Have you become used to them? Or do you still miss "good ol' times"? Perhaps it's a combination? I have a bit different sense of time and issues as I started in spring of 2014. I'm especially curious how it looks for those that battle from the very MoP launch or beta; of course, you're all welcome.
([url=http://web.archive.org/web/20160801042122/https://us.battle.net/forums/en/wow/topic/20742124400]Link to the start of US discussion as of August the 1st[/url] -- as a beta forum it was deleted)
What I didn't like:
- A 1-round cooldown to [ability]Frog Kiss[/ability], [ability]Screeching Gears[/ability] or [ability]Sleeping Gas[/ability]: As it has been said several times in the respective threads, here or in the Blizzard forums, that cooldown gets too much in the way to benefit from these abilities anymore. The questioned stun has been always just a bonus to me, not the main purpose of these spells -- and not only the investment effect, but also the way they had been placed into movesets suggest that back in MoP or WoD they were intended as repeatable spells. And at least to me, any PvP concerns seem to be not so different from those of players missing three times in a row during two specific weather conditions.
See also Mirecroak. As annoying as it could be, it was far from unbearable, and being an aquatic creature is hard enough.
- A single-hit [ability]Howl[/ability]: It seems to have affected something else than it should have, as it now has barely any purpose when placed next to standard abilities (unless a crit chance/beast racial is concerned), let alone any case of DoT. Even a Legion WQ (Hungry Icefang), that should show having acknowledged that, was somehow affected by this. Or maybe did someone want to make a point on beta and it leaked out into live?
On the other hand, I suspect that this change didn't really touch what it was supposed to. (And no, IMO it isn't just stacking cooldowns and debuffs.) It is told that nature abhors a vacuum, and that is a good example -- see how the [ability]Stampede[/ability]/[ability]Hunting Party[/ability] family attacks with occasional +n boosts have taken its place, with a minor inconvenience of rooting the performer in action. The falcosaurs look like a booby prize now and that isn't an insult.
- General number tweaking: Maybe it's just my PvP ignorance, but I didn't really notice a nerf to most of AoE attacks. That perhaps should be a plus as otherwise it would be weakening them too much? The most distinctive modifications to me are those of [ability]Thunderbolt[/ability] (obviously), [ability]BONESTORM[/ability] (only in comparison to the health taken) and unbuffed [ability]Dreadful Breath[/ability], but considering the last ability appearing in newer PvE encounters, perhaps there must always be… *rumble* a weakling.
- [pet]Pandaren Water Spirit[/pet]'s abilities: Hm. Overall this was a reasonable step granted the purpose. Sometimes I feel that combination of [ability]Geyser[/ability] and [ability]Dive[/ability] is still very powerful, but the last one requires the pet staying here, so it counts as a limitation. I miss a bit coupling stunning and rooting together (that was a separate thing from the H-bomb used against singles), not suggesting that they should be tied to big hits.
- The nature of [ability]Eyeblast[/ability]: Basically it's a change from [ability]Screech[/ability] to [ability]Hiss[/ability], magic damage granted. I have similar feelings towards constant speed debuffs as the dev notes to the chained stuns, so I liked it, but I can agree that affected pets such as [pet]Mini Mindslayer[/pet] have it hard similarly to the first issue.
- [ability]Shell Armor[/ability] duration: I was afraid that it's too much, but given the scarcety of pets affected, I don't really know. Of course it was about gorens, especially about fast gorens and especially in PvP -- and that has done its purpose. The not another slamming! hurts eyes for those used to, but given the usual damage output of pets, I think that if they wanted to go back to something like this again, an [ability]Extra Plating[/ability]/[ability]Crouch[/ability] (when humanoid racial is included) would suffice for the main trick without affecting the DoT and haunters that much.
- The undead racial: It's okay but it I wish it had been implemented with a change to some other racials. Of course it's easier to observe one at a time.
- [pet]Graves[/pet]' breed and abilities: Yep.
- A comeback of [ability]Comeback[/ability]: Can't recall whether the output was really changed and if this was during the prepatch and not later , but the health check between attacker and receiver was finally set to the initial moment. Before that, the comparison used to happen after the first strike, which was everything from confusing to ineffective. Alas, the [ability]Early Advantage[/ability] is still not affected and has additional quirks.