to do something on most GCDs, but you're still able to spend them down. Including, for example, during
Arma Rúnica Faminta, which is overly hectic or frustrating right now when you can't spend all of its resources.
In addition, the talent rearrangement puts Frozen Pulse on a row with two predominantly AoE talents, which is a better home for it. The Frozen Pulse/
Garras Gélidas ("machinegun") synergy is preserved, but can no longer be taken alongside
Atenuação Rúnica as well.
NB: The Hungering Rune Weapon bug may be fixed on live shortly as well, after we test the fix and analyze the impact.
Minor talent rebalancing to match the above rearrangements and talent changes; numbers are likely to be updated as the rest of the changes settle into place.
Breath can retain its role as a talent that encourages building around it to some degree (and its synergies with things like
Atenuação Rúnica,
Vontade Renovada de Koltirus, and
Selo da Necrofantasia are preserved). But without the overpowering
Arma Rúnica Faminta interaction, there is a lot more room for other builds to compete, and we've buffed the spec's baseline damage a great deal to shift the landscape towards all talents being closer together in DPS.
As always, we'll continue to examine all of these changes based after people can start to test them on PTR.
EDIT: Added Frozen Pulse change which was missed when I copied changes into the post earlier. As with the other changes, this is meant to make Frozen Pulse balanced within its new row, and meant to be accounted for in the overall DPS increase above.
I believe a few more updates actually made their way into the next PTR (some potentially still in progress):
--
Obliteração now causes
Impacto Uivante to grant
Máquina Assassina, as well as
Golpe Gélido. This should help with feeling like you can use
Geada procs without interfering with
Obliteração.
--The overall damage buff is 21%, not 27%. Just a new estimate of what's correct to roughly account for all the talent changes.
Descansar assured the goal is to find the accurate amount by which the talent changes would hurt total DPS and correct for that, even before looking into possible further adjustments for class balance.
Finally, the L75 row is generally redesigned. The overall situation seemed to be that
Permafrio did a rather low amount of shielding, but was usually taken because the other options had so little use. Some of this might be a little preliminary, but the ideas on PTR are:
--
Permafrio shields for 75% of autoattack damage (from 30%).
--
Andarilho Branco redesigned to: "Wraith Walk cools down 100% more quickly anytime no enemy is within 10 yards."
--New talent Inexorable Assault (replacing
Blindagem Volátil): "For every 2 seconds spent in combat without melee attacking, you gain a stack of Inexorable Assault. Each stack causes your next autoattack to deal additional Frost damage."
(PTR numbers might vary slightly from the above)
Both of the new talents are going in a direction we want to better explore on slow melee specs like Frost: helping to address time off target, without power-creeping general movement capability. Overall, sprints and gap closers are very prevalent on melee specs (likely too much so across the game), and it's been increasingly hard to deliver on slower, heavy-hitter melee archetypes. Most of that discussion is much longer-term, but I wanted to give some context for trying to resist the direction of having every melee spec use a short-cooldown sprint/charge, and try to branch out into more class-appropriate ways of dealing with the problem.
We're definitely walking an unusual line with a talent that on its face does damage, but is on a "utility row." The goal would be that you can't use it to gain damage in non-movement situations (and we may have to tweak the timing or other aspects of exactly how it works in order to do that).
And on a fight where you are forced to sometimes be off-target (which is common), Inexorable Assault would add damage, to be sure--but so does essentially every movement talent on any spec. The fact that it has a place in your damage meter breakdown is unusual but is a bit of a red herring. It's still merely recouping some damage that you'd otherwise have lost, no differently from a talent that lets you get back to the boss more quickly.