Originally Posted by Blizzard (Blue Tracker / Official Forums)
What is the final word on DoT specs? There is no doubt that "Split DPS" can influence a guild to take a DoT class over burst but encounters like Spine of DW can also encourage guilds to take burst dps over a DoT class
Multi-dotting is a perk. On some encounters, dot classes will do well. If they are doing 150% of the damage of non-dot specs, then that's not cool. We're not trying to stamp it out though.
However, I have done raid testing on two healing classes (shaman/paladin), and in both cases, regen feels too weak, and definitely feels weaker than it did starting T11 raids in blue gear. It feels like you need to spam your low throughput/slow/efficient heal more than ever. This is surprising given the fact that we are scaled to first tier epic gear levels for raid testing. It feels like either regen cooldowns or Spirit scaling needs to be bumped up across the board.
That's useful feedback. We just need to make sure that the problem is really healer mana regen and not the fact that players may not fully understand the encounters yet (so are taking more damage than intended from stuff that is supposed to be interrupted or avoided), or that certain encounter abilities are overtuned.
Death Knight (Forums)
Another issue is our aoe threat. Currently blood boil and DnD hit like wet noodles and that creates a lot of issues with aoe threat. The first few seconds are also an issue. Having to apply diseases to get the weakened blows debuff on the mobs can be a pain compared to the other tanks. With the few seconds time of getting diseases up can cause even more aoe threat problems.
We'll look at Death and Decay. It was fine the last time we looked at it, and I believe Unholy still uses it as part of a single-target rotation, so that implies the numbers can't be too far off for Blood.
There was at least one bug with Blood Boil (the disease bonus only affected the base points, not the AP scaling) and we buffed it even beyond that. It should hit much, much harder now.
Incidentally, the biggest problem with Army of the Dead was pet scaling, which was apparently broken for almost every class. Our apologies. We have that fixed up now so you should be able to evaluate the results soon.
That bears the question: Is everyone else too low, or are they too high?
Mistweavers are too high. Other healers are about right.
While we are trying to hold things relatively stable for a bit so that you can really dig into rotations, monks are new, so they are less stable than other specs. There are still bugs and unimplemented tech that we need to make them work correctly. We still appreciate monk feedback -- we are emphatically not saying don't bother -- but take monk numbers with an even larger grain of salt than other classes.
The current way Sanguinary Vein works is like how Bandit's Guile works on live which you said was to punishing. Is there anything going to be done to make this mechanic less punishing to match what was done for the other 2 rogue specs?
We want Sub to use Rupture (and recently buffed it). We don't want Sub to get the full benefit of Sanguinary Vein without having Rupture going. The old Bandit's Guile was a stacking mechanic, which feels redundant with poison stacking mechanics and combo point stacking mechanics. Having to have ability X up before you can do max damage doesn't cross the same line for us.