We decided to try out a new style of interaction between damaging spells and resistances this patch. The short version is that they'll never be fully resisted any more; instead they will be scaled. For example, if your Ice Comet spell would have had a 10% chance to be resisted by your target, it will now instead land every time you cast it, but only do 90% damage. More detailed info and discussion can be found here.
Other miscellaneous changes:
-Rogue Backstab now gains bonus damage to correct for the fact the client caps the reuse of the button at 100% haste. If you have less than 100% haste Backstab will be no different, but if you have more it will deal extra damage in proportion to it.
-Raid-level Necromancer spells have been rebalanced somewhat. Additionally, the Insidious Infection Necromancer tome has been changed to Insidious Elements, which allows their Damage over Time spells to pierce their target's resistances to an increasing degree as more different elemental types of DoTs are piled on. See here for slightly more detail.
-Enchanter's Somatic Bond and Avatar of Destruction spells have had their illusion portions changed. Instead of turning into Invisible Men or Giants or Imps, they now cause the target to turn into whatever the caster currently is, basically a reverse Shapeshift. This will allow the Enchanter to turn them into whatever they want with these spells, mostly just for fun.
-Made a fairly significant change to standard Charm spells: when an Enchanter dies while in control of a Charm pet, or within a minute or so of their pet going loose, their pet will give an emote, become inactive and unaggroable for around 30 seconds, and will attempt to walk back to their spawn point, if applicable. In other words, they won't go on a rampage against the Enchanter's remaining group or raid members, either immediately or, hopefully, at all. The idea here is to make long-duration Charm more palatable to an Enchanter's allies, particularly on difficult content or on raids. There will still be risk, of course--it will just primarily be to the Enchanter, rather than the Enchanter and everyone with them. Of course, this won't prevent you from trying to save an Enchanter when their pet goes loose, but if you do you will obviously need to deal with their pet one way or another.
-Made it so magic resist debuffs like Tashania aren't removed along with magic resist buffs like Shiritri's Ward and Psalm of the Four whenever a Charm spell fades. |