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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!
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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
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Posted by Ferro on Saturday, August 15 @ 20:36:50 EEST (193 reads)
(Read More... | Score: 0) |
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.
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Posted by Cromfel on Wednesday, August 05 @ 11:29:27 EEST (161 reads)
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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.
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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!
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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.
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Posted by Cromfel on Friday, July 10 @ 22:05:50 EEST (218 reads)
(Read More... | Score: 0) |
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
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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.
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Posted by Cromfel on Wednesday, June 17 @ 01:15:41 EEST (217 reads)
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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
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Posted by Thermiel on Tuesday, June 09 @ 11:05:33 EEST (275 reads)
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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
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Posted by Thermiel on Sunday, May 24 @ 16:31:03 EEST (330 reads)
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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.
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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
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