Pig & Whistle Tales - A World of Warcraft Podcast

Unveiling WoW 11.1: Strategic Insights and Class Updates

Gabriel Season 4 Episode 84

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Exploring the extensive changes in World of Warcraft Patch 11.1, we analyze class adjustments and their impacts on gameplay. This episode provides insights into the strengths and weaknesses through an honest evaluation of the balance shifts, alongside predictions for the evolving metagame.

• Focus on rogues and their minimal adjustments
• Comprehensive assessment of shaman changes and their implications
• Deep dive into warlock adjustments regarding healing and damage
• Evaluation of the warrior class and mixed feedback on buffs and nerfs
• Overall impact of 11.1 changes on PvE and PvP dynamics

Hope you all enjoy and hope you relate to any of these stories. And I will speak to you all in the next episode!

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Speaker 1:

Thank you, hello and welcome to the Pig and Whistle Tales from Azeroth. As always here at the Pig and Whistle Inn in Stormwind, I go for a variety of subjects with regards to World of Warcraft. I grab a bottle or a pint, sit back and enjoy this episode. We'll be covering the last of the 11.1 changes. We're going to be rattling through them. This is going to be a different type of change video. I'm going to say if it's a good change, bad change or shit change, um or just diabolical um, essentially um for the class, where it'll put them, if it'll make them stronger and stuff. So we're going to go through the weekly stuff as always.

Speaker 1:

We have kordak, the dormant protector, as your world boss for the week. He is located in the first zone of not the way king shores how do I keep forgetting the name? He's located in the first zone of the new expansion. You have delves and legion time walking as your bonus events for this week. Delves, you simply get more uh items as well as legion time walking, you will obviously get new legion uh like bits and bobs that you can buy via time um time warp badges. You also can obviously do legion dungeons. Arathi blizzard is your brawl for the week. This is essentially arathi basin, but a different landscape, and you can only see 15 like feet in front of you and you have void bound and tyrannical. Um, this are, or these are, your mythic affixes for the week. Void bound, essentially uh, you kill the ab that spawns and you get a nice buff for it. Very simple and tyrannical. The bosses have increased health and damage, so bring a talent build that can accommodate for that.

Speaker 1:

So we will start off with a rogue. Rogue really doesn't have a lot of changes, but blind and gouge now break on damage threshold instead of breaking on damage. This is very good for rogues. Hero talents trickster coup de gras now requires its target to be in melee range and so no longer has a dash component when activated outside regular melee range. This is a small nerf, but nothing too serious for outlaw. Slight of hands bonus now also affects roll the bones. Chance to roll. Five combat enhancements was only increased to two combat enhancements, so this is a big buff, to be honest. Slight of hands bonus chance for roll the bones to roll an additional combat enhancement, reduced to 12%, was 15%. This makes sense because if outlaw rogues always got five buffs consistently or at higher chance they'll be very strong. So I think this is an overall net positive for rogues, but really not. A lot is changing and it's going to be tough to say where they will be in the meta with everything else kind of changing around them. It's going to be tough to say where they will be in the meta with everything else kind of changing around them.

Speaker 1:

So, moving on to shamans, shamans have a lot of changes, so the ghost ball visual has been updated to scale with the player model and has been made more transparent to reduce visual clutter. This is very good Kind of a net neutral. There's nothing too crazy about this. Lightning bolt has a new spell visual. Net neutral. There's nothing too crazy about this. Lightning Bolt has a new spell visual. This is really good and this also means that the new visual is going to be a bit more easier to see. It's going back more towards classic, which is very good.

Speaker 1:

Now it's also I don't know if it's stated here, but it is a projectile now, so there is actually a bit of travel time for your Lightning Bolts. I don't know if that's been uh recorded here, but this is actually a substantial decrease to your damage output. Um, because obviously the projector only needs to travel. Same with wrath, same with, uh. What other spells need to travel? Like an aim shot, but aim shots really fast, rapid fires, stuff like that, um, explosive, like bomb stuff like that. Um, it is a small decrease, so elemental shamans will need to get used to this.

Speaker 1:

Ancestral guidance has been removed. Now I think that this is amazing. Obviously, personally, I think it's amazing, but for shamans as a whole, this is a giant nerf, massive net, uh, nerf, and it's going to be tough to recover from losing this straight up. Um, the initial shield from stone bulwark totem is no longer dispellable. The repeating shields will continue to be dispellable.

Speaker 1:

Okay, this is really good. This is a strong buff, um, but the thing is you couldn't really it's tough to dispel it because the amount of stuff that shamans will have on them like hots or dots, wise, pots, wise, dispelable stuff, wise, there you go. So all of this kind of a net neutral, um, probably more leaning into the nerf side of things at the moment, for elemental the deeply rooted elements now has a small percent chance per maelstrom spent rather than being a flat chance per maelstrom spender. That's intriguing, so this should change. This change should make it equally valuable to cast maelstrom spenders, while talented, into deeply rooted elements. So abilities such as elemental blaster no longer generate lesscendance activations over time. Okay, intriguing. I'll need to see the proc rate of this. I really will, because it's a flat 6% now. So it very much depends on if you spend 60 Maelstrom. You actually have a 10% chance or something. So we'll have to see.

Speaker 1:

With this, primordial Wave has been redesigned. It now deals a high amount of damage to all targets affected by your flame shock. This is really good. So does this mean that Primordial no longer triggers the lava lavas on everyone? This is actually good. This gives them an actual button to do damage with. For single target purposes. I'm intrigued by this um healing stream. Totem healing increased by 80 again a positive thing.

Speaker 1:

Ascendance now requires a cast or a target to cast flame shock and lava burst. From casting. It will always hit your primary target. Make sense, sense. Lightning Rod's visual has been updated. Lightning Rod had a visual I didn't even know. I genuinely had no clue. Overall damage-wise, I think this is going to be a net positive for Elemental, but losing Ancestral Guidance still giant nerf, to be honest, for enhancements. Enhancements are getting a nice ton of changes, so primordial storm.

Speaker 1:

As a new talent, primordial wave transforms into a single use, uh, primordial storm for 15 seconds. Allow, after it is cast, devastate nearby enemies with a primordial storm, dealing flame strike, frost strike, storm strike damage and unleashing a lightning bolt or chain lightning at 100% of 150% effectiveness, 100 or 100% in pvp deals, reduced damage beyond five targets. Consumes all maelstrom weapon from for increased damage. I don't know if this is going to be good. It's going to be based off the damage we'll see.

Speaker 1:

Molten thunder has been updated. Thundering has a 40 chance to reset its own cooldown increase increases by 12 for up to five targets. Each consecutive reset reduces these chances by half. Kind of makes sense. So you can constantly um, molten thunder, molten thunder, molten thunder, but the chance that you get it back is substantially reduced every time that you reset it via using the same ability that it's resetting. Elemental Spirits has been updated. Your Feral Spirits are now imbued with Fire, frost and Lightning. Increase your damage dealt with that element by 10%, but now only increase your physical damage dealt. So this is a net nerf, just a straight-up net nerf, in my honest opinion, because you're not doing a lot, your physical damage dealt. So this is a net nerf, just a straight up net nerf, in my honest opinion, because you're not doing a lot of physical damage.

Speaker 1:

Volcanic blaze has been updated. Tempest lightning, bolt and chain lightning have a high chance to make your next flame shock become volatile. Volatic blaze, politic volatic blaze um, I'm intrigued as to how much damage this does. But does it like, do more ticking damage over flame shock? I don't know. We'll have to say again, can't really comment on this. So a net neutral right now.

Speaker 1:

Um, lashing flames has been updated. Uh, lava lash and sundering increase the damage of your flame shock on its target by 100% for 20 seconds. This is going to be very good. This is just a straight up, uh consistent damage dealer. So net positive primordial wave has been updated. We know about this. Um, it's just going to deal a high amount of damage to your flame shock target. Primordial wave generates five maelstrom weapon stacks. This is the big thing. That is a giant buff, or uh enhanced, to be honest. Primordial wave is now disabled and enabled on the action bar, depending on the availability of flame shock targets. Just a simple visual for if you can or can't use it.

Speaker 1:

Uh, storm strike is just now a level 10 ability. Um storm strike can be used without an offhand weapon, dealing only its main hand weapon damage. That's intriguing. Um storm strike damage is increased by 100. Does not affect pvp. Ice strike damage is increased by 100 does not affect pvp and lava damage increased by 100 does not affect pvp. All lava lash damage increased by 100% does not affect pvp. All of these are net positives, very good. Elemental blast damage increased by 20%. Crash lightning initial damage increased by 200% and healing stream totem increased by 100%. All of these are very good buffs, very good buffs for Enhards.

Speaker 1:

Molten Assault now spreads Flameshock up to five nearby enemies was four. Ice Strike now generates one Maelstrom. Whirling Maelstrom no longer causes Ice Strike to generate Maelstrom. Okay, so kind of a neutral there. I suppose you have some AoE bits and bobs with the Molten Ass spreading your flame shocks to an extra target, which makes sense, um, but yeah, can't really comment on the other things. Uh, deeply rooted elements now has a small uh percent chance per maelstrom weapon stack consumed. So this is the same as um ellie shaman, but instead of your Maelstrom being consumed, it has a chance. It is your Maelstrom weapon stacks which is really good, really good.

Speaker 1:

Again, cannot really give you an idea of if this is a buff or nerf to the talent, because I don't know the proc rate exactly, but from what I see, it's probably going to be more of a. Probably a buff, I would say, because you're spending a lot of maelstrom stacks. So who knows? Um, wow, maelstrom weapon no longer highlights spenders when they become instant cast at five stacks. Now, I don't. I think that you should be able to enable or disable this. I think you should give the player base a chance to do so, because a more experienced player on enhance will know that they have five stacks. Um, and the thing is, if you have five stacks now, you're going to need a weak aura to tell you that you have five stacks so that you're not wasting any of them.

Speaker 1:

Um, this is what this change takes away. Um, and it's a bit stupid, to be honest. Um, maelstrom weapon will display a ui overlay at the top, but when it reaches 10 stacks overriding the five stack display was at the bottom, okay, so they have kind of addressed it then. That's fine. Maelstrom weapon will now will not be highlighting lightning bolt, chain lightning and elemental blast at chain at 10 stacks. So they kind of addressed it, but I still think people will now use weak or as to track how many maelstrom stacks they have. Just straight up, um, maelstrom weapon heightens at tempest or highlights tempest when it has 10 stacks. Uh, it highlights primordial storm when it has 10 stacks.

Speaker 1:

Okay, so they have changed it to a couple more sort of up-to-date abilities that are better for your rotation, essentially, rather than just lightning burst and you know all of your heals and stuff like that. Um, so kind of actually makes sense that they've done this. Now everything else is just sort of visuals. So I strike now highlights frost shock. I strike buff is no longer on the personal resource display. Lava lash now Lash now consumes Whirling Earth if it activates Molten Assault. Crash Lightning visual has been completely revamped. Fire Nova updated and revamped. Ice Strike visual and sound updates Basically visual and sound updates for so many bits and bobs.

Speaker 1:

Now, the problem that I have here is there are things like this so they obviously increased Lava Lash's damage by 100%. I said that a couple minutes ago, but in the same section they have put Lava Lash damage reduced by 20%. What, like, what is this calculation? Why not just put 80% up top? Like I don't get this calculation. It's so stupid. But, yeah, okay, sure, um, for stormbringer arc discharge now stacks up to two times.

Speaker 1:

Conductive energy now causes a primordial wave to apply lightning rod to its target chain. Lightning with a conductive energy will apply lightning rods to a secondary target that are not affected by lightning rod. If the main target and all the secondary targets are already affected, it will refresh the lightning rod on the main target. Okay, it's just more cleave. Conductive energy now causes primordial wave to apply lightning rod. Um, okay, so a lot of stuff to do with lightning rod. So it makes sense that they updated the visual for it, because I genuinely didn't even think that there was a visual.

Speaker 1:

Now, totemic this is interesting. Searing bolt damage increased by 40. Searing volley damage increased by 40. Over surge now increases surging totems. Damage during ascendance by 50 was 150, so more consistent damage but less burst. So there is a net neutral there, I would say sundering from lava lash and it reactivates procs that trigger Earth Surge at 50%. Earth Surge now causes a tremor at the area for 100%. Effectiveness was 200%. So we're looking at all around a little bit of a net nerf, in all honesty. Yeah, tremor damage reduced by 25%. Searing volley damage reduced by 20%. All of these are very much net nerfs. I'm kind of surprised. I suppose it's because they are getting a lot of changes. They're going to monitor the numbers going through the PTR Plus. You're upping a lot of the numbers, the baseline, like Lava Lash and stuff like that. That kind of makes sense that they're reducing the power that you get through the hero talents.

Speaker 1:

Um, and just being a pure sort of I throw down a totem and kill something or I one-shot something with tempest kind of class, which makes sense very good. Um, also this one, while active surging totem is replaced with a relocation spell that summons your surging totem nearby. This spell has a six second cooldown and does not trigger the global cooldown. This is huge because if you take this along with totemic recall not totemic recall, totemic projection you are able to move your totem quite often, so people can't really kite out of it. That's actually a huge buff. I'll be. I'll be very intrigued, although they're gonna have to micromanage their fucking totem. But I mean they always have done, haven't they, shamans? So I don't think they're gonna be any any sort of uh worried about this.

Speaker 1:

For resto shamans, you have a new talent manatide. Uh healing tide totem now additionally grants 80 increased mana regen to allies. Okay, um, therazane's resistance. Earth shield and water shield no longer lose charges and are 115 effective. This is a game changer. This is an absolute game changer and this might make them better genuinely, because if earth shield doesn't get purged, they do not need that global to reapply the earth shield, and I cannot tell you how good earth shield is for these.

Speaker 1:

Resto shamans. Um, new talent, whisper and waves 10 of healing waves. Healing is duplicated onto each of the targets with riptide. Very simple um. Downpour now overrides healing rain for eight seconds was six. I I really don't get this whole healing rain and downpour stuff. I think that it's such a dead talent. It really really is.

Speaker 1:

Uh, for starter, builds have been updated as well. For newer resto shamans, several talents have been moved. Ancestral vigor is now a two-point talent, um, and you have lost the following talents healing wave is now learned as baseline, manatai totem this is to try and sort of cull the cluster of abilities that shamans do have, and primordial wave primordial wave is actually gone from the game, so you don't have that combo of primordial wave um unleash life and sort of healing wave combo and which is quite bad, to be honest. All healing done is increased by five percent as well and the acid rain damage increased by 25, because of course it is. Why wouldn't it be now for shamans as a whole?

Speaker 1:

I would say that enhance and ellie shamans are going to be, maybe not ellie shamans. Ellie shamans might not be a great winner genuinely. I think resto shamans are going to be very solid if the meta is a bit slower. But I would say enhance is looking the more favorable. Genuinely, I would say enhance is looking quite favorable. Um to play and it's always quite fun, I'm not gonna lie.

Speaker 1:

Moving on to warlock now this one's interesting drain life damage increased by a hundred percent. This means it just heals them more as well. But like, that seems really weird. You're not really pressing drain life for the damage, are you? I suppose you technically are, because you get a bit of damage and then heal them back based on the damage. But yeah, it just seems a bit weird.

Speaker 1:

The only change that Aflok has is soul rot has been redesigned. Devour the life force of your current target and up to four additional nearby targets, causing your primary target to suffer shadow damage and secondary targets to suffer shadow damage over eight seconds. Uh, damage dealt by soul rot also heals you for 50 of all damage done. That's crazy. So back in dragonflight aflock's had this thing where if they put soul rot on people, essentially your drain life would hit everything that you would. Uh, soul rot, shadow burn, drain life and top yourself to full. Now all you have to do is press soul rot against like a bm hunter on his pets. If you just do that, you're going to top yourself back to full. This is a huge buff for athlod, I think, better than what most people will underestimate this, as I think it's a huge buff for demonology warlocks.

Speaker 1:

Doom has been updated. Consuming a demonic core no longer reduces the duration of doom. The duration of doom is now reduced by one second per soul shard spent on hand of gul'dan. Okay, makes sense. Doom eternal has been redesigned. When doom expires, you have a 30 chance to generate a demonic core. I I hate the rng of this because you can be starved or you can be overflowing with soul shards in some of these uh like specs. It's really tough. Demonic calling now has a 20 chance to make your next cool dreg stalkers plus two fewer soul shards and have no cast. Time was 10. Okay, decent buff. I think that this is a decent buff overall, but demonology is always that a weird one to place in the meta or destruction warlocks.

Speaker 1:

A new talent demon fire infusion, periodic damage from immolate slash wither has a four percent chance to fire a demon bolt or demon fire bolt at 100 effectiveness. Incinerate has a 25 chance to fire a demon bolt at 100 effectiveness. Now, this could be very good because if you are going hellcaller, which is your wither, you will always be like using wither. Essentially, you should never not have it on the target, although I think currently it's a chaos bolt build, if I'm not mistaken, at the moment for locks, but we'll see. We'll see. Um, dimension dimension ripper has been redesigned. Periodic damage dealt by wither or immolate has a five percent chance to tear open a dimension rift. Now a choice against dimensional rift very good, this one is better because it means that you don't have to wait for the stacks to come up. This is constant damage.

Speaker 1:

This is propped damage. Again, it's rng, though don't really like it, um, but it is a very good talent nonetheless. I think that's a big, big impact for dastrolok. Uh, havoc duration is now 15 seconds. Was 12 big buff. Mayhem now has a 35 chance to activate was 25. Big buff for pve decimation will now highlight soul fire while active. Very simple and simply rain of fire is now a choice node that can be used to change the targeting from a reticle to your current target. So this is the same with shadow crash on shadow priests you have one where you can place it yourself or it will just go for the target that you essentially are clicking on. Very simple, I think, overall, warlocks are in a good spot.

Speaker 1:

I don't think they're dominating, I don't think they're underperforming. I think these changes gen warlocks are always so volatile when it comes to getting any sort of changes there will either be meta or they'll be hopeless, and I think that some of these changes will make them better. I think aflac will be more meta than it already is. Same with destro. I think destro, getting that small uh dimensional rift like buff, is going to be huge, more so than what anyone thinks. Um, same with the uh proc chance on the demon firebolt. I think that it's going to be absolutely huge, for, like all the specs there for warlock, moving on to the final class, we have warriors.

Speaker 1:

Now I'm not a fan of warriors. I don't like their mobility, I don't like how passively tanky they are. They actively out heal me by doing damage. It's ridiculous, it's stupid and shouldn't be a thing. Um, you should need to give up damage in order to do healing and that's what I've always stood by. But you know, some people obviously think that it's better the other way. It is what it is. It's personal preference at the end of the day. So let's see what warriors got.

Speaker 1:

Reinforced plate is now two point talent and grants five stamina and five armor per point. Okay, overwhelming rage is now a one point talent and increases maximum rage by 30. Two-handed weapon specialization now is now a two-point talent and grants three percent and three% damage and 2% reduction of damage from AoE effects while wielding a two handed weapon per point. Dual wield specialization for furies is now a two-point talent and grants three percent damage and two percent movement, while dual wielding one-handed weapon specialization is now a two-point and grants three percent damage, two percent leech thunderous wounds. Increase your bleed damage by 20 on affected targets was 30. So this is all nerfs at the moment, from what I understand full strikes, wild strikes and weapon specialization no nodes have changed position in the tree, intriguing. Uh, endurance training has been removed.

Speaker 1:

I think this was just a straight up health increase, if I'm not mistaken. For arms, specifically mortal strike damage increased by 15. Great, can't wait for that. Leave damage increased by 15 for you pve players out there. Martial prowess overpower now increases the damage of your next mortal strike or cleave by 15. Stacks up to two times. This was 30. There's a massive nerf okay, you've just slashed that in half. Massive nerf, all right. Bloodborne increases bleed effect damage by 5 10 percent was 7.5. 15 percent again. This is a nerf. But you have the. No, you don't. You don't even get compensated for this. That is just a straight negative nerf. Okay, blood Surge now causes damage from deep wounds. To have a chance to generate three rage, more rage. I mean, that's every warrior's dream. Or Colossus.

Speaker 1:

An issue causing demolishers animation to not correctly play sometimes has been fixed. Very simple, because some people do go off the visuals of the abilities or the ratios that people are using. So this does help them. For slayer cleave will only trigger reap this, uh, reap the storm if three or more targets are hit. Very simple.

Speaker 1:

Um, imminent demise and death drive now correctly require the sudden death talent to be taken to function. If you manage to get this and you didn't have the talent to make it function and it was working. This is a massive bug fix and it is going to be massive for warriors to have to go into it. It's that simple Developers know this is an oversight during implementation. Slaves are expected to talent into sudden death. Very simple um. For fury warriors.

Speaker 1:

Um titan's torment has been redesigned. While avatar is active, rampage's rage cost is reduced by 20 and blood thirst cooldown is reduced by 1.5 seconds. So this is a just a buff. Nothing crazy, but just a buff. Still, reckless abandon has been redesigned. Activating recklessness grants 50 rage and, while recklessness is active, raging blow and blood thirst are replaced by crushing blow and blood bath. Very simple um. Crushing blow, a powerful dual weapon strike that deals 10 increased critical strike damage and blood bath is a or is a powerful attack that applies a bleed to the target and extends the full duration, or extended by its full duration when reapplied, so you can have a bleed on there for a while, okay, or slayer um, imminent demise obviously needed sudden death talent to be taken and they just go on to say that this was an oversight or protection warriors. Now I don't know if they're good in pve. In pvp you don't see a lot of tanks so it's very tough to comment there as well, but I think that they're underperforming in pve, so we'll see, let's see.

Speaker 1:

So chance to reset cooldown. A shield slam from devastator and strategist, reduced to 20, was 30 just a nerf. Impenetrable wall no longer increases rage generated by shield slam again just a nerf. Booming voice causes demoralizing shout to generate 20 rage was 30 nerf again. Champions bulwark no longer increases the rage generated by shield slam again just the nerfs across the board. Were they good? Am I crazy? Blood surge now causes the damage from deep wounds to have a chance to generate three rage. We knew this. Um, violent outburst has been rebuilt to be easier to understand and track progress towards the next outburst. Additional rage generated from violent outburst, reduced to 50, was 100 again nerf. But I think that this is to stop people from over capping on rage. I think that that's a big problem at the moment.

Speaker 1:

Shield wall cooldown reduced to 3.5 minutes was 3 or 3 minutes was 3.5. So at least there's a buff. Amount of damage ignored when from each use of ignore pain increased by 30%. This is a huge defensive buff, like absolutely huge. I cannot underestimate that. All ability damage increased by 5%. Shield slam damage increased by 20%. Just net positives on damage is always fun.

Speaker 1:

Brace for impact stacks up to three times was five and grants 10% shield slam damage and block value by 5% was 5% um shield slam damage and 3% block value. So little bit of a buff. No, sorry, I'm trying to think I'm trying to do the quick maps. Tiny bit of a buff, um, mainly because it now stacks up to three times at 10% each, rather than five times at 5% each. So a little bit of a buff. Punish, reduce the damage. Punished targets. Deal to you by 4% was two. Little bit of a buff.

Speaker 1:

This is going to be good for PvE content. This isn't going to really apply to PvP. So, yeah, it's all all right, it doesn't seem bad. I suppose when you have like 500 mobs hitting you, the four percent is really going to matter. That's when you'll feel it.

Speaker 1:

Um, blood surge has had a chance to trigger. Increase significantly um and generate five rage was three. Okay, significant is always a good word. So general buff um. Instigate causes, devastated to generate two rage was one. Um, now obviously they've changed colossus and mountain thane. Colossus is the same where it just didn't display demolishes animation for mountain thane, though avatar of the storm has a chance to grant six seconds of avatar was four, so this is a massive buff, by the way, because an extra two seconds on your biggest offensive cooldown is massive. It always will be.

Speaker 1:

So these are all of the changes that are coming to 11.1, when, when we come back next week, I'm going to give you a list or a tier system, almost um, as to what I think people or things will be based on the like changes that are going to happen. All right, this is a usual tier list s tier down to f tier um, and I'm going to give my reasons why I'm going to mainly do it based on pvp. I cannot give you my reasons for pve, but I will give it a go for pve, all right, but with all that said, this is where I will end the episode for this week. Thank you all very much for listening. Do check out all the socials down below. Constant stuff happening as well as the ac shop, constant stuff going on around there. But thank you all very much once again and go with Valor friend. Goodbye all. Thank you.