16/02/2026

Casual Thoughts on the Midnight Class Changes

It's a given these days that WoW dramatically revamps all the classes with each new expansion, but for Midnight in particular the headline was "ability pruning". I took that to mean that Blizzard had heard people's feedback that damage and healing rotations were getting too complex and should probably be simplified at least a little.

I was curious enough that I even engaged with a Bellular clickbait video titled "The Numbers Are In: Midnight's Ability Prune Is BRUTAL*" - just for said video to tell me that each spec was losing a whole two buttons on average. I rolled my eyes at that and largely forgot about the whole thing again, until the Midnight pre-patch actually hit.

My protection warrior honestly seemed almost unchanged, seemingly confirming that the whole thing had been completely overblown, but when I logged into my holy priest I was actually in for a shock, as she appeared to have lost almost half her abilities, most of which had been in the game since Vanilla: No more Shadow Word: Pain, no more Mind Blast, no more Renew, no more Power Word: Shield, no more basic Heal. Holy Nova was still there but now had a 30 second (!) cooldown.

The removal of shield honestly annoyed me the most, largely because I was so used to casting it on myself on cooldown for the speed boost. Now you have to spec into Angelic Feather to run faster for a few seconds, and I've never liked that spell.*

I was willing to give it a go though, just to see what abilities I even had left, and ran a tier 11 delve without any problems, though I really missed being able to dot enemies up, and only having something like two spells to spam on Brann got really boring. I just kept thinking that this wasn't what I'd had in mind in terms of simplifying things, though at the time I couldn't quite articulate yet what the issue was.

The problem really came into focus for me when I started trying to play some of my dps toons. Let's take my hunter for example. Hunter is a class I really want to like because I used to love it in the game's early years, but at some point Blizzard seemingly lost the plot in terms of what a hunter is supposed to be and now the class just feels terribly clunky to play a lot of the time (in my opinion anyway). Still, I definitely thought that Marksman had too many buttons in its most recent iteration, so I figured the only way was up.

I read and assigned my talents, checked my ability tooltips and started working on killing some things in the Twilight Highlands for the pre-patch event. My damage felt abysmal. I figured that I was clearly doing something wrong, so I pulled the one-button assistant in a corner of my hotbars just to see what abilities that was recommending I use.

I was flabbergasted when I saw that it recommended I start every fight, even against a single opponent, with Volley, an AoE ability with a 30 second cooldown. But I tried it, and lo and behold, it triggered some kind of proc that made things explode big time.

And that really made me realise why these changes still didn't really work for me. I don't actually have an issue with having a large number of abilities, as long as it's sufficiently straightforward to figure out what they are good for. To use a made-up example, if I have a damage-over-time ability, a big hitter with a long cooldown, and an attack that does less damage but can be spammed, I'll probably want to start with the DoT, use the big damage attack, and then spam the lesser one. It's only logical, right? You don't need a simulator to figure that out.

The problem with combat in modern retail is that everything relies on weird interactions between abilities that are opaque to figure out and feel like they don't make intuitive sense. Having to start a single-target fight with my biggest AoE attack is just one such example.

Another one popped up on my arcane mage, who now has a talent called Touch of the Magi, whose tooltip reads: "Applies Touch of the Magi to your current target, accumulating 20% of the damage you deal to the target for 12 sec, and then exploding for that amount of Arcane damage to the target and reduced damage to all nearby enemies." My takeaway from that was that this was only useful against opponents who live at least 12 seconds, and ideally there should be some sort of AoE situation going on as well to make the most out of the explode-y proc at the end.

Yet the one-button assistant once again recommended that I start every fight with it, and after a bit of testing I could see why - because of some interaction with another talent it also boosts other spells of mine, so I really want to use it on cooldown - not for anything it actually says in the ability description, but for this buff it gives my other casts. Just... why?! Why does every rotation have to start in an unintuitive way like that? I'm not saying there can't be interactions between different abilities, but they should be a bonus for those who've truly mastered the spec, and the default ability shouldn't feel useless on its own.

I suppose you could argue that I should've paid more attention to the talent descriptions because all that info is probably buried somewhere in there, but come on - I've got sixty-odd talent points to assign that all try to be "interesting" and you expect me to remember every single interaction I read through once? I guess in the past this kind of thing would have been easier because if you level more slowly, you look forward to each new talent point and are more conscious of what it does, not to mention that you then have some time until the next level-up to see how the changes it unlocks play out in practice. With retail WoW's levelling speed it's impossible to stay on top of these things nowadays, never mind that I wouldn't want to level a whole new alt every time Blizzard decides to once again completely redo every spec anyway.

I know this all sounds a bit whiny and I'm well aware that it is. From my point of view, combat and rotations have long been one of retail WoW's weaker points due to how overstuffed and complicated they are, but I've mostly come to accept that. I guess I'm just extra bummed about these particular changes since the "pruning" carried with it a promise of simplification and perhaps even a return to the game's roots - yet what I've seen so far doesn't actually deliver on that. Instead we've just had a bunch of fun abilities taken away in the interest of baking ten different procs into three spells instead.

*On further review, I learned that spamming Prayer of Mending on yourself also works to give you a speed boost, though it has a longer cooldown and the speed boost it gives is shorter. It also just feels weird. I then re-checked my talents and apparently there are no fewer than ten different talents that modify how Prayer of Mending works, which kind of supports the point I'm making in the second half of this post.

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