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Blizzard raises class damage across the board before launch

Every class hits harder now, and high-level creatures got more health to match.

Confirmed Published Updated How we tag claims
  • blue-post
  • classes
  • launch

Blizzard’s notes for the two and a half weeks since the October 15 build explain a change of direction. Holding each class roughly to Classic’s power budget meant anything new had to be paid for by cutting something else, which left some iconic abilities feeling weak. So Blizzard has raised class damage throughout the game and given higher-level creatures more health to compensate.

Blizzard also said it was likely too quick, in places, to reach for Burning Crusade- or Wrath-era solutions instead of new ones that fit Forever’s combat, and some of these changes reflect that. The stated goal isn’t perfect numerical equality between classes, but making every class feel valuable to the groups it joins, leaning into what makes each one unique rather than smoothing their differences away.

Blizzard doesn’t plan more big tuning changes before next month’s raids open, aside from bugs or serious outliers. A larger pass is expected once there’s data from players leveling past 30 across a wide range of content.

Why it matters: abilities that felt weak in the beta may play differently at launch, since class damage and creature health both changed.

Sources

  1. Blizzard — WoW Forever Beta Development Notes, November 2 https://us.forums.blizzard.com/en/wow/t/2360696/9