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Paladin changes in PTR 3.0.3 Patch

Summary of Paladin changes:

  • Art of War: No longer increases critical strike damage on Judgements, Crusader Strike, and Divine Storm, instead increases all damage done by those abilities by a smaller amount.
  • The Avenger’s Shield bounce distance has been reduced to 10 yards (from 15).
  • The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
  • Blessing of Might: Rank 8 points increased slightly to prevent from being overwritten by BattleShout 8 that has a shorter duration (also applies to Greater Blessing of Might 3.)
  • Blessing of Sanctuary: It is no longer possible to have both Blessing of Sanctuary and Greater Blessing of Sanctuary active on a target at the same time.
  • Crusade: No longer applies damage bonus twice to critical strikes.
  • Divine Plea: This spell’s duration is no longer affected by haste.
  • Divine Purpose: Rank 1 of this ability will now correctly determine its chance of remove stun.
  • Enlightened Judgments now increases range by 15/30 (was 10/20).
  • Eye for an Eye: No longer breaks crowd control effects.
  • Hammer of Justice: The interrupt from this ability will also be redirected when the stun is redirected. In addition, the interrupt will now work on targets immune to stun.
  • Hammer of the Righteous: Tooltip corrected to indicate it does 4 times weapon dps instead of 3.
  • Infusion of Light (Holy) now affects Flash of Light too, reducing its cast time down to zero and can be used while moving.
  • Judgements: The debuffs from Judgement of Light, Judgement of Wisdom, and Judgement of Justice will no longer be applied if the Judgement spell itself misses.
  • Judgements of the Pure: Haste increased to 3/6/9/12/15%.
  • Repentance PvP duration reduced to 6 sec.
  • Righteous Defense cooldown has been lowered to 8 sec (was 15 sec).
  • Righteous Vengeance: No longer increases critical strike damage on Judgements and Divine Storm, instead applies a DoT effect similar to Deep Wounds.
  • Seal of the Martyr: Tooltip for Judgement damage was incorrect and has been fixed.
  • Sheath of Light: Now correctly benefits Judgements of Command, Blood, and The Martyr.
  • Shield of the Templar now also reduces all damage taken by 1/2/3%.

Source:
- WOWWiki
- Patch Notes (WOW Insider)

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Comments (45)

Have the paladin changes restored game balance?

With the recent changes to the paladin class, particularly the nerf to retribution paladins, has Blizzard restored balance to the game…or made the paladin class less playable?

Response to Paladin Changes - Posted by Ghostcrawler (Source)

We don’t nerf anyone due to public outcry. If we did, there would probably be 1-2 classes left that were even PvP viable. :) At most seeing a lot of QQ about one class might get us to look at the numbers to see if there is any truth to the matter. However I will say that in this case there were so many people telling us the same thing that it’s hard to come up with an explanation for how they can all be wrong and some of the Ret paladins be right. (I say “some” because several Ret paladins admit they were killing stuff to fast.)

We collect a lot of data from both Beta and the live servers, and Ret paladins were killing people very quickly and often, especialy at level 70. Even after the nerfs, they are still very good at 70.

It’s never fun to nerf anyone and we know the boards are going to be on fire for several days when we do it. It’s our fault that the imbalance existed in the first place and we needed to take steps to correct it. Players are understandably nervous about the new world order with all of the changes we’ve made to classes and combat. Most of them, I am confident, want to see balance problems fixed quickly.

We would like to hear your opinions and ideas on keeping the paladin class playable. How would you define the paladin spec?

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Paladin changes in Patch 3.0.2

Patch 3.0.2 is out this week, and should be live on all the servers. The updated skills and talents list has been posted at mmo-champion:

  • Holy
  • Protection
  • Retribution
  • Talent List
  • Talent Calculator
  • Major nerf for ret paladins, and there’s a lot of talk in the forums about how ret paladins are OP. What do you think about the change?

    Ret Paladin Changes - Posted by Ghostcrawler (Source)

    As I stated yesterday, we are happy with Ret’s PvE damage and sustatined damage in PvP, but were concerned that the burst damage in PvP could be too high. We discussed this for literally hours yesterday, which was certainly not the first time we have discussed the issue. Thus I hope these changes are not perceived as a knee-jerk reaction, but I am sure that will depend a great deal on which class you play. :)

    Divine Storm — the damage was changed from Holy to Physical. As you know, Holy damage is almost never mitigated and this talent could pack a lot into a very short time. This is a nerf to the ability’s damage. This change is now active on Live.

    Repentance — this ability now lasts for only 6 seconds in PvP (down from 10). Obviously this is also a nerf. This change is also active on Live.

    Art of War — now affects all damage done by Judgements, Crusader Strike and Divine Storm (instead of critical strike damage). Net dps should be about the same but less bursty. This change will be made before Nov 13.

    Righteous Vengeance — now applies a dot affect similar to Deep Wounds (instead of critical strike damage). This ends up being a significant buff to the ability to make up for the damage lost to Divine Storm, but is also less bursty. This change will be made before Nov 13. EDIT: The dot will NOT break Repentance.

    Glyph of Crusader Strike — now reduces mana cost (instead of increased damage on stunned targets.) We thought paladins could stack too much damage vs. stunned targets. This change will be made before Nov 13.

    We also fixed a bug with Seal and Judgement of Light that could sometimes result in too much healing.

    In our tests, Retribution dps remains the same over longer periods of time, but they can’t do quite so much damage in the initial few seconds of a PvP encounter.

    I know Ret pallies feel a little picked on since we’ve made this mistake before of having them come out the gate too strong and then had to correct them. For that I do apologize. It’s a difficult spec to balance since part of its design is to have large crits and stuns, which have obvious PvP implications. We are pretty confident this will not nerf pallies into the ground as I facetiously promised yesterday, but if we overdid it, we’ll be happy to back off some of the changes.

    On the other hand, maybe we’ll see fewer BGs with 20 paladins on the opposing side and can get some reasonable feedback on all the other classes in the game.

    To clarify the new dot will not break Repentance.

    Repentence will be changed not to break on the new Righteous Vengeance dot.

    Art of War was NOT majorly buffed. The damage should remain the same over time, but fewer gigantic crits. It will be something like +4 / 8% damage (instead of +10 / 20% crit), which should be the same overall assuming a crit rate of around 40%.

    Righteous Vengeance was majorly buffed to make up for the Divine Storm nerf. It should end up at something like 10% of the crit damage each tick for 4 ticks of 2 seconds each (+40% and 8 sec total).

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    Ok, Maybe Infusion Of Light Was A Nerf

    When I first saw the changes posted by Ghostcrawler days ago regarding the Holy tree, it seems like a very nice buff, particularly the changes to Infusion of Light. I mean now you get an extra instant ability because of the change, how nice is that? And I’m pretty sure many other healadins will agree with me too. Mainly because for a lot of the healadins, healing is just spamming the buttons and keep the health bars full. The others? They do it differently.

    Upcoming Paladin Changes - Posted by Ghostcrawler (Source)

    Infusion of Light — now affects Flash of Light or Holy Light. Flash of Light is reduced to 0 cast time with 2 ranks, meaning that if you’re running around and get a Holy Shock crit, you can also Flash without stopping.

    You see not having Flash of Light tied to Infusion of Light has its advantages. How so? You get to save up a fast Holy Light for emergency. Now, having Flash of Light tied to Infusion of Light isn’t that ideal anymore when you think along this line… you can’t decide when to use your fast Holy Light anymore! Everytime Holy Shock crits, and given that Flash of Light and Holy Light are the only healing spells that you will use (I know, there’s Beacon of Light too, but you don’t really spam that me thinks), you will always use up that Infusion of Light effect. Not cool.

    Without control, the talent suddenly becomes very situational. At times where it’s critical and Infusion of Light pops, allowing you to instant cast FoL or to cast HL faster, it will be a life savior! Other times where it pops and nobody is in danger yet, you have to use it up anyway to keep the health bars in check.

    Perhaps a better implementation, is to have it like Rampage. It will be an extra button that you can press given that Holy Shock crits. By pressing the button, Infusion of Light will activate, and your next spell will grant you the increased casting speed on FL and HL.

    Ultimately is it a nerf or a buff? I would say about 50-50. I do not think that it’s a good idea to campaign against Blizzard and asks for such changes to be reverted. Having FoL instant has its uses. Rather, I believe my proposal is a good idea. Have it manually activated for use through a button so that we can all have more control. And more control = happy Paladins!

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    Upcoming Holy Goodies In WotLK

    Finally some updates to Holy tree. Obviously Blizzard still has a lot to address, but it’s good to see them taking the initiative and heading the right direction. I mean seriously, now that we are sure that they really are looking at Holy as claimed right? The other fixes will only soon follow. :)

    Highlights in this update will be Infusion of Light and Enlightened Judgements. Judgements of the Pure is still not quite desirable, and I can foresee many Paladins skipping it for other talents. Many Paladins have expressed that they are not quite sure increasing the haste value is good enough. The talent in nature is just not very attractive.

    Infusion of Light now also affects Flash of Light, a freaking awesome change! Not only that it now affects an additional ability, it allows Flash of Light to be instant cast. While Flash of Light wouldn’t heal as much as Holy Light in one go, instant cast = unstoppable = good. I had always wondered why Blizzard didn’t just swap Holy Light for Flash of Light in Infusion of Light if they were worried about too many big instant heals throwing around in Arena. Now that they changed Infusion of Light this way, I can’t complain. :)

    Enlightened Judgements has now changed to allow a max range of 40 yards. This has significant impact on Healadins because they can now judge and heal without moving too much. For Healadins, moving is very bad since we truly really have 1 instant heal which isn’t too many efficient. PVP wise, Holy Paladins will also find this very useful, finally being able to be a ranged from 40 yards away judging for damages. Blizzard should consider changing Holy Shock to 40 yards too just to give more synergy to the Healadins and Shockadins.

    Upcoming Paladin Changes - Posted by Ghostcrawler (Source)

    Righteous Defense — cooldown lowered to 8 sec. It had been 10 sec recently and is 15 sec on live.

    Infusion of Light — now affects Flash of Light or Holy Light. Flash of Light is reduced to 0 cast time with 2 ranks, meaning that if you’re running around and get a Holy Shock crit, you can also Flash without stopping.

    Judgements of the Pure — haste benefit now up to 15% with 5 ranks (was 10%).

    Enlightened Judgements — range benefit is now 30 yards with 2 ranks (was 20). This means you can judge or heal from the same range without having to run around so much.

    Bacon of Light — no change here, but I can never miss an opportunity to call it Bacon.

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    Blue On Protadins Vs Other Tanks

    Puzzled by the difference in numbers between theorycrafters and Blizzard, Sabindeus asked if Blizzard took into consideration of Blessing of Sanctuary being also castable on other tanks when doing their calculations. Point being, it’s not a Paladin-only ability, and if Blizzard forgot to add in the numbers, the end results would be very different. In addition, the OP wondered if Blizzard assumed that Shield Block is used every time the cooldown is up for the Warriors.

    Ghostcrawler replied…

    Posted by Ghostcrawler (Source)

    We test a lot of different ways. We test characters alone, self buffed and raid buffed. We do very controlled tests and we do tests where we just tell a skilled player to go nuts and we do actual raids. We get a lot of information from outside Blizzard as well, but you asked about how we test.

    It’s difficult to know exactly when a tank is going to end using their cooldowns. Sometimes it’s probably fine to spam them and other times they need to be saved for a very specific situation. Which abilities you use is also determined by what classes are present in the rest of your group. That’s just another reason to gather a large body of data.

    We think the paladin and warrior are pretty close now. I do have some concerns about eventual scaling problems now that block is so good. Critical Block may end up letting warriors bypass paladins eventually, but that will be a few raid tiers from now, so we’ll have plenty of time to evaluate the situation and make adjustments if necessary.

    You’re still going to have a hard time convincing me that 2% mitigation difference will determine which class everyone uses for their MT. Consider:

    1) You’re going to have a hard time even knowing what that number is. Unless a few really eloquent theorycrafters manage to convince the entire raiding community, most of the time you’re going to have to rely on actual raid data to make decisions, and that kind of variance is going to be really hard to detect.

    2) Every boss is different. Mitigation deltas may be miniscule on a slow-hitting boss but noticeable on a fast-hitting boss for instance.

    3) A difference likes 2% assumes both tanks have the best gear possible for their slot. Gear can make a very big difference in mitigation, yet you tend to see guilds stick with their MT for a long time. You don’t suddenly drop your guy when someone with a better shield and 10% more mitigation comes along. Why? Because your guy’s loyalty, dependability, knowledge or sense of humor is more important than that 10% difference.

    4) Don’t forget player skill has a huge role in here too. I’ve done Archimonde with an MT that couldn’t stance dance to save his life. But despite that er… handicap, the group is on M’uru or something now. Yeah I know, everyone has antecdotes. The moral of my story is that if a tank who can’t use his cooldowns can make it to Sunwell, surely the tank with 2% less mit can. If min-maxing tumped all, they would have dumped him.

    5) Paladins and druid tanks are already tanking a lot of content in BC, and that’s in spite of the current design (i.e. the BC version, not the LK one) that warriors are the best single boss tanks. And, in spite of things like crushing blows. And, in spite of the difficulties druids and paladins had getting gear. If they can tank already when they’re supposed to be OTs, then they should probably be great when we are actively trying to make them MTs.

    Posted by Ghostcrawler (Source)

    I am aware of the sites you mention and the various threads across the Internet. I am in communication with great tanks all the time. One of the problems we face is that each tank tends to conclude they are the worst — they’re nervous the community will fixate on one as the best, which is totally understandable. The numbers in WoW are very complicated — if they were simple, much of the depth and theorycrafting wouldn’t exist. Unfortunately, that also means it’s easy to look at data and come to different conclusions, or even generate different data. Procs, reactionary abilities and cooldowns can change things dramatically. You can’t assume they’re always up but you can’t ignore them either.

    I think the BoSanc argument does hold some water, and that’s something we’re going to look at. I’m specifically refering to the case where the paladin is the eternal OT because he can also buff the warrior MT.

    Q u o t e:
    I don’t understand. Are you saying that warriors and paladins are so close that you cannot determine a difference in mitigation/effective health? Or are you saying that you know warriors are 2% better but are choosing not to fix it? If it’s the latter, then it makes no sense to me.

    I’m saying the former. We aren’t designing the paladin to be purposely inferior. But because their abilities are so different, I’m also not naive enough to say that their survivability will be the same in all situations. Promising 100% the same stats with the same gear for every fight would be silly. I’m promising it will be close enough that you can use any of the 4 classes as your MT (assuming they’re a good player).

    Q u o t e:
    As long as it’s clear that the number exists and the Paladin is inferior, it’s a problem.

    I totally agree with this. But things are rarely “clear” in this game. Is it clear what class did the best dps in BC? Was it clear what class was the best healer? If you change small assumptions in your calculations (maybe a proc isn’t up as much as you think) then you get different numbers. On the other hand, I think the numbers *were* pretty clear that warriors were better tanks than paladins in most of end-game BC, but despite that, there were still a lot of paladin tanks.

    Q u o t e:
    GC thats the problem. Since it took till now to make us viable we need the edge to compete for MT. All these guilds on all the realms already have a MT chosen. I happen to be lucky enough to be my guilds MT already. For others it wont be so easy. They will remain OT to there guilds already branded MT. Our class just doesn’t stand on level ground to claim it.

    I agree the WoW community can be surprisingly conservative in adapting to new paradigms. But that’s not a great reason to give anyone the edge. It didn’t take very long at all for players to realize that Protadins were head and shoulders above other tanks for running 5-mans, especially say Shattered Halls. Shadow Priests went from lol to mandatory in between Naxx and Karazhan. Some guilds will keep a warrior as their MT because they like that player in that role. But not all will. I wouldn’t be surprised at all to see a lot of changes in guild structure (it happened in BC) because the raiding landscape is so different now. You can choose to skip 25-player content completely and still go against the Lich King. A lot of players assume that the perception will be the 25s where the big boys play and the 10s are the kiddie pool, but I’m not so sure that’s going to happen.

    Posted by Ghostcrawler (Source)

    I still think you guys are putting too much faith in your theorycrafting. There is just no way to produce precise and accurate numbers down to fractions of a percent. You have to make assumptions about e.g. how often Shield Block is up, and effects of things like Ardent Defender, and rate of incoming damage (which varies hugely from boss to boss). Change any of those assumptions and the results change.

    Good math is essential in theorycrafting, but so are good statistics. When you are coming up with estimates like this, what you are really coming up with is a number plus or minus some amount of variance. In this case (and in most theorycrafting experiments) the variance is very large. Imagine your result is actually something like “Our calculations suggest that paladin mitigation is 3% lower than warrior mitigation, plus or minus 10%.” In other words, it could be anywhere from 13% low to 7% high. I’m not doubting your math here. I’m just saying don’t be so convinced that your calculations reflect reality. That’s why we call it theorycrafting and not fact. Make sense?

    (By the way, all of this applies to us too. We have the resources to do some very extensive testing, but sometimes the results turn out different when the changes go live. Players figure out a different rotation that changes everything. Or some obscure trinket or set bonus we forgot about makes a mediocre ability crazy good.)

    We do test with and without Blessing of Sanctuary, and with and without lots of other raid buffs. It is a big puzzle with a lot of variables. :)

    We like Blessing of Sanctuary as a buff you can put on anyone. However, we might do something like let it benefit the paladin more than other targets. (Self buffing gives a better result than buffing someone else.) Or we might just add more paladin mitigation somewhere else in the tree. That all assumes you are deficient. If 2-5% makes a big difference for you (I don’t think it will make that much of a difference, but for sake of argument), then buffing paladins 2-5% when they didn’t need it could also make the other tanks non-starters. We’ll keep testing it.

    Posted by Ghostcrawler (Source)

    Okay, here is one change you don’t have.

    Shield of the Templar now also reduces all damage taken by 1/2/3%.

    Critical Block is something we’re still keeping our eye on. I’m not going to promise a paladin version, but it’s totally something we’ll consider if paladin blocking starts to fall behind.

    Whoever said it, yes it’s absolutely going to be a challenge trying to get parity among 4 classes with totally different mechanics, and in some sense the warrior to paladin comparison is the easy one. :) But we don’t like having only one MT class, and we don’t like giving everyone very similar gear, talents and abilities to tank, and we don’t like the situation where you need a different tank for every fight because they all excell at certain types of encounters and suck at others. So the option we’re left with is to have 4 who are different but relatively equal.

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    WotLK Beta Build 9038

    This build came out about three days ago. I didn’t have a chance blogging about it as we were moving host. But here you go…

    A fairly uninteresting update for Paladin. The only change, which is to Divine Plea has already been mentioned sometime ago. Other changes are for glyphes, which are relatively minor as well.

    While it hasn’t been specifically mentioned, I’m quite sure there will be a 3rd pass on Paladins again soon. Mainly to address Holy tree. I have also read that developers aren’t too happy with Rets and will work towards balancing the Retribution tree. Sounds like a mixed news to me.

    Quoted from MMO-Champion Source)

    Holy

    • Divine Plea - You gain 25% of your total mana over 15 sec, but the amount healed by your spells is reduced by 20%. (Down from 100%)

    Glyphs

    • Glyph of Flash of Light - Your Flash of Light heals for 50% less initially, but also heals for 140% of its initial effect over 12 sec. (Down from 15 seconds)
    • Glyph of Holy Light - Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 10 yds (up from 5 yds) of the initial target.

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    Blue: We Know Holy Is Boring And We Will Address That

    It seems weird that after just days of releasing the new nerf to Divine Plea, Ghostcrawler confirmed that they are buffing it to only reducing healings by 20%. Lack of planning for the win? However in exchange, Divine Plea will be dispellable in PVP… Not desirable but the 20% reduction to healing is a definitely good exchange.

    Ghostcrawler further mentioned that they are still looking at the deep Holy talents. While they acknowledge that there are problems with Holy as well as many great suggestions have been offered, they do not sound very committed to making much changes. Looks like Blizzard is going to stick with their core design concepts and just make adjustments around these… ie Beacon of Light (did Ghostcrawler spell it as bacon for real?), Holy Shock and Infusion of the Light to make the tree right.

    Hopefully they will get things right with the 3 abilities in the beta. Otherwise they implied that things may eat into the live release of Wrath of the Lich King to continue tuning the tree.

    Upcoming Divine Plea change - Ghostcrawler (Source)

    We are still showing good healing from Holy paladins. However, we are getting feedback that they may be struggling with mana and perhaps even with boredom. To help with both of these potential problems, We are going to change Divine Plea to only reduce your healing by 20% (up from 100%). However, the original nerf to the spell was partially because of it being difficult to stop a paladin in PvP, so we are going to make the effect dispellable.

    We’re still taking a look at some of Holy’s deep talents and I do want to acknowledge that there have been many great suggestions to change some of those.

    We understand that some Holy paladins still feel that their movement and group healing mechanics aren’t sufficient yet. However, we still like Bacon of Light , Holy Shock and talents like Infusion of Light to help with these problems. We want to get a few of the kinks out and see them in action more before making further changes here.

    We also want to reiterate that measuring healing is much tougher than estimating dps or tank mitigation. While healing throughput and efficiency are important, so is knowing who to heal when and with what spell. We’re going to keep a close eye on this through the rest of beta, in the Burning Crusade patch and when Lich King goes live.

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