Blue Posts Wednesday
I’m currently moving house so please bear with me for the slow updates for the moment… I will try to get organized as soon as possible as well as getting an internet connection so I can start posting right away.
As for today’s update…
Previously, like what I said… Blizzard isn’t working on Paladins at the moment due to the lack of updates. However, through patches we kept seeing a little nerf here and there and it sure isn’t fun that way. Ghostcrawler confirmed that it’s just experimental and it’s not official.
We didn’t work on paladins a lot for this patch. Any changes you’re seeing are likely because a designer was monkeying around with mechanics and numbers a little bit trying to come up with something he or she liked. Whenever you see just a few subtle changes, particularly if they are undocumented, it is more likely experimentation than anything else.
When we start to discuss next steps for the paladins, I promise to drop by and lay a few on you. But if I don’t post anything, it’s because I don’t know anything new.
If you are a beta tester, you would have noticed that Judgement is not working at the moment. It’s doing zero damage, and being the core component of Paladin class mechanism, it spoils a lot of the testing. But fear not! Ghostcrawler has listened.
A lot of spells seem to be broken for several different classes.
I know it sucks (and honestly it sucks for us too, because we won’t get the quality of feedback we’re looking for), but these things happen. We can’t rigorously test a beta build for weeks and weeks like we would a retail patch or the data will be hopelessly out of date. At this stage in development, a lot of stuff is going into the game every day, and sometimes bugs crop up.
We’ll see if it’s possible to get any of this hotfixed.
Then, he provided a very important reassurance…
No, no, no, paladins aren’t done. Look at the recent (mostly happy) reactions to the hunter and warrior changes. That is what we hope to accomplish for every single class.
When asked about the current Vengeance state, Ghostcrawler replied…
I can’t give you an answer you will like on Vengeance yet. It is a problematic talent because it represents a huge potential (but not a gaurantee) for dps.
Many (though not all) talents are balanced around a 1% to maybe 1.5% dps increase per talent point. With a 3 stack of Vengeance, that’s a 15% dps increase when it’s up for 5 talent points. And it’s up a lot, but not all the time, and to make matters worse, it tends to be up more as gear gets better and better. That’s a really hard thing to balance around. The death knight has the same problem, by the way, though the paladin is doing Holy damage which is very hard to resist. There are plenty of talents, many of them new, for different classes that provide way too much at the moment for their cost, but we will get them all into shape.
We tried a 2 stack to decrease the burst potential a little, but I don’t think it ended up being very fun. Building up a stack is supposed to be a stack, and 2 is just a puny stack. Maybe we’ll try a 3 stack of 3% each — we don’t know for sure yet. Maybe we’ll decide it’s okay at 3 stacks and just live with retadins being bursty sometimes.
However, I do promise that if Vengeance contributes less to your total dps, we’ll make up for it in other ways. We haven’t done that yet because our goal was to see how Venegeance felt at fewer stacks, not to balance ret dps. You’re absolutely right that we decreased your dps across the board without compensating you. That’s going to happen in a beta unfortunately. Was you dps too high and needed to come down or are you now non-viable as a class with this change? Nobody at Blizzard could really answer that with confidence because we haven’t done a numbers pass yet.
I hope that answers some of your questions. From a selfish perspective though, this thread is more helpful to us when you provide feedback than if it’s a blue QA forum. I read all the threads, but any time I take to respond is less time I’m working on the game. :)
And he tried to elaborate a little further…
I meant that we can’t assume Vengeance is up 100% of the time so we can’t assume paladins will always have that 15% boost. Yet if we balance them without that 15% (or we try and estimate it at something like 5 or 10%), we’ll start to run into trouble when paladins with lots of +crit do manage to keep it up all the time. And if it really is up all the time, is that interesting an ability anyway?
As to the death knight, we only gave them that talent to mirror the paladin one and catch a hint of the “anti-paladin” vibe. Whatever treatment Vengeance ends up, Bloody Vengeance will almost certainly get as well.
I agree there are several things driving Retribution to be bursty. To some degree, bursts can be fun. We all like seeing a crit with a big number flying up. But we’d probably all agree that there comes a point where you feel like you’re just rolling a dice — maybe I’ll do crazy dps on my next few hits and maybe I won’t. I think we can stabilize Retribution a little bit while still letting you see some big numbers sometime and have very competitive dps.
I am going to be away from a keyboard for a bit, but I still plan on reading the thread. Don’t feel unloved. :(
So in conclusion, Blizzard is not quite done yet with Paladins. They are still experimenting with various talent changes. It’s very important to make it known that you do not like any changes so that they don’t actually make it official! Finally, post a constructive feedback on the beta forum and they might just adopt your suggestions!
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rewind said,
August 27, 2008 at 11:19 pm
BTW, just how viable will Shockadin be for PvP? I was thinking the spec below in combo with a Full Ret pally for 2v2 maybe. If it was a full Ret pally for sure, then he would have Improved Might, and this spec could forget about it, as shown with the Benediction over it.
http://www.worldofwarcraft.com/info/classes/paladin/talents2.html?tal=50352050302130050102300000500000000000000000000000000052302512000303000000000000
Sheath in Ret is obvious. At first I had dumped 3 remaining pts into Holy Guidance for the +SP from Intel(21%), but I realize now that the Intel is not present at all on the Blue Ret PvP set you posted previously, making those points a little less potent there. This being Shock based, enchants/trinkets/gems/etc might need to concentrate on +Intel, to be able to last the fight. I moved them to Judgements of the Wise, hopefully putting off the need for the mana channel. Also 16% crit chance on Holy Shock and Holy Light, with the instant Holy Light after the Shock crit.