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Do you like the design direction where Retribution is taken?

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lolwut?



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Welcome to the Retribution Paladin Hideout!

This site will be hub and meeting place for all Retribution hearted Paladins out there. I used to have this site purely as feedback tool to be used for my old pvp movies, but since things are growing, the direction of this site is also adapting.

You can ask your questions at forums regarding everything that comes in mind about Retribution. Be nice and behave, I wont tolerate any trolling or flaming. So if you aint got anything to contribute in constructive manner, please dont post. Other than that, welcome to the site and enjoy your stay :)

Cromfel over and out!

Main Topics 3.2.2 Paladin ptr notes

Paladins

  • Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
  • Talents

    • Protection

      • Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
      • Touched by the Light: This talent now provides 20/40/60% of the paladin’s strength as spell power instead of 10/20/30% of the paladin’s stamina.

    • Retribution

      • Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack.
-Ferro

Posted by Ferro on Saturday, August 15 @ 20:36:50 EEST (193 reads)
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Main Topics 3.2 Patch Notes

* Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
* Charger: Can now be learned at level 40.
* Crusader Aura: This ability now also grants its flying speed increase to a druid’s Flight Form and Swift Flight Form.
* Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
* Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
* Judgements: Some of these attacks were considered ranged and some melee. They are all now considered melee attacks that can’t be dodged, parried or blocked.
* Judgement of Light: Now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
* Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target’s armor.
* Righteous Fury: No longer has a duration, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
* Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
* Seal of Blood: This ability has been removed.
* Seal of the Martyr: This ability has been removed.
* Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack and the effects from these seals can only be triggered by auto-attacks and Hammer of the Righteous.
* Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player’s level and caps the maximum damage benefit from shield block value at 34.5 times the player’s level.
* Warhorse: Can now be learned at level 20. *

Talents


Holy
+ Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
+ Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
+ Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.

Protection
+ Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin’s defense rating (example: a paladin with defense equal to only 5 times his or her level will receive no healing from the talent, while a paladin who is immune to critical strikes from boss creatures through defense will receive the maximum amount).
+ Guarded by the Light: This talent will no longer cause Divine Plea’s duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.

Retribution
+ Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. In addition, this talent now provides notification in the floating combat text when it activates.
+ Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. Mana cost reduced to 5% of base mana.
+ Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
+ Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.
Posted by Cromfel on Wednesday, August 05 @ 11:29:27 EEST (161 reads)
(Read More... | Score: 0)

Main Topics Blue post regarding 3.2

We do want to make sure Ret's PvE dps is high enough for those players without great weapons (on which the spec is perhaps too dependent). We want overall for your dps in 3.2 to be higher than in 3.1 in equivalent situations and gear. We think it will be, but we'll keep an eye on it. So far most of the posts I've seen on the subject seem overly concerned with the ramping issue. (Source)

Reasons behind the changes to Retribution
We needed to nerf Ret pretty hard for PvP reasons. Some of you just aren't going to accept that change was needed, and I suspect it would take several long threads to convince you otherwise, so I'm not going to spend a great deal of effort in this thread trying to do so. I know it is frustrating that we have had to nerf Ret so many times this expansion. It is frustrating for us too. We keep trying to not overdo it and we keep underdoing it.

We did make the changes with some longer-term changes in mind to get Ret to be less about huge upfront attacks that will hopefully give Ret players some more intersting options with regard to Seals and special attacks. We're not there yet, but we have changed paladins dramatically for LK and it's going to take some time.

[...] We did make a lot of changes to the Seal and Judgement system for LK, and we're really happy with those changes overall. Like any big set of changes, they have taken a lot of iteration to complete the design. If you don't buy that, just look at the amount of change the DK class endures every patch. There are some problems we still have to solve for Ret (make sure Seal choice feels meaningful, find a niche for Crusader Strike, give low-level paladins something to do besides autoattack, etc.) but there are problems we still have to solve for all the specs in the game. (Source)

Balancing PvP and its consequences on PvE
PvP balancing affects PvE balancing all the time. The opposite happens too. My comments were more about how it's pretty futile to say "I don't care about PvP, so you should just make changes that affect PvE and not care about the consequences."

WoW is a PvP and PvE game. We're not asking you to participate equally in both. We are asking you that if you want to participate in class mechanics and balance discussion that you not just dismiss one or the other as irrelevant.

I'm also not saying that if your PvE damage sucks because of a PvP change that we're okay with that.

Backing up, a lot of PvP players have become really frustrated trying to handle high burst damage from a class that can turn around and remove a lot of the crowd control used to counter them and even prevent a lot of incoming damage. They're talking about you (and sometimes DKs). Unless we're willing to go in and take apart the defense mechanics (which to be fair, some players have advocated), we have to reduce the burst damage. A stacking dot is a great way to reward sustained damage at the expense of burst.

However, as we have said, the goal was not to nerf Ret in PvE. Ret paladins may have been slightly behind in Ulduar, at least until they got very good weapons. We think the Seal changes will elevate Ret's sustained PvE damage over where it is on Live. If we're wrong, we have knobs to turn, such as increasing the amount of the dot or ways to apply it. We understand many players are concerned about short fights or fights where you have to retarget. To be fair, a lot of classes have the same problems. If anything, we are adding more ramp up time to more classes as a way of toning down PvP burst. The Feral druid who has to peel off of Hodir at 4 cps in order to free an NPC is going to be pretty frustrated too. Deciding when it's worth it to do so or when you're better off not changing targets is one of those skills that makes you better or worse at the game.

Movement fights are a slightly different issue. We make you move in PvE because it's a challange. You're not supposed to be able to trivially overcome it.

It's also not fair to characterize all of the Ret changes as for PvP only. As one example, we have struggled with the damage recoil on Seal of Blood for some time. Players didn't seem to particularly like it. It felt like a liability in PvE and it didn't add a balance offset to the abilitiy in PvP. So we removed the mechanic.
Posted by Cromfel on Monday, August 03 @ 19:11:23 EEST (154 reads)
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Community opinnion from PTR

"Ret will be underpowered or overpowered in PvP until such time as we are able to threaten an opponent with something besides pure damage. This discussion has been done 12 million times so I won't dwell on it too long, but adjusting damage numbers in PvP will never result in a balanced Ret PvP experience. Either you will do enough damage to threaten the life of an opponent, in which case you are overpowered since you can do that with only damage, or you will not be able to do enough damage to threaten an opponent, in which case you are underpowered because you are not a threat and can be ignored.

So once again, adjusting only damage numbers will never balance PvP for Ret. Ever. It's been done in various ways for several years, and it will not work. You can either burst someone or you can't, and neither situation is desirable from a balance perspective.

That said, our damage is low and our utility is high in PvE. We bring a large number of buffs to PvE, as well as a Blessing and a Judgement. Our damage on live is lacking on many fights. This situation very honestly feels like Sunwell again, as someone who was there for it. We're there for JoL, Blessings, and 3% damage, crit and haste. This is very much counter to the proposed design scheme. It is not particularly enjoyable.

The changes on the PTR for 3.2 are extremely underwhelming to disappointing. Crusader Strike was made even LESS interesting, despite my belief that it was already as boring as a talent which gives us our first melee attack could possibly be. The Seal changes will absolutely cripple us on any fight which is not a pure tank and spank. The number of those style of fights in Ulduar is between 2-5, depending on your raid's strategy(Ignis, Kologarn, Auriaya, Hodir, Vezax). Every other fight will be a significant DPS loss due to constant add switching or forced time away from the target. We will be far less viable in PvE than we are now, and with the additional loss of scaled JoL, Ret seems like a very mediocre choice to fill out a raid with. I say this as my own raid leader.

So to recap. You have fixed PvP, in that Retribution will not be a viable spec for any competitive level of PvP, and so the complaints about Ret will cease in short order.. You have failed to fix PvE, in that Retribution will be an undesirable spec for any fight which does not involve smashing a single target for upwards of 2 minutes straight. In addition, Ret is even LESS fun to play, when it is already very mind-numbing in 3.1. Watch cooldown timer mod of choice, smash whichever ability is off cooldown first. This didn't change, except that we have to do it even more often because of the Crusader Strike change.

The Ret changes on the PTR as of the latest build are flat out bad. They do not balance the spec for PvE or PvP, but rather overnerf the spec in both areas of play. I await the promises of buffs in 3.3 with great trepidation."

Nice read, feel free to discus this at our forums!
Posted by Cromfel on Tuesday, July 28 @ 10:37:15 EEST (233 reads)
(Read More... | Score: 5)

Paladin Q&A

Community Team: In this segment, we will be talking with Greg Street about the paladin class and discussing where this class started and where we feel they are going, as well as covering an assortment of topics relating to itemization, buffs, abilities, and other cool stuff.

Q. Where do paladins fit into the larger scope of things currently and where do you see them going from this point forward?

A. The paladin is an iconic class from fantasy role-playing, and one which Warcraft has been able to put its own stamp all over. Obviously they figure prominently in the lore, up to and including the Lich King himself.

The paladin started out as a defensive buffing class. Early on, buffs were pretty much the entire reason you’d want to group with a paladin. (And if you want to put a fine point on it, it took about all of the paladin’s attention to keep those buffs up).

End-game paladins in vanilla World of Warcraft were pretty much healers, which was disappointing for some players to discover once they reached level 60. As most of our readers probably already know, the paladin class was exclusive to the Alliance. We realized that we kept pushing the paladin and shaman abilities closer and closer together to solve faction imbalance issues, and that process was hurting the classes, so we’d be better off just having paladins and shamans on both sides. In Burning Crusade, paladins gained the ability to tank and could do so quite well in some situations, but were still positioned more in an off-tank role. In Wrath of the Lich King, we finally embraced all three specs of paladins: Protection paladins can tank anything. Retribution paladins are a legitimate dps spec in both PvE and PvP. And of course, paladins could still heal.

Q. What is it that makes them unique compared to all other classes?

A. Despite our design changes to share buffs around among more classes, we still kept several abilities unique to the paladin in order to keep a hint of their original role. Thus paladins have everything from their powerful Blessings to their bubbles like Divine Shield, the ability to dispel multiple kinds of debuffs, and utility abilities like Blessing of Freedom or Hammer of Justice. Paladins can wear plate armor in all three roles, which is particularly powerful for a healer. Finally, the Seal and Judgement system is a unique mechanic that works like no other class.

Community Team: We’ve received quite a bit of feedback concerning the current itemization for paladin tier-set gear and the importance of other stats over MP5.

Q. Specifically, how do we feel about the healing itemization for paladins thus far? Do we still feel MP5 is as important as other stats such as Int, Crit, Haste, and Spell Power? Are there plans to incorporate more of these other stats in later tiers of paladin healing gear?

A. In Lich King up until now, MP5 has not been as valuable to most paladins as say Int, Crit, or Spell Power, and really it wasn’t intended to be. It is particularly relevant that you are hardly ever choosing between Int and MP5. However, we also think that MP5 became undervalued as a stat and as most of you know, we are buffing it for 3.2. Furthermore, we think we have allowed paladin mana regen through Int and Crit to get a little out of control. We don’t want to force paladins to care only about MP5, but we also don’t want them viewing it as a total junk stat, like say Agility, either. Crit is just too beneficial to be strictly a regen stat.

From the 3.2 PTR testing so far, it seems like some Holy paladins are taking a second look at Haste and MP5 possibly instead of Crit. It will be interesting to see how it all plays out, and we will adjust as necessary, but it’s nice to see paladins at least consider the stats now before making a gear decision.

We have also hinted before that we’ve had trouble developing distinct niches for MP5 and Spirit and are considering collapsing those two stats in the future. This would be a change with a lot of ramifications though -- we wouldn’t just replace MP5 on gear with Spirit and call it a day.

Community Team: Paladins provide a slew of powerful buffs and spells that help all classes with tanking, healing and damage-dealing.

Q. How do we feel about raid-wide paladin buffs instead of limiting the buff applications per class, only?

A. We think it works out fine. It’s a different buff mechanic than other classes and helps to ensure that the second or third paladin is still considered valuable instead of letting a single one buff everyone.

Q. Blessing of Sanctuary is designed around providing buffs for tanks; are there plans to re-work its design to provide added benefits for more than just tanking?

A. No, we want it to be a tanking Blessing. However, we want it to be a superior tanking buff than Kings for the Protection paladin. In the 3.2 patch notes, we indicated that Sanctuary will also provide the same Stam buff as Kings, but will not stack with Kings (though Kings would still provide bonuses to the other stats).

Q. Do we feel Flash of Light and the changes in store for it will allow for additional diversification for the existing healing spells available? Aside from Holy Light, Flash of Light, and Holy Shock, are there any plans to provide paladins with other interesting healing spells later down the road?

A. Later down the road most likely, but it won’t be for 3.2 and it won’t be with something that looks like Prayer of Healing or Wild Growth. We do think paladins will have more of a use for Flash of Light now with the extra benefit to Sacred Shield. The changes to Beacon of Light in 3.2 should make paladins an exceptional dual target healer.

Community Team: Now that we’re on the topic of paladin buffs and spells, dps and versatility has been a topic of concern for many players with respect to both PvE and PvP.

Q. All classes vary in dps from one encounter to another; however, some paladins may feel their dps can be less competitive at times in comparison to other classes, more so in straight stationary single-target dps encounters. How do we feel paladins are doing in terms of dps across the board?

A. Retribution dps is too low in PvE in 3.1. We are buffing it in 3.2 through the new way Seal of Vengeance / Corruption will work. This Seal is designed to really deliver damage once the paladin gets five stacks up, which will make it the Seal of choice for boss fights. Seal of Command will be used in PvP or PvE for short fights. We expect overall for Corruption / Vengeance to be the “go-to” Seal much of the time, perhaps even in PvP, provided you can keep the buff up.

Q. Exorcism will be usable in both PvE and PvP once more which is great; aside from allowing this ability to be used against other players, what were the reasons to go down this route in redesigning this attack?

A. Exorcism never did a ton of damage to players, but it was an instant attack which meant paladins could use it while closing with an enemy. It was essentially just free damage and never a decision of any kind. The new approach to the spell prevents it from being used while closing, and also makes Retribution paladins have to pay a little more attention to their combat rotation -- you want to use Exorcism when Art of War procs, and generally not at other times.

We understand this is a small adjustment to Protection paladins, which is why we improved Hand of Reckoning. The 3.2 patch will be pretty good for paladin tanks overall so hopefully they will forgive us.

Q. Consecration seems to utilize a sizable portion of mana per application of this spell; do we have plans on making this a bit more mana-efficient?

A. We think the mana cost is appropriate. Retribution and Protection paladins have enough ways to earn mana back that it doesn’t seem to be slowing them down much.

Community Team: Specifically with the various spells and abilities that paladins have in a PvP encounter, there have been questions concerning regarding survivability and utility, let’s get into some of these.

Q. Do we feel Divine Shield is fine in its current rendition versus other abilities such as Shattering Throw and Mass dispel?

A. Divine Shield is just a very powerful spell, so game-changing that we thought it needed a counter. The problem is that only one class has access to Mass Dispel, which we feel makes priests too much of a “hard counter” to paladins. We understand that classes will to some extent always have other classes they are better or worse against, but we want to avoid extremes. Shattering Throw is an attempt to let someone other than a priest have the chance to break the bubble. We implemented the ability as a ranged attack to help discourage warrior “tunnel vision” in just always unleashing all their attacks on the same target rather than having to switch targets on occasion.

Q. Will it be possible to prevent Avenging Wrath from being dispelled as well? This ability is the means to allow for on-demand maximum dps output for a brief period of time and only affects the paladin.

A. It’s possible but not probable. Really this is symptomatic of a larger problem, which is that the dispel game has become too important in PvP. If the other team has a dispeller, then abilities like Avenging Wrath get totally shut down. If the other team lacks a dispeller, then they may be in trouble. This leads to junk buffs and inconsistencies on which abilities can be dispelled or not. We are going to redo the entire system, though not for 3.2. One direction to take dispelling is to give magic dispel to all the healers (since 90% of player spells are magical), but to prevent offensive dispelling of any kind, or at least prevent dispels for “your-class-is-supposed-to-have-this buff” like Arcane Int or Fort.

Q. Do we have plans to introduce a stand-alone interrupt ability for paladins?

A. We would like to add this kind of utility to paladins. First we have to get the burst damage under control so that Ret paladins are not winning PvP encounters by blowing players up. When we accomplish that, we’ll look at finally giving them more tools.

Q. With the slew of options to either "jump into" or "jump out of" PvP encounters for either offensive or defensive purposes many classes receive, do we have any plans to incorporate special abilities for paladins to either help them escape tough situations or quickly get into pvp battle (i.e. Deathgrip, Typhoon, Summoning Circle, Disengage, etc.)? It seems paladins are the only class without a short cool-down ability on the same scale.

A. Players are pretty good at detecting problems, but for solutions they tend to just look around at what other classes have that is working for them. Homogenization is something we fight as much as we can, which is the reason not every class has Death Grip and not every class has Charge. Judgment of Justice is intended to be the gap-closer for paladins. If it becomes a huge liability, we’ll evaluate, but at the moment paladins are doing extremely well in PvP without it.

Q. Ranged attacks are extremely limited for paladins and are not considered a primary form of dps. However, players feel they would like an ability that will aid them in bridging the gap between melee vs. ranged. Do we have any plans to implement something to this extent?

A. We’ve already changed the “no ranged attacks” philosophy on paladins already and don’t feel the need to continue making them better at range.

Community Team: We’re on our last set of questions here, so let’s switch it up a tad and talk a bit about Librams and aesthetics.

Q. Do we have plans to incorporate a larger variety of Librams?

A. We try and make sure the three main paladin roles have their Librams covered. As these are special items that no other class can use, we have to make sure we don’t drop them too often in PvE encounters, but we have no problem putting more on badge vendors. Usually it’s just a matter of time because a new tier of content, like the Call of the Crusade patch, already involves making literally over a thousand new items.

Q. Do we have plans to incorporate Librams as a more prominent aspect of the paladin class? Also, can we expect to see Librams as a physical aesthetic item on the paladin? Much like the quiver is for the hunter (except only the hunter can see their own quiver mounted on their back).

A. This is something players suggest a lot, and honestly something we’d like to do. It’s a pretty iconic image from Warcraft, especially Warcraft III, to have the paladin toting around their libram. Someone at BlizzCon last year asked if they could beat on people with it. This is a big task to put on the art team though so we would want to make sure we do it right. The same answer would apply to shaman totems and hunter quivers. On the other hand, it took a long time to finally update the druid cat and bear art so don’t look for this in 3.2.
Posted by Cromfel on Friday, July 10 @ 22:05:50 EEST (218 reads)
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Main Topics RET CHANGE

TL:DR-version
Exorcism - casttime 1.5 sec (useable in PvP again)
AoW - also makes exorcism instant
Cstrike - lowered dmg and CD (4 sec)
SotM/SoB - removed (selfdmg is baaad)
SoC - reworked totally
SoV/SoCor - buffed *shrug*
Vindication - now is kinda demo-shout


  • Retribution
    • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
    • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4 second cooldown.
    • Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.


    Depending on who you ask, Retribution paladins are either perceived as being in need of improvements to make them stronger or are in need of changes to make them less powerful. We are really happy with the overall changes to the Seal and Judgement system from Lich King. However, Ret still has some problems. There aren’t enough buttons to push and they are all limited by cooldowns, allowing Ret paladins to have a lot of up-front burst without requiring a lot of skill or timing to actually hit those buttons (now after the opening moves of a fight, we think things get a lot more interesting because now the paladin’s defenses, healing and dispelling can come into play). We have other problems to fix as well. Exorcism currently can’t be used on players, which we think is a weak design. We have also become less enamored with the drawback to Seal of Blood / Seal of the Martyr causing damage to the paladin.

    Here are the design changes we hope will fix all of these problems:

    First, Exorcism has a cast time of 1.5 seconds but can be used on players again. This will let paladins use it in PvP, but not while moving towards a target.

    Second, we are changing The Art of War to make not only Flash of Light instant, but also Exorcism. Choose healing or damage. Paladins will have to watch for this proc and use Exorcism when it happens. The spell itself is still ranged, but the proc will only occur when the paladin is already in melee.

    Third, we are lowering the cooldown and damage of Crusader Strike to four seconds from six seconds. This accomplishes a few things. It lowers burst, it gives the paladins more buttons to push since they aren’t always waiting on cooldowns, it requires a little more skill since the player will have to choose between Crusader Strike and other attacks more often (such as the new Exorcism procs), and it gives Retribution a chance to get more damage out of their Seals (providing a sustained DPS boost for PvE).

    Fourth, we are removing Seal of Blood and Seal of the Martyr. The damage recoil increasingly felt like a liability in PvE, and wasn’t serving to offset the massive burst damage capable in PvP. We are buffing Seal of Vengeance / Corruption and redesigning Seal of Command with the expectation that these are now the seals of choice for PvP and PvE. Righteousness can remain a tanking seal.

    Finally, we are replacing the current effect of Vindication with an attack power debuff that works like Demoralizing Shout. In PvP, Ret paladins can still debuff melee targets, while in PvE they can provide another necessary debuff in the case that the tank is not a warrior or druid. In addition, the talent may be more attractive to Protection paladins.

    These changes do not close the door on adding additional attacks, PvP utility or even the oft-requested Crusader Strike debuff. If the changes outlined above finally accomplish the goal of balancing Retribution in PvE and PvP, then we can start exploring those other design issues.

    Again, these are our current plans and they may change based on testing and feedback. The changes to all three trees are things we are working on right now. Some of them might not work out quite the way we intended and will have to undergo iteration before finally showing up in 3.2. Even once the patch goes live, we are still likely to have to tweak numbers. This is simply a preview of what may yet come and we hope that it will be viewed as such.

    Source
    Posted by Thermiel on Thursday, June 18 @ 21:48:23 EEST (283 reads)
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    Blizz ready to reveal 3.2 info soon

    Quote: Vindication
    Vindication was overpowered. Period. Trying to portray it as a misguided nerf based on us not understanding the mechanic is unlikely to be effective at getting the nerf reverted. When we announced this change, the typical forum response was “Thank goodness.” Now you can try and spin that as community being misinformed about how the talent works (that happens sometimes). You can try to spin that as the community just hating you and wanting to see your class destroyed. In this case we find both of those explanations unconvincing.

    Health is not stamina, but the two are closely related. The fact remains that Vindication did the equivalent damage of a very big hit.

    The design of Vindication was not for killing healers. The design was that you could debuff your opponent. The mana and health consequences of the debuff were so severe that they totally overshadowed lowering the target's damage by decreasing their Str or Agi.

    Next patch we will more than likely change the talent to be a debuff that feels more like a debuff and is usable in PvE and PvP.

    Quote: Paladin changes in 3.2
    We are working on a (long) post to explain some of the paladin changes. I don't have an ETA.

    Think about it this way. We have a design vision for each class and spec. We readily make changes when the tools or mechanics you have when you aren't meeting that vision. Rarely do we change the vision, though it does happen. The end-game paladin in vanilla WoW was intended to be a healer. We now support an end-game dps or tanking role. The Holy paladin has classically been a tank healer. We're okay though with expanding their breadth a little bit for those situations where you have more paladins than tanks or the raid is taking a lot of damage. However we aren't likely to do that by giving paladins a Wild Growth clone, because that doesn't fit the vision.
    Posted by Cromfel on Wednesday, June 17 @ 01:15:41 EEST (217 reads)
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    Main Topics Nerfs...

    Vindication Nerf
    If an class is so powerful among less skilled players that it dominates but totally ineffectual against the best players in the world whose skill is high enough to counter it, we don't think that makes it balanced. The game needs to be fun for everyone, not just the most elite players.

    Source

    We are in the process of completing a hotfix that could go live as early as this afternoon that will make the Paladin talent Vindication no longer reduce Intelligence or Stamina from the target it is applied to. The talent will continue to reduce Agility, Spirit, and Strength as it currently does. We felt this change will help balance the ability out, especially in the lower arena brackets where they are very prominent, while not being a negative impact on a Retribution Paladin’s PvE dps.

    Once this hotfix is live, the tooltip will be incorrect until we can update it in the next content patch.


    Why with Ret is it always a hotfix for any other class it's ok to let them dominate an entire arena season?
    Increasingly it felt like someone playing against a Ret-Pally really only had 60% of their health bar because Vindication took away 20% from the start and then Hammer of Wrath kicked in when they had 20% left. This change was something we could confidently hotfix and would have a minimal to no impact on the PvE side of things.

    Source
    Posted by Thermiel on Tuesday, June 09 @ 11:05:33 EEST (275 reads)
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    Main Topics

    Retribution burst damage in PvP
    We don't think burst is a problem in PvP right now. We do think the Ret "rotation" is problematic. You essentially have a spec without a meaningful resource (Rets generally don't run out of mana) with attacks that are entirely cooldown-controlled, which allows them to be front-loaded. The bubble is certainly powerful along with dispels and things like Freedom.


    Source
    Posted by Thermiel on Sunday, May 24 @ 16:31:03 EEST (330 reads)
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    Main Topics

    Exorcism in 3.1.2 and 3.2
    We are considering making Exorcism not work against players or pets for 3.1.2. It would be a PvE only ability. In 3.2 we still intend to make it work differently.


    Q u o t e:
    1. Exorcism, currently it is still able to be used on pets. Is this an intended mechanic? If yes, why? If no, will it be fixed anytime soon.

    Exorcism worked on demons and undead before, so the only real change here is versus hunter pets. We don't think this is a gigantic problem given that we've already said we plan to redesign how Exorcism works. If hunters are too weak in Arena, it's unlikely that Exorcism is the cause.


    Q u o t e:
    3. Retribution burst and complexity. Is retribution burst going to be tweaked in any way soon? Is the retribution rotation going to be made any more complex in the future? If yes to either of those please elaborate.

    I have answered this recently. We want to make Retribution less about unloading multiple cooldown-restricted abilities all at once. We aren't ready to discuss our specific plan yet or we would have already done so.

    Posted by Thermiel on Friday, May 08 @ 18:18:46 EEST (250 reads)
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    Shoutbox


    Kataramenos
    Dont use it until we get a kick :)

    Themark
    I should stop to use SoV in bg's.. I am back to over 1 million of damage done XD

    Kataramenos
    Which means : Gather your friends , cataclysm will bring a new time at pvp and bgs :)

    Kataramenos
    On o note. Kalgan ( god forgive for saying his name here) said there will be no limitations in rated bgs played in week.

    Kataramenos
    Oh ty :D