2014-10-14

Table of Contents

New Features

New Character Models

World Event: Iron Horde Incursion

Revamped Group Finder/Premade Groups

Quest Log

Inventory Improvements

New Raid Structure

Boosted Characters

Character and Class Changes

Introduction to Character and Class Changes

Stat Squish

Primary Character Stats and Attack Power

Itemization Changes

Hit and Expertise Removal

Secondary Stat Attunements

Player Health and Resilience

Retuning Healing Spells

Racial Traits

Ability Pruning

Crowd Control and Diminishing Returns

Movement Speed

Buffs and Debuffs

Raid Utility Balance

Instant Cast Heals

Periodic Effects

Tank Vengeance, Resolve, and PvP

Quality of Life

Facing Requirements

Tooltip Clarity

Self- Sustainability

Reforging

Combat Resurrections

Glyphs

Professions

Transformation Effects

Classes

Death Knight

Druid

Hunter

Mage

Monk

Paladin

Priest

Rogue

Shaman

Warlock

Warrior

Additional Changes

World Environment

Quest

Raids, Dungeons, and Scenarios

PvP

Battlegrounds and Arenas

Items

UI

Guilds

Brawler's Guild

Mount Journal

World of Warcraft Patch 6.0.2: The Iron Tide

Updated: 10-14-2014

Introduction

The Dark Portal in the Blasted Lands has turned blood red. Hundreds of strange-looking orcs are violently pouring into Azeroth, killing everything that stands in their path. Nethergarde and Okril’lon have already fallen, and while the Horde and the Alliance moved as quickly as they could to get reinforcements to their people, they are too late. The Iron Horde invasion has begun.

In this desperate hour, King Wrynn and Warchief Vol’jin have called upon their greatest champions to join the front lines in the Blasted Lands and do whatever they can to stop the Iron Horde . . . before the rest of Azeroth falls before them.

Prepare yourself. Draenor is waiting.

New Features

New Character Models

Character models for races from the original game Dwarf, Gnome, Human, Night Elf, Orc, Tauren, Troll, Undead, and Draenei have been overhauled with an increase to fidelity and texture resolution; while retaining the core look and feel of the originals.

Character animations have been updated to have more personality and now support expressive facial expressions. Emotes are now more emotive!

Some of the new and improved character models can be viewed on our website.

Barber Shop now provides additional character facial-customization options.

World Event: Iron Horde Incursion

The Dark Portal in the Blasted Lands has turned blood red. Hundreds of strange-looking orcs are violently pouring into Azeroth, killing everything that stands in their path. Nethergarde and Okril’lon have already fallen, and while the Horde and the Alliance moved as quickly as they could to get reinforcements to their people, they are too late. The Iron Horde invasion has begun.

Adventurers looking to dislodge the Iron Horde’s attempts to establish a foothold on Azeroth should visit the Blasted Lands.

A specially revamped five-player version of Upper Blackrock Spire is available to level-90 characters for a limited time, and sets the stage for the coming counterstrike against the Iron Horde.

Revamped Group Finder/Premade Groups

Premade Groups is a directory of parties and raids that are looking for more people. You can browse the list of groups or list your own group for others to see. The Premade Groups tab is found in both the Dungeons & Raids and Player vs. Player sections of the now consolidated Group Finder pane.

For an in-depth explanation of Premade Groups, check out Premade Groups: Looking for Adventure.

Quest Log

The quest log has been integrated into the world map to make it easier to know where to go and what to do.

Some quest items no longer take up space in the inventory and can be accessed through the Quest Tracker.

Quest tracker automatically sorts quests based on proximity when crossing into a new zone.

Inventory Improvements

Items in the inventory now have a colored border around them to indicate their quality from Poor (grey) to Legendary (orange).

Tradeskill materials now stack up to 200 (up from 20).

Toy Box

Fun items accumulated through the course of travels now have a new home in the Toy Box. Eligible items can be learned by right- clicking on the item in the inventory. Once learned, the item is available account-wide and accessible to all characters on the account.

Want to complete the collection? Like the Mount and Pet Journal, items that haven’t been unlocked yet will show information on how the item can be obtained.

Toys awarded from quests will be automatically added to the Toy Box.

Bag Sorting and Cleanup

Bags can now be assigned to a specific item type (Equipment, Consumables, and Trade Goods). The bag will display a mini-icon showing what type of item it's assigned to.

Added a "Clean up Bags" button to automatically sort items in the character’s inventory, moving all empty slots to one area, and automatically sorting items to the correct bag. There’s also the option to ignore a bag from cleanup.

Reagent Bank

A Reagent Bank tab has been added to the Bank providing storage for raw materials.

Characters can now craft using the materials stored in both their Reagent Bank and Bank from anywhere.

Characters can visit the bank to unlock the new Reagent Bank tab providing additional storage space for profession materials.

New Void Storage Tab

Characters can now purchase an additional tab for Void Storage. That’s an extra 80 spaces!

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New Raid Structure

Each difficulty has its own lockout.

Dungeon Finder no longer has a tab for queuing into Flexible (now Normal) Raid difficulty.

Difficulty levels and Raid sizes have been restructured for Siege of Orgrimmar and new Raids going forward as shown below.

5.4.8 (Old)

6.0.2 (New)

Raid Finder (25)

Raid Finder (10-30)

Flexible (10-25)

Normal (10-30)

Normal (10)
Normal (25)

Heroic (10-30)

Heroic (10)
Heroic (25)

Mythic (20)

Boosted Characters

Newly Boosted Characters now start on the front lines in the Blasted Lands, doing whatever they can to stop the Iron Horde pouring out of The Dark Portal.

Character and Class Changes

Introduction to Character and Class Changes

Welcome to a look at character and class changes. We're trying a new patch note format, which we hope will help better convey the reasoning for many of the changes being made and what they mean for you, while providing more background into issues we're trying to solve.

Looking for a TL;DR summary of the character and class changes? Here you go!

Character stats have been squished into smaller numbers that are easier to understand. It's important to understand that this is not a nerf as enemies' stats have been squished as well.

Balanced functionality of Agility, Strength and Intellect.

New secondary stats: Bonus Armor, Multistrike, and Versatility.

Hit and Expertise have been removed; they're no longer needed in order to reliably land attacks!

The pacing of healing has been adjusted to allow for more tactical decision-making regarding efficiency and throughput, on both single-target and multi-target heals. Passive and auto-targeted healing have been reduced in effectiveness in order to emphasize the actions and choices of healers.

Racial traits have been rebalanced so that all races have similar combat performance.

All classes have had several abilities pruned, with a focus on redundant and less-used abilities to cut down on button and keybind bloat.

Amount of crowd-control in the game (primarily PvP) has been drastically reduced. Many crowd-control abilities have been removed, and many diminishing returns categories have been merged together.

Several common buffs and debuffs have been merged, or removed, where they were redundant.

All characters now learn some important Major Glyphs automatically as they level up.

Toned down the amount of instant healing in the game by giving cast times to several instant cast heals.

For Tanks, Vengeance has been redesigned and renamed Resolve.

Resolve does not increase outgoing damage, but does now increases tank self-healing and absorption based on damage taken.

Facing requirements (character positioning) on some prominent abilities have been loosened or removed.

Reduced Mana cost of Resurrection spells to make it a little easier to recover from a wipe.

Professions no longer have combat benefit perks tied to them.

A multitude of class-specific changes, things like improved distinction between different Talent specializations, and new Masteries. Please consult class-specific sections below for more information.

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Stat Squish

Character progression is one of the defining characteristics of a role-playing game. Naturally, that means that we're continuously adding more power to the game for players to acquire. After 4 expansions and over 9 years of this growth, we've gotten to a point where the numbers involved are no longer easy to grasp. And worse, much of the granularity that's available is tied up in tiers of older content from Molten Core to Dragon Soul, none of which are really relevant anymore. It's no longer necessary for Borean Tundra quest gear to be nearly twice as powerful as Netherstorm quest gear, even though the two zones are only a couple of levels apart.

In order to bring things down to an understandable level, we've reduced the scale of stats throughout the game, back to as if they continued scaling linearly through questing content from levels 1 to 90. This applies to creatures, spells, abilities, consumables, gear, other items… everything. Your stats and damage have been reduced by a huge amount, but so have creatures' health. For example, your Fireball that previously hit a creature for 450,000 out of its 3,000,000 health (15% of its health), may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health). In effect, you will still be just as powerful, but the numbers that appear will be more easily parsed.

It's important to understand that this isn't a nerf, and we have special handling in place to preserve players’ existing ability to solo old content. Players will deal bonus damage against lower-level creatures from past expansions, and will take reduced damage from them.

We've also removed all base damage on player spells and abilities, and adjusted Attack Power or Spell Power scaling as needed, so that all specializations will scale at the same rate.

The amount of stats on items has been reduced to be much lower than before.

Creature stats have been reduced to compensate.

We've also streamlined the multitude of various types of Haste % and Critical Strike % bonuses.

Spell Haste %, Melee Haste %, and Ranged Haste % have been merged into a universal Haste %.

Spell Crit %, Melee Crit %, and Ranged Crit % have been merged into a universal Crit %.

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Primary Character Stats and Attack Power

The "primary" stats, Agility, Strength, and Intellect, are foundations of a character’s power. But they have not been created equally, making it difficult to properly balance them against secondary stats. The leading reason for this is that Agility and Intellect also provide Critical Strike chance, in addition to Attack Power or Spell Power, whereas Strength does not. In order to achieve better balance, we've removed the Critical Strike chance increase from Agility and Intellect. Still, it felt like Agility-based characters should critically strike more often, so we've raised those classes’ baseline Critical Strike chance to compensate.

Agility no longer provides an increased chance to critically strike with melee and ranged attacks or abilities.

Intellect no longer provides an increased chance to critically strike with spells.

The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.

There is a new passive, named Critical Strikes, which increases chance to critically strike by 10%.

It is learned by all Rogues, all Hunters, Feral and Guardian Druids, Brewmaster and Windwalker Monks, and Enhancement Shaman.

"The "primary" stats, Agility, Strength, and Intellect, are foundations of a character’s power. But they have not been created equally, making it difficult to properly balance them against secondary stats."

We've consolidated the way that Attack Power and Spell Power function and scale, to make those values clearer and correct some scaling issues regarding caster weapons relative to physical weapons.

Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.

Weapon Damage values on all weapons have been reduced by 50%.

Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).

Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.

Active mitigation has worked very well as a tanking model. So, moving forward we want to keep the amount of Dodge and Parry on tanks on the low side. This helps prevent encounters from causing very spiky damage on tanks, which generally isn't much fun. Dodge and Parry gains from Strength and Agility are being reduced to help accomplish this. Additionally, items in Warlords of Draenor will not have Dodge or Parry on them as a stat. Some Dodge and Parry can still be gained through class-specific effects.

The amount of Dodge gained per point of Agility has been reduced by 25%.

The amount of Parry gained per point of Strength has been reduced by 25%.

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Itemization Changes

We’re making a number of changes to itemization based on a single philosophy: We want to increase the chance that any given item drop is useful to someone in your group. To support this philosophy we’re making a few changes to stats. Most items found in Draenor will work for all specializations within a given class, so that you never have to grumble when you see, for example, Intellect plate drop in a group that lacks a Holy Paladin.

We’re also reducing the number of role-specific stats: Hit and Expertise are gone, as are Dodge and Parry as stats on items, replaced with a single tank stat of Bonus Armor. Armor and Spirit will be specific to tanks and healers respectively, but all other secondary stats will have universal appeal.

Because of the magnitude of this change, we’re retroactively applying this philosophy to items in Mists of Pandaria. After the pre-expansion patch you may find that some of your items contribute different stats, but they should still be good for your class.

New Secondary Stats Added

Bonus Armor: Increases Armor and Attack Power for tanking specializations.

Multistrike: Grants a chance for spells and abilities to fire up to 2 additional times, at 30% effectiveness (both damage and healing).

Versatility: Increases damage, healing, and absorption done. Reduces damage taken.

Mists of Pandaria and Future Items

Dodge and Parry have been replaced with Bonus Armor. If an item had both Dodge and Parry on it, it has been replaced with an additional useful secondary stat.

Head, Chest, Hand, Wrist, Waist, Leg, Feet, Weapon, Shield, and Off-hand items that had tanking stats (Dodge, Parry) or healer stats (Spirit) have been replaced with a different universally useful secondary stat.

Warlords of Draenor and Future Items

Plate Armor pieces will always have Strength and Intellect on it.

Mail and Leather Armor pieces will always have Agility and Intellect on it.

In an effort to reduce the physical mitigation of some classes, we've modified the amount of Armor provided by some armor types.

Plate, Mail, and Shields now have less Armor relative to Cloth and Leather armor.

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Hit and Expertise Removal

Hit and Expertise were not fun stats. They acted to remove a penalty, instead of making you stronger. Most players treated Hit/Expertise caps as mandatory (rightfully so), with failure to reach those caps as a trap of sorts. After adjusting, gemming, and reforging gear to meet that cap, players could then go after the actual damage-increasing stats. We decided to remove Hit and Expertise, and make it so you don't need them. We still want melee specializations to attack creatures from behind when possible, so attacks from the front will have a 3% chance to be parried that cannot be eliminated for non-tanking specializations.

General

Hit and Expertise has been removed as a secondary stat.

Hit and Expertise bonuses on all items and item enhancements (gems, enchants, etc.) have been converted into Critical Strike, Haste, or Mastery.

All characters now have a 100% chance to hit, 0% chance to be dodged, 3% chance to be parried, and 0% chance for glancing blows, when fighting creatures up to 3 levels higher (bosses included).

Tanking specializations receive an additional 3% reduction in chance to be parried. Tank attacks now have a 0% chance to be parried vs. creatures up to 3 levels higher.

Creatures that are 4 or more levels higher than the character still has a chance to avoid attacks in various ways, to discourage fighting enemies that are much stronger.

Dual Wielding still imposes a 19% chance to miss, to balance it with two-handed weapon use.

Death Knight

Veteran of the Third War now also reduces the chance for attacks to be parried by 3%.

Druid

Balance of Power has been removed. A new level-100 talent with the same name has been added.

Nature’s Focus no longer increases the chance to hit with Moonfire and Wrath.

Thick Hide now also reduces the chance for attacks to be parried by 3%.

Monk

Stance of the Wise Serpent no longer increases Hit or Expertise.

Stance of the Sturdy Ox now also reduces the chance for attacks to be parried by 3%.

Priest

Divine Fury has been removed.

Spiritual Precision has been removed.

Paladin

Holy Insight no longer increases the chance to hit with spells.

Sanctuary now also reduces the chance for attacks to be parried by 3%.

Shaman

Elemental Precision has been removed.

Spiritual Insight no longer increases the chance to hit with Lightning Bolt, Lava Burst, Hex, or Flame Shock.

Warrior

Unwavering Sentinel now also reduces the chance for attacks to be parried by 3%.

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Secondary Stat Attunements

A new concept that we’re introducing is each specialization having an attunement to a particular secondary stat. These take the form of a passive ability that grants a 5% increase to the amount of a specific secondary stat gained. This provides a good starting point for where to focus your secondary stats. Usually, it will be your highest throughput stat (not counting Spirit for Healers, and Bonus Armor for Tanks, which is an optimal secondary stat in most cases). There are exceptions, and raw throughput may not even be the biggest concern in some situations. Treat this as a guideline, not a rule, about which secondary stat to favor.

All specializations now receive a 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities.

Death Knight

Blood: Multistrike

Frost: Haste

Unholy: Multistrike

Druid

Balance: Mastery

Feral: Critical Strike

Guardian: Mastery

Restoration: Haste

Hunter

Beast Mastery: Mastery

Marksmanship: Critical Strike

Survival: Multistrike

Mage

Arcane: Mastery

Fire: Critical Strike

Frost: Multistrike

Monk

Brewmaster: Critical Strike

Mistweaver: Multistrike

Windwalker: Multistrike

Paladin

Holy: Critical Strike

Protection: Haste

Retribution: Mastery

Priest

Discipline: Critical Strike

Holy: Multistrike

Shadow: Haste

Rogue

Assassination: Mastery

Combat: Haste

Subtlety: Multistrike

Shaman

Elemental: Multistrike

Enhancement: Haste

Restoration: Mastery

Warlock

Affliction: Haste

Demonology: Mastery

Destruction: Critical Strike

Warrior

Arms: Mastery

Fury: Critical Strike

Protection: Mastery

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Player Health and Resilience

We’re planning several interconnected changes designed to provide better-tuned gameplay for healers and improve the healing dynamic in PvP.

The high amount of base Resilience and Battle Fatigue in Mists of Pandaria caused characters to feel much weaker in PvP than they did in PvE. To address this disparity, we’re approaching Warlords of Draenor with the goal of shrinking that gap as much as possible. To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.

On its own, that increase in health would make players more survivable in the world at large, so we’re also increasing creature damage and the effectiveness of healing spells to balance things out. The net result of these changes is that individual attacks will knock a smaller chunk off of a player’s health pool in PvP, but your survivability in PvE remains unaffected.

Doubling player health gave us room to reduce Resilience and Battle Fatigue, but our goal was to be able to remove them entirely. In order to achieve that, we’re also reducing PvP spike damage across the board by lowering Critical Damage and Critical Heals against players in PvP to 150% of their normal effect (down from 200%). The changes have allowed us to reduce base Resilience to 0%, and Battle Fatigue to 20%.

Changes to PvP

Base Resilience has been reduced to 0%.

Battle Fatigue has been reduced to 20% (down from 60%).

Critical Damage and Critical Heals in PvP combat now deal 150% of the normal spell/ability effects (down from 200%).

Changes to Health Pools

Amount of health gained per Stamina point has been doubled. The curve on this calculation has been smoothed out as well, so exact amount varies slightly by level.

Maximum mana has been doubled at all levels to keep pace with expected increases to maximum health from new Stamina values.

All consumables now restore twice as much health and mana.

All creatures had their melee damage doubled. Most creature spells and abilities have had their damage doubled as well.

All player-cast healing and absorption effects have been increased by approximately 50% in effectiveness. If they heal or absorb a percentage of maximum health, they are instead reduced by 25%. All other noted changes are in terms relative to that.

For example, if another noted change is that "Mega Heal now heals for 40% more," that means that Mega Heal now heals for a total of 210% of what it used to, which is relatively 40% higher compared to other heals.

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Retuning Healing Spells

One of our goals for healing is to tone down the raw throughput of healers relative to the size of player health pools. Currently, as healers and their allies acquire better and better gear, the percentage of a player’s health that any given heal restores increases significantly. As a result, healers are able to refill health bars so fast that we have to make damage more and more “bursty” in order to challenge them. Ideally, we want players to spend some time below full health without having healers feel like their groupmates are in danger of dying at any moment. We also think that healer gameplay would be more varied, interesting, and skillful if your allies spent more time between 0% and 100%, rather than just getting damaged quickly to low health, forcing the healer to then scramble to get them back to 100% as quickly as possible.

To that end, we’re buffing heals less than we’re increasing player health. Heals will be deliberately less potent compared to health pools than before the item squish. Additionally, as gear improves, the scaling rates of health and healing will now be very similar, so the relative power of any given healing spell shouldn’t climb so much over the course of this expansion. For those concerned about what this means for raiding, don’t worry—we’re taking all of these changes into account when designing Raid content for Warlords of Draenor.

It’s also important to note that spells that heal based on a percentage of maximum health are being effectively buffed by the massive increase to player health pools, so we’re lowering those percentages to offset the effect. That may make them appear to have been nerfed—however, the net result is that those percentage-based heals stay about the same as before relative to other heals.

All of these changes apply to damage-absorption shields as well. Additionally, we're toning down the power of damage absorption in general. When they get too strong, absorption effects are often used in place of direct healing, instead of as a way to supplement it. We will, of course, take these changes into account when tuning specializations that rely heavily on absorbs, such as Discipline Priests.

"We want healers to care about who they're targeting and which heals they're using…"

We also took a look at healing spells that were passive or auto-targeted (so-called "smart" heals). We want healers to care about who they're targeting and which heals they're using, so that their decisions matter more. To that end, we're reducing the healing of many passive and auto- targeted heals, and making smart heals a little less smart. Smart heals will now randomly pick any injured target within range instead of always picking the most injured target. Priority will still be given to players over pets, of course.

Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We've taken a close look at the mana efficiency of our multi-target heals, and in many cases, we're reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face a meaningful choice between whether to use a single-target heal or a multi-target heal based on the situation.

Finally, we're removing the low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, because we think that while they do add complexity, they don’t truly add depth to healing gameplay. (We’re also renaming some spells to re-use those names. For example, Greater Healing Wave is being redubbed Healing Wave.) However, we still want healers to think about their mana when deciding which heal to cast, and so the mana costs and throughputs of many spells are being altered to give players a choice between spells with lower throughput and lower cost versus spells with higher throughput and higher costs. Here are some examples from each healer class.

Druid Higher Efficiency: Healing Touch, Rejuvenation, Efflorescence

Druid Higher Throughput: Regrowth, Wild Growth

Monk Higher Efficiency: Soothing Mist, Renewing Mist

Monk Higher Throughput: Surging Mist, Spinning Crane Kick

Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn

Paladin Higher Throughput: Flash of Light, Holy Radiance

Priest Higher Efficiency: Greater Heal, Circle of Healing, Prayer of Mending, Holy Nova (new Discipline-only version), Penance

Priest Higher Throughput: Flash Heal, Prayer of Healing

Shaman Higher Efficiency: Healing Wave, Riptide, Healing Rain

Shaman Higher Throughput: Healing Surge, Chain Heal

All of this discussion of efficiency may cause most healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we’ve increased base mana regeneration a great deal at early gear levels, while having it scale up less at later gear levels. This will make all of these changes play well even in early content such as Heroic Dungeons and the first tier of Raid content, and also play well in the final Raid tier without mana and efficiency becoming irrelevant due to extremely high regeneration values.

"…we’ve increased base mana regeneration a great deal at early gear levels, while having it scale up less at later gear levels."

That’s a lot of big changes for healers: reduced throughput, a more deliberate pace, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions. We’re confident that we can apply lessons learned from previous expansions to make this the best healer experience yet: more dynamic, less punishing, and frankly a lot more fun.

General Changes to Healing

Smart heals will now randomly pick any injured target within range, instead of always picking the most injured target. Priority will still be given to players over pets.

Long-cast-time single-target heals, such as Greater Heal and Healing Touch, now cost roughly half as much as fast-cast-time single- target heals, such as Flash of Light or Healing Surge, and heal for roughly the same amount.

Every class has multiple area healing spells available, some low throughput and efficient, others high throughput and inefficient.

Area healing spells are tuned to be less efficient than single-target healing spells when they heal 2 or fewer targets, and more efficient when they heal 3 or more targets.

Spells with cooldowns or limitations may have higher efficiency than the no-cooldown equivalents.

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Racial Traits

We want races to have fun and interesting perks, but if those traits are too powerful, players may feel compelled to play a specific race even if it doesn't suit their aesthetic preference. For example, Trolls' Berserking ability was extremely powerful, and their Beast Slaying passive was often irrelevant, but occasionally tremendously powerful compared to other racial passives. On the other end of the spectrum, many races had few or no performance affecting perks. We also needed to replace or update a number of racials that previously granted Hit or Expertise, since those stats have been removed.

We decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We achieved that by improving old passives, replacing obsolete ones, and occasionally adding new ones where needed. Our goal with these changes is to reach parity amongst races.

Blood Elf

Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.

Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of mana for Mages, Priests, and Warlocks (up from 2% of Mana). Other parts of the ability remain unchanged.

Draenei

Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).

Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.

Dwarf

Crack Shot has been removed (was 1% Expertise with ranged weapons).

Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.

Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.

Stoneform now also removes magic and curse effects in addition to poison, disease, bleed effects, and reduces physical damage taken by 10% for 8 seconds (down from all damage taken). It remains unusable while the Dwarf is under the effects of crowd control.

Gnome

Expansive Mind now increases maximum mana, energy, rage, and Runic Power by 5% instead of only increasing maximum mana.

Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).

Nimble Fingers is a new racial passive ability that increases Haste by 1%.

Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.

Goblin

Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

Human

Mace Specialization has been removed (was 1% Expertise with maces).

Sword Specialization has been removed (was 1% Expertise with swords).

The Human Spirit has been redesigned. It now increases Versatility, scaling with character level.

Night Elf

Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.

Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike chance by 1% during the day.

Orc

Axe Specialization has been removed (was 1% Expertise with axes).

Command now increases pet damage by 1% (down from 2%).

Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

Tauren

Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2%.

Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.

Troll

Berserking now increases Haste by 15% (down from 20%).

Beast Slaying now increases XP earned from killing Beasts by 20%, instead of increasing damage dealt versus Beasts by 5%.

Dead Eye has been removed (was 1% Expertise with ranged weapons).

Undead

Will of the Forsaken’s cooldown has been increased to 3 minutes (up from 2 minutes).

Undead can now breathe underwater indefinitely.

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Ability Pruning and Consolidation

Over the years, we've added significantly more new spells and abilities to the game than we've removed. This has led to the complexity of the game increasing steadily over time, to the point we're at now, where players feel like they need dozens of keybinds. There are many niche abilities which could theoretically be useful in some rare case, but usually are not. There are many abilities that we'd be better off not having. We decided that we needed to make a strong push for paring down the number of abilities each class/spec has. That means making some abilities restricted to certain specs that really need them instead of being class-wide, and outright removing some other abilities. It also includes removing some Spellbook clutter, such as passives that could be merged with others, or with base abilities.

However, this doesn't mean that we want to reduce the depth of gameplay, or "dumb it down.” We still want there to be interesting decisions during combat, and for skill to matter. But, that doesn't require complexity; we can remove some needless complexity and still retain the depth and skill variance.

One type of ability that we focused on is temporary power buffs ("cooldowns"). Removing those also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class/spec had multiple cooldowns that typically ended up getting used together, often in a single macro, we merged them, or removed some of them.

What abilities and spells got cut is a very, very difficult question to answer. Every ability is vital to someone, so we don't take this process lightly. We hope that even if we cut your favorite ability, you can see it in the context of our larger goals. It's important to remember that the point of these changes is to increase players' ability to understand the game, not to reduce depth of gameplay. We attempt to prune abilities with the intent to reduce the amount of keybind/macro bloat and merging abilities that served a similar purpose but are otherwise redundant together.

Additional Changes

Revised the levels at which class abilities are learned to provide a smoother leveling experience.

Please see the Classes Section for changes specific to each class.

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Crowd Control and Diminishing Returns

Another big takeaway from Mists of Pandaria is that there was simply too much crowd control (CC) in the game. To solve that, we knew that we needed an across-the-board disarmament. Here's a summary of the player-cast CC changes:

Removed Silence effects from all Interrupts. Silences still exist, but are never attached to an Interrupt.

Removed all Disarms.

Reduced the number of Diminishing Returns (DR) categories.

All Roots now share the same DR category.

Exception: Roots on 'Charge' types of abilities have no DR category, but have a very short duration instead.

All Stuns now share the same DR category.

All Incapacitate ("Mesmerize") effects now share the same DR category, and have been merged with the Horror DR category.

A list of which Diminishing Returns category each crowd-control ability belongs to can be found in the forum thread titled: Diminishing Returns in Warlords of Draenor.

Removed the ability to make crowd-control spells with cast-times into instant-cast with a cooldown.

Removed many crowd-control spells entirely, and increased the cooldowns and restrictions on others.

Pet-cast CC is more limited and often removed.

Cyclone can now be dispelled by Immunity effects and Mass Dispel.

PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects like Solar Beam.

Long fears are now shorter in PvP, to account for the target also needing to run back afterward.

Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs, in order to further reduce burst damage. Please keep in mind when reading the specifics of the patch notes that some classes may have lost abilities, or had the power of select abilities reduced. These changes were made in the context of the above goals. Other classes have a reduced crowd-control ability overall. We believe that this entire package of changes will make PvP a more enjoyable experience for everyone.

Death Knight

Rune of Swordbreaking has been removed.

Rune of Swordshattering has been removed.

Druid

Bear Hug has been removed.

Cyclone now shares Diminishing Returns with Fears, and can be canceled by immunity effects (i.e. Divine Shield, Ice Block, etc.), and can be dispelled by Mass Dispel.

Disorienting Roar has been renamed to Incapacitating Roar, incapacitates enemies instead of disorienting them, and its effect now shares Diminishing Returns with other Mesmerize effects.

Hibernate has been removed.

Maim is now available only to Feral Druids.

Nature’s Grasp has been removed.

Nature’s Swiftness can no longer turn Cyclone into an instant-cast spell.

Solar Beam no longer Silences a target again more than once per cast. Additionally, the Silence effect from this spell now shares Diminishing Returns with other Silences.

Typhoon now has a range of 15 yards (down from 30 yards).

Hunter

Hunter pets no longer have crowd-control abilities.

Basilisk: Petrifying Gaze; Bat: Sonic Blast; Bird of Prey: Snatch; Crab: Pin; Crane: Lullaby; Crocolisk: Ankle Crack; Dog: Lock Jaw; Gorilla: Pummel; Monkey: Bad Manner; Moth: Serenity Dust; Nether Ray: Nether Shock; Porcupine: Paralyzing Quill; Rhino: Horn Toss; Scorpid: Clench; Shale Spider: Web Wrap; Silithid: Venom Web Spray; Spider: Web; and Wasp: Sting have been removed as pet abilities.

Concussive Barrage has been removed.

Entrapment’s Root effect now shares Diminishing Returns with all other Root effects.

Scare Beast has been removed.

Scatter Shot has been removed.

Silencing Shot has been removed.

Traps and trap launchers no longer have an arming time and can instantly trigger.

Traps can no longer be disarmed.

Widow Venom has been removed.

Wyvern Sting now has a 1.5 second cast time.

Mage

Cone of Cold’s cooldown has been increased to 12 seconds (up from 10 seconds).

Deep Freeze is now available only to Frost Mages.

Deep Freeze can now be broken by damage (same amount as Frost Nova).

Dragon’s Breath now replaces Cone of Cold for Fire Mages and the disoriented effect now shares Diminishing Returns with all other Mesmerize effects.

Frost Nova’s cooldown has been increased to 30 seconds (up from 25 seconds).

Ice Ward’s Frozen effect now shares Diminishing Returns with all other Root effects.

Improved Counterspell has been removed.

Presence of Mind can no longer turn Polymorph into an instant-cast spell.

Monk

Adaptation has been removed.

Fists of Fury no longer stuns a target more than once per cast, but now deals 100% increased damage, and always deal full damage to the primary target with additional targets still being affected by the damage split.

Grapple Weapon has been removed.

Ring of Peace no longer Silences or Disarms enemies. It now incapacitates targets in the area for 3 seconds, or until the target takes damage. The ability now shares Diminishing Returns with all other Mesmerize effects.

Spear Hand Strike no longer Silences the target if they’re facing the Monk.

Glyph of Breath of Fire’s Disoriented effect now shares Diminishing Returns with all other Mesmerize effects.

Paladin

Evil is a Point of View has been removed and replaced with Blinding Light.

Repentance's cast time has been increased to 1.7 seconds.

Turn Evil's cast time has been increased to 1.7 seconds and now has a 6-second duration in PvP (down from 8 seconds).

Priest

Dominate Mind now shares Diminishing Returns with all other Mesmerize effects.

Holy Word: Chastise now shares Diminishing Returns with all other Mesmerize effects.

Psyfiend has been removed.

Psychic Horror now shares Diminishing Returns with all other Mesmerize effects.

Psychic Scream is now a level-15 talent, replacing Psyfiend, and has a 45-second cooldown (up from 30 seconds).

Rapture no longer has any effect beyond removing the cooldown of Power Word: Shield.

Silence is now available to Discipline and Shadow Priests.

Void Tendrils’ Root effect now has a chance to break if the target takes sufficient damage.

Rogue

Dismantle has been removed.

Deadly Throw now requires 5 Combo Points in order to interrupt spell casting (up from 3 Combo Points).

Paralytic Poison has been removed and replaced by Internal Bleeding.

Internal Bleeding causes successful Kidney Shots to also apply a periodic Bleed effect for 12 seconds, with damage increasing per combo point used.

Shaman

Bind Elemental has been removed.

Earthgrab Totem now shares Diminishing Returns with all other root effects.

Frostbrand Weapon has been removed.

Hex’s cast time has been increased to 1.7 seconds.

Ancestral Swiftness can no longer turn Hex into an instant-cast spell.

Maelstrom Weapon can no longer reduce the cast time of Hex.

Tremor Totem is no longer usable while under the effects of Fear, Charm, or Sleep, but its duration has been increased to 10 seconds (up from 6 seconds).

Bug Fix: Glyph of Shamanistic Rage should no longer cause Shamanistic Rage to incorrectly dispel Unstable Affliction or Vampiric Touch that has been modified by the PvP 4-piece set bonus.

Warlock

Blood Horror’s cooldown has been increased to 60 seconds (up from 30 seconds) and now shares Diminishing Returns with all other Mesmerize effects.

Curse of Exhaustion has been removed.

Demonic Breath has been removed.

Howl of Terror is now a Level-30 talent, replacing Demonic Breath.

Felhunter: Spell Lock now only interrupts spell casting and no longer Silences the enemy.

Mortal Coil now shares Diminishing Returns with all other Mesmerize effects.

Observer: Optic Blast now only deals damage and interrupts spell casting. The ability no longer Silences the enemy.

Sear Magic’s cooldown has been increased to 30 seconds (up from 20 seconds).

Succubus: Seduction and Shivarra: Mesmerize now have a 30-second cooldown.

Terrorguard no longer casts Terrifying Roar when it dies.

Unbound Will’s cooldown has been increased to 2 minutes (up from 1 minute).

Voidwalker: Disarm has been removed.

Voidlord: Disarm has been removed.

Warrior

Charge now Roots the target (instead of stunning). The Root effect does not share a Diminishing Return with other Roots.

Disarm has been removed.

Intimidating Shout now has a 6-second duration in PvP (down from 8 seconds).

Safeguard no longer removes movement-impairing effects.

Warbringer now causes Charge to stun the target for 1.5 seconds instead of rooting it.

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Movement Speed

Moving quickly has always been a powerful bonus in World of Warcraft; however, the logic of how various movement speed bonuses stack (or don't) has generally been inconsistent and poorly explained. Under the old set-up, each movement speed bonus would become more powerful when combined with another, so we would limit what can stack with what, and prevent certain abilities from being used when another one is already in effect. We decided to change the movement speed system to make it more transparent, with rules about stacking that are easier to understand, and with fewer restrictions.

Previously, multiple movement speed modifiers on you were multiplicative, meaning that if you had two different +25% movement speed bonuses, they resulted in a total movement speed of 56% (1.25*1.25 = 1.56).

Movement speed bonuses have been changed to be additive. The previous example with two different +25% movement speed bonuses would result in a total movement speed of +50%. The logic governing which bonuses stack with others has been simplified as well.

"Movement speed bonuses have been changed to be additive."

Movement speed buffs that are self-only or is a passive effect are considered non-exclusive, and will now all stack together additively.

Movement speed buffs that are temporary or could be applied to other players are considered exclusive, their effects do not stack, and only the highest bonus gets applied (in addition to non-exclusive movement speed buffs).

Additionally, restrictions that prevented a player with a temporary speed bonus from receiving or activating a second temporary speed bonus have been removed. Both bonuses will now apply to the character, but only the one with the highest magnitude will have any effect.

Examples of self-only passive bonuses: Cat Form, Movement Speed enchants, Quickness racial for Night Elves, Unholy Presence

These will all stack additively with each other.

Examples of shared or temporary bonuses: Angelic Feather, Sprint, Stampeding Roar

All of these effects can now be applied simultaneously, but only the strongest one will have an effect.

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Buffs and Debuffs

All specializations provide some common buffs and debuffs. These are important to the game because they encourage cooperation, make you stronger when you work together with others, and promote Raid composition diversity. However, we saw room to revise these buffs and debuffs. In addition to the above changes, we revised which bu

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