By Blizzard
We’ve been taking a long look at Tank survivability as we prepare for the beginning of Dragonflight Season 1. In general, we’ve found that the new talent trees have introduced a lot of power across all classes and specializations. Talents that were once exclusive through systems like the Talent Rows, Legendaries, or Covenants can now be equipped at the same time. Through our recent testing, we’ve determined that the damage done to tanks needs to be increased. While we’re thrilled that players are enjoying playing tanks in Dragonflight and want the role to be healthy, there are some negative effects that can come from tanks being too strong, that we want to avoid. We want healers to play a key role in keeping tanks alive, and tanks shouldn’t be able to easily solo large portions of encounters after the rest of their group have died.
We’re adjusting the damage reduction passives on all of the tanks, effectively increasing the damage tanks take by 10%. We think tanks will still feel powerful after this change, and it will result in a more balanced gameplay experience for all players.
Death Knight
- Blood
- Blood Fortification no longer reduces damage taken (was 10% damage reduction).
Demon Hunter
- Vengeance
- Demonic Wards Rank 1 and Rank 2 passives have been removed, reducing Demonic Wards total damage reduction to 10% (was 20% damage reduction).
Druid
- Guardian
- Ursine Adept no longer reduces damage taken (was 10% damage reduction).
Monk
- Brewmaster
- Brewmaster’s Balance no longer reduces damage taken (was 10% damage reduction)
Paladin
- Protection
- Aegis of Light no longer reduces damage taken (was 10% damage reduction).
Warrior
- Protection
- Vanguard no longer reduces damage taken (was 5% damage reduction).
- Defensive Stance now reduces damage taken by 15% (was 20%). Damage reduction remains unchanged at 10% effectiveness in PVP.
- Demoralizing Shout now reduces damage taken by 20% (was 25%).
- Ignore Pain now ignores 50% of damage taken (was 55%).
Also, Demon Hunters got another nerf
- The Hunt now heals for 10%/20% (as Havoc/Vengeance) of damage dealt to the marked target for 20 sec (was 25%/50% for 30 seconds).
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