This update expands the Outlands with the introduction of Smuggler’s Dens, the Smuggler’s Network, and the Smuggler Faction, providing new tools and activities for solo and small group players. It also adds a Bank Overview, new Crystal Weapons, Kill Trophies, and brings adjustments to Guild Seasons and the economy.
Chain Missile’s bounce damage has received a boost to help solo Arcane Staff players clear packs of enemies in PvE.
Bear Paws have been very successful as a ganking weapon, especially in catching opponents, but their fighting abilities have been somewhat lacking. To make them less one-dimensional, their fighting strength has been improved, but their catch potential toned down.
Rending Strike’s damage has fallen behind Rending Rage, even on single targets. For this reason, Rending Strike’s damage has been increased.
Inner Shadow’s effect on Leather Armor offered too much sustain in PvE situations. Therefore, its sustain has been reduced against mobs, and increased against players. Its total area damage in PvP has been increased, while its duration has been reduced.
Due to Deathgivers consuming Q Stacks before dealing damage, having two stacks dealt more damage than having max stacks. To fix this, it now consumes stacks after dealing damage. Since this increases the damage output of an already very strong item, its base damage has been reduced to compensate.
Due to its long range and cone angle, Throwing Blades could often hit unintended targets. For this reason, its range has been reduced and damage increased. In addition, its buff no longer requires a unique target, making it more reliable.
The one-handed Hammer is the introductory Hammer for players who prefer tank playstyles, so Earth Shatter now has a taunt against mobs to help new tanks and their allies in group PvE.
Powerful Swing’s bonus damage against crowd-controlled targets was too unreliable, so it has been simplified and this conditional strength added to its baseline damage instead.
Fallen Staff has been underused recently. To make it more attractive and to give it a more unique role, it now removes damage-over-time effects.
Defensive Slam has received a significant cooldown reduction. While its damage has also been reduced, these changes give it greater damage-over-time potential, making it a more viable option.
Threatening Smash’s cooldown has been significantly reduced to make it more viable in a brawling playstyle. This slightly reduces Caerleon Cape’s burst damage.
Thorn Growth is one of the strongest Q-slot damage abilities against multiple enemies in PvE, on a weapon line that also offers very high sustain. Its area damage has therefore been reduced against mobs, while its damage output and usability has been increased in PvP.
Forceful Swing had been able to shut down builds that rely on auto-attacks, but otherwise unreliable. Its duration has therefore been reduced, but the power of its debuff increased significantly to allow Quarterstaff tank players to better protect their allies.
Mystic Rocks no longer removes healing-over-time effects as a separate mechanic. Instead, it now properly negates all healing received by the caster, which includes healing-over-time.
Adapting Matter’s energy cost has been reduced to make it more similar to the other Shapeshifter Q abilities.
Tether Shift’s shield duration has been extended to give its users a longer protection window.
Blade Cyclone’s Heroic Stack removal creates a significant cost, so its damage output has been increased to justify this.
Swords have high mobility, and Limitbreaker adds another unconditional move speed buff that can be used to engage and disengage. This made its overall mobility somewhat too effective in the Mists, so that buff has been reduced.
Heroic Cleave has had its hit delay reduced to improve its feel and hit more reliably.
To ensure Poison Potions are not too powerful as ganking tools in combination with the new Smuggler Cape, their damage against mounted players has been halved.
Increased Diminishing Returns have helped solo players against multiple enemies, but in large-scale battles where cleanses are widely available, this change nerfed crowd control-focused tank builds more than intended. To make these tanks more viable in large-scale fights, cleanses now significantly reduce Diminishing Returns, resulting in longer crowd control durations, especially in fights with multiple cleanses available.