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Blizzard Removes Multiple Abilities from the Global Cooldown in Shadowlands

Blizzard has released a new Bluepost regarding some abilities being moved out of the GCD in Shadowlands. Most of them are related to DPS or HPS cooldowns, and roughly all of the classes are getting a change, except for the Demon Hunters.

Burst cooldowns such as Adrenaline Rush, Avenging Wrath will no longer feel like suffocating on their usage. This will allow the players to decide when they want to use the big cool down and mix it within an encounter.

Below you can find the official Bluepost.

Hello everyone.

In the next update to the Shadowlands Beta and PTR, we’ve taken a number of spells categorized as “burst cooldowns” off the global cooldown (GCD). Here are some more details on how we’ve come to this decision, as well as our intentions about this category of abilities.

By “burst cooldowns,” we mean spells like Avenging Wrath or Arcane Power, whose primary purpose is to increase your damage or healing output every two to three minutes. The proper use of these major abilities can turn the tide of battle in your favor, and while they’re all mechanically powerful, our goal is that choosing to use them should also feel satisfying and epic. We look to abilities like Metamorphosis, Stormkeeper, and Void Eruption as successful examples of this, where animations, visual effects, and numerical payoff align to create a satisfying keypress that amply justifies incurring a global cooldown and creates a high point in the flow of combat.

Many of our burst cooldowns currently fall short of this standard. The solution for some of these has been to add an additional effect to activation (for example: Blade Flurry for rogues or Ascendance for restoration shamans), while for others it has been to combine the functionality into another active ability (for example: the recent handling of Unholy Frenzy for death knights), but there are still many abilities today that do nothing other than increase stats or resource generation.

We’ve heard clear feedback that incurring a global cooldown to do nothing but enhance subsequent button presses is unsatisfying, and we agree. While our goal remains making it so that when abilities are on the global cooldown, they feel compelling as standalone actions, in the meantime we want to avoid hindering smooth combat rotations. As such, we’re removing several abilities from the GCD and, in some cases, rolling back changes we’ve made in an attempt to make the GCD feel worthwhile. Below is a tentative list of relevant abilities that are being removed from the GCD:

Class Abilities coming off the GCD
Death Knight Pillar of Frost, Empower Rune Weapon
Druid Beserk, Celestial Alignment, Incarnation: Chosen of Elune, Incarnation: King of the Jungle, Ravenous Frenzy
Hunter Aspect of the Wild
Mage Arcane Power, Icy Veins
Monk Serenity
Paladin Avenging Crusader, Avenging Wrath, Crusade, Holy Avenger
Priest Spirit Shell
Rogue Adrenaline Rush, Shadow Blades, Vendetta
Shaman Ancestral Guidance
Warlock Dark Soul: Instability, Dark Soul: Misery
Warrior Avatar, Recklessness

Angel Kicevski

Angel Kicevski started playing video games a long time ago. He started playing competitively since the Counter-Strike 1.3 era. Apart from that, the desire to own a website has always been there. Now, when the mission is slowly accomplishing, he's striving for success and nothing else. Besides that, he quit his full-time job to work on futuregamereleases.com. Being a father of two beautiful babies puts babysitting, gaming, and making poetry out of it a definite challenge. P.S. I play games the way they are meant to be played and consider myself for an Escape From Tarkov addict.

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