Good morning good morning in America, good afternoon in Europe and good evening in Asia, today we have a pretty important announcement from blizzard kind of out of the blue but we have to go over it I've seen this lost over and skipped by the community but it is actually a massive change in particular in with the class and as well in PvP but who cares about that.
So the major change for today we have to go over is that blizzard out of nowhere came out to this announcement, blizzard is increasing the player's stamina by 40 percent and the creature damage by 40 in dragonflight so roughly every player will have 40 percent more health and all the enemies will be doing 40 more damage, there are tiny few of course changes like for example tanks that can benefit more from stamina having a little bit more Health than 40 percent like Guardian Druids or blood death Knights for example.
Okay to keep it even you all have 40 more health and you all take 40 more damage, this has to do of course with a lot of the scaling a lot of the borrowed Powers we were gaining throughout an expansion making us stronger and stronger getting more and more power by the end of shadowlands making a lot of the damage we were taking quite trivial, now we're not gonna get that in dragonflight there's not going to be at the very least clearly a borrowed power which will make us progressively get stronger and stronger and what not so this change at at a very simple first take you might gloss over this change you might ignore it by saying yeah okay what what's the difference I have more health so I have more room to take damage it's the same as before nothing changes.
I actually this is massive it changes a lot in particular for healers and in particular for tanks, sure this is mostly the same for DPS players doesn't change too much what it changes though is a lot for healers and tanks so in raids what does this change for healers, for healers this changes a lot in terms of the Mana you’re spending and in terms of abilities or certain ways healers heal that might become more useful might become better.
With this change the Mana of course is a big change because let’s go back to what the announcement says the players have 40 more health and the enemies do 40 more damage okay there's a problem the healing stays the same so you still heal as if the player said 100 000 Except now the players have 140 000 HP which means you're going to be having much more to heal because if the player with 100 000 HP loses half his health it will be missing 50 000 Health if the player with 40 percent more HP so now he has 140 000 if he loses Alpha's Health now he has 70 000 left to heal, however your healing doesn't get stronger.
However you want to be healing for more which means with this change healers will have to spend more time using healing abilities they will have to spend less time doing damage for example to cast more to heal more so not only does this change the amount of time you have of course to cast damaging abilities it also changes the amount of Mana you're going to be spending because you have to spend more Mana to achieve the same results now because everyone has 40 more Health but you're still healing for the same amount so that’s the one of the possibly big changes in the raid.
The second change I mentioned is the one about the way the specs health is might be good for some of the specs namely specs like holy priests and specs like Restoration Druid that have a lot of overheating a lot of Hots left on the ground or left on the players which keep rolling even if the target is at full HP this one increasing the player's HP by4 0 and the Damage they take by 40 percent might make the health missing float a little bit more than now because even compared to before if you might be thinking well but if the enemies are doing 40 more damage together with the 40 more Health it's gonna be the same as we said healers don't gain more healing power they are still healing the same amount which means as I said a shaman for example now might need to cast two Riptides to get the same result in terms of health increase to the Target that they are currently casting.
A Holy Paladin might have to cast two ability it is instead of one same goes for a holy priest with heal or Flash Shield, Mean to cast it for more for longer so the healing style so to speak that is effective in the raid might change together with the Mana you're spending in the raid might change of course as we said the main change for healers intermittent class is going to be likely the amount of time you have available to actually damage to actually do DPS, this might be good news for the specs that are not currently doing tons of damage in mid-class because it means it won’t nearly be as good or as valuable because you won't have the time as much time to spend doing damage as you currently are in shadowlands, perhaps it depends we still have to see just just how hard this will impact healers in Mythic plus but it's definitely a pretty big change in the way the healing will work in dragon flight.
Then you have the change to tanks which is even bigger because tanks have quite a few abilities that can heal them based on their HP based on their full HP based on their current HP based on their Max HP so obviously getting your health increased by 40 percent is going to benefit the tanks that have those type of abilities.
For example let's just start with one of the better ones which is blood that night because roughly 60 percent of all of the healing of a blood death knight is going to come from that strike and the shield generated by that strike blood shield this is good because that strike healing comes from the amount of damage you have taken recently which means with the enemies doing 40 more damage that strike will be 40 stronger the other one is blood shield because blood Shield is generated based on the amount of Health you healed with that strike based on a percentage of your health and now you have 40 percent more Health which means blood Shield will be stronger so death knight can benefit quite a lot when from this change.
A spec that is not going to benefit a lot from this change is brewmaster because out of all of this healing discount the trinket at the top in all of the ceiling the only one that is based and is functioning with this change is Guy plane’s Imperial Brew because this Talent is going to heal you immediately from a portion of the staggered damage of purifying brew and of course because stagger damage is based on the damage you are taking the enemy is doing 40 more damage will give you a bigger stagger so when you purify it you’re going to heal for more, that is basically the only benefit of brewmaster, this is only 15 ish percent of all of the healing of brewmaster compared to the 60 of the healing of blood Death Knight with Death Strike so it's much much weaker for brewmaster aspect who is somewhat in the middle around the 25 ish to 30 percent of your healing scaling.
With this change is Guardian Druid because Earth Warden and frenzied regen are benefiting from this change friendly region heals you based on your health so getting 40 more health will make frenzied regen 40 more effective Earth Warden is going to reduce the damage you're taking so the enemy is doing 40 more damage are going to make earth water stronger, however your two stronger heals coming from dragonflight talents right now like elune's favorite and bloody healing both come from your damage both come from attack power scaling and you don't do more damage you don’t get a damage buff so these two types of heals are not increasing.
Moving over to Specs that are completely out of luck are protection paladin and protection Warrior because their heals are all based on attack power they are all based on the damage they are doing the stats they have like protection Paladin has word of Glory which is a single Target heal based on your attack power and Bullock order which is a shield for a portion of the damage of your Avengers shield which is also based on attack power so it is not in any way affected by your max HP increase or your more damage taken from the enemies.
Same goes for prot Warrior whose biggest and strongest source of healing is ignore pain, ignore pain is again scaling with your attack power not with your health and not with the damage you are taking these two specs are the worst with players having 40 more Health but taking 40 percent more damage brought to Warrior and prot Paladin are the tanks which benefit the least from these changes.
Finishing the list with the other tank which benefits the most together with blood death knight that is Vengeance because similar to blood 60 ish percent of their healing done will be scaling with this change consumed souls and soul Monger are both scaling with the change because consumed salt of Vengeance Works similar to Death strike, it works based on the damage you have taken in the last 5 seconds and soulmonger works by giving you a shield based on 10 percent of your max HP so of course getting 40 more health will be making so longer 40 stronger.
So of the tanks you have blood and Vengeance being the strongest ones when it comes to benefiting from this change, you have Guardian Druid being somewhat in the middle, brew master being quite low with just 15 each percent of their healing benefiting from this change and then you have prot Warrior and prot Paladin basically getting no increases from this change.
There is however a small caveat because tanks aren't just tanky because they heal tanks are tanky because they block because they Parry because they Dodge because they have damage reduction, healing is not just the only thing that makes them tanky and some of the things they can do to take less damage are stronger than others in this change, Parry makes you take zero damage if you parry and so does Dodge meanwhile block only reduces the damage you're taking from that attack by 30 percent so if we increase the damage we are taking by 40 percent Perry and Dodge can still ignore that damage completely it doesn't matter if it's increased by 40 or by 4 million percent you're still taking zero damage if you successfully Parry.
Meanwhile block is still reducing the damage you’re taking by 30 percent so if before you were getting hit by a hundred you block you get hit by 70. now you get hit by 140 you block you get hit by 98. so with this change it becomes much better to have ways to not take damage like Dodge and like Parry then ways to mitigate damage like absorb Shields like protection paladins absorb Shields or the master monks absorb Shields or Prot Warriors absorption four ways to block because it's just reducing a portion of your damage.
A very simple visual example of this is one of the tanks which is benefiting the most from this change blood that night is also benefiting the most from this change because they are the spec which can Parry the most and because Perry makes you take zero damage that's the result the result is that it doesn't matter if the enemy is doing 40 more damage if you parry and take zero that is very beneficial for blood death knight.
Compare this to far less lucky specs like Guardian Druid, Guardian Druid Kent Parry Guardian do it can’t block Guardian Druid can only Dodge and they don't even Dodge that often Guardian Druid usually absorbs or mitigates a lot of the damage because they have a lot of armor because they have iron fur because they have ursox theory that creates absorb Shields but none of this helps too much to mitigate this 40 more damage of the enemies as much as the Parry of a blood Death Knight for example.
The Only Exception the only slight exception with block being possibly still good is prot Warrior because prot Warrior of course has the Mastery the Mastery that can increase your chance to block plus it gives you crits so you can block for 60 less damage instead of 30 percent less damage and you do still have the best blocking ability in the game which is Shield block so as you can see here from the B number you end up blocking quite a big amount as a Prot Warrior compared to a prot paladin for example which blocks for far far less than a than a prot warrior but it is still not as good as specs that can completely ignore the damage with dodging or with pairing.
The overall point out of all of this is that this 40 max HP increase to all players and the 40 more damage to All Enemies can have quite a lot of impact in particular where this matters more which is mid class because this is going to touch pretty much all of the specs and all of the roles because of the amount of damage the tanks can take in particular of course will make them more susceptible to becoming meta or not based on how they deal when it comes to when it comes to Rave encounters it’s definitely not going to be nearly as important for a tank it's going to be much more important for healers.
It’s going to be more important for healers in the way they heal in the way they deal with this much increased and bigger Health pool of the players without actually having stronger heals to compensate so you still you're still healing as if everyone had 100 000 HP but now everyone has 40 percent more so it might affect specs differently plus then you have the possible problem of the Mana because you're making healers take more time to heal the same amount they were healing before because everyone is more HP and all of the enemies are doing more damage but your healing isn't stronger it might also change for example the Mana you’re spending because you have to spend more to heal the same amount so that it might also impact a lot the way the way perhaps even the way you manage your mana and the way maybe even specs are viable based on their Mana they can spend in the raid.
Not to mention the way you can heal healers perhaps with more hots with more heals over time and with more troops put can deal with this much larger Health pool of the raid better than others perhaps raid cooldowns become stronger again you know cooldowns like barrier reducing damage taking cooldowns like Spirit links cooldowns like or a Mastery because the enemies do 40 more damage and these huge cooldowns reduce the damage taken they become once again much more powerful than cooldowns like Tranquility for example cooldowns like Divine hymn like Revival because your healing isn't getting stronger so these cooldowns are as strong as when the players had 40 percent less Health Now that the players have 40 more Health cooldowns like barrier reducing all the damage You Take by 25 percent when this change is going to give the enemies 40 percent more damage is going to make it much more valuable once more in the raids so there is definitely going to be room for lots of possible shifts and changes in the meta data based on these changes from blizzard.
Of course I am expecting some further tuning because you can't just change this much tanks and healers without actually you know tweaking and changing some of the healers that are hit the worst with this change and some of the tanks that are hit the worst out of this change so I’m assuming some tuning and some tweaking and balancing will happen in the near future because of this change but for now I guess there is there's nothing else other than waiting and seeing what exactly this will do to the balance of these two roles in particular for both Mythic plus and the raid now on this Friday on this beginning of the weekend.
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