I doubt it - loads of people raid whilst not being anywhere close to the gold cap etc. My thought when I read about the cost was "oh, like the alchemy cauldrons" we used to have. So expensive enough that individual players won't run around with stacks of them for their own personal use, but cheap enough that guilds will have them for raids and such.
= + =
Frankly I expect FV to be the default choice in all PvE content anyway, unless there's a dungeon or raid boss with no (or insignificant) adds.
= + =
Dance Studio confirmed for Legion :O ?
Maybe if Consecration weren't a talent.
I had this whole big thing typed up about the new respec cost and accidentally lost the whole post. What a bunch of crap though, creating a nuisance just for the sake of "reasons" does nothing to help the player experience. Honestly all it's going to mean is raiders will carry huge stacks of respec reagents while PvPers will only queue from "safe" areas and world quest people can just suck it up and deal with it. Because the questing experience really needed to be worse.
Precisely.
We wanted and begged for Concecration back as baseline, but alas.
Well here's to hoping they realise they fethed up with one, otherwise it'll be slightly bit awful and mildly irritating.
They are pretty professional though, so I'm positive they'll fix this.
The blue i saw was on the US forums so i didn't bother posting anything, but i do think they are insane. I don't have a big preference where the pendulum lands but they can't have it half way like this.
I dislike the design because it doesn't work in one way or the other. With this design, i can't test various talents per boss fight. This will happen to many people. So, theres the inscription item. If its cheap, it will just reset things to the WoD design, if its expensive it will create trains from mages portals to warlock summons and it will simply be a huge bother.
I don't think they can go with this design. If they want talent choices to matter, i only see one way to make it work, wich is to have your trainer give you one talent reset everyday.
Because the problem here is that this design is too much in between. You can't just say: ok i need to commit to these talents for the whole raid night. If we are still expected to maximise the talents per fighter rather than per raid night, as i said before it will be a bother and will create alot of town trains. It's kind of ridiculous. They have to opt one way or another and design the raids accordingly. We are either expected to choose talents per boss or per raid. Giving the choice of both will make players choose the method that will offer the least resistance from the boss. And as such "choo choo" to town every couple of tries.
What i see of the new sugestion does not make talents more of a choice, but rather more of a bother.
Last edited by mmoc80be7224cc; 2016-05-17 at 11:51 AM.
I've played through multiple versions of Ret on the Alpha/Beta during the winter and spring, I really don't mind something being clunky and I actually enjoy the "colossus smash" gameplay- makes ret feel a bit more coordinated than before. However Ret still has the same problems as it did before, lack of aoe burst, lack of dps control, severe limitations (mastery aoe caped at 3 targets, wtf?), no real raid tools anymore and finally we don't have any mobility except a talent row and they stripped our ranged abilities + execute.
If I were to compare the current state of Ret with anything it would be a worse Arms warrior... Try playing arms (or fury) warrior through the artifact weapon quest line on beta and you'll understand what I'm on about, Fury warrior can talent into having 3-4 dps cds and most of them is on a 1 minute cd. They also got a very strong raid cd and charge, heroic leap (with talent variations).
The saving grace of Rets earlier in Alpha was Greater Blessings and the level 100 talent for them, since they scrapped it I don't see any reason why someone would ever bring a ret over a warrior to raid. Not to crush any dreams or be a doomsday fool or anything like that but Ret is truly in a desperate situation, 9 classes can be melee (not including double warrior or dk specs and trippel rogue specs) and from what I've seen and experienced on Alpha Ret is one of the absolute worst raiding specs atm.
Here's a few things that should happen to make ret easier to balance out and more wanted in raids:
- Judgement debuff changed to a buff on the player- same effect.
- Increase the Holy Power cap to 10 or scrap Holy Power (unlikely to be scrapped this late)
- Some form of raid CD, seriously we're a hybrid class and we got no raid cds but pure classes do? #logic
- Bring inn a short cd dps boost like Seraphim (without the Holy Power cost) and some form of AoE burst like Bladestorm (maybe a talent that makes Consecration have a 30sec cd but deals 500% damage)
- Mobility... make Long arm of the Law baseline or something, but have it trigger of something else- maybe Hand of Freedom.
Last edited by Huntingbear_grimbatol; 2016-05-17 at 12:13 PM.
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Welcome back bear long time no see in the ret theads.
But what you said is a very astute summery on how things look at the moment. When I look back at my raiding history I often had discussions with my raid leaders on whom to bring for progress and seldom I told them to take me instead of the second row war or DK when we had a holy paladin available. It was often better to bring the lesser skilled players due to the superior tool kits than me as a ret who only brought worse tools and redundant buffs.
My current raid lead was planning for 2 rets in the setup until I told him about scrapped Greater Blessings (he´s a couple of builds behind). Now he´s not even sure if he will bring one of us should enough of the core team be available...
Funfact: He threatened to kick me and my fellow from the raid should we ever play with Equality. Roughly translated he said: "Should I ever catch you retards playing with Equality you had been part of this raid for the longest time. You know I will catch you. I´m healing your sorry asses... I don´t care if it does a shit load of DMG or if it is working as intended. YOU WONT!"
And yet again another voice to Judgment buff. People brought up raising the Holy Power cap in here @Taeldorian if I recall started this up recently.
This talent for consecration you mention should be at level 15 and Consecration should be baseline for starters.
Perhaps make DI baseline and in its place put Long Arm of the Law? Actually have a mobility row.
Judgmemt buff, provide golden pom pom like Vengeance. Capitalize on a maintenance buff that doesn't cost anything and deals damage.
If we had a raid cd it should be something in the process of a Super ret aura or a mass Shield of Vengeance.
Seraphim: returns as a 30 second cd perhaps but no Holy power cost? Animation improved.
Pursuit of Justice for Warchief 2016.
#TeamLegion #UnderEarthofAzerothexpansion plz #Arathor4Alliance #TeamNoBlueHorde
Warrior-Magi
Or instead, Inquisition as a 30 second cd, 15 sec duration no Holy power cost. Increases Holy damage done for duration?
We HAD a functional seal system in MoP beta... Just think back to the FV iteration that buffed either our single target dmg when truth was active or made our FV cleave when righteousness was active. It was functional very functional. If they had extended this to all of our attacks or even just to CS we would have been saved us from them copying the prot hammer onto us...
A working system could look like this today:
-> truth puts a stacking debuff on the target increasing dmg taken (improved by mastery)
-> righteousness let´s our attacks cleave for (x% improved by mastery)
Last edited by mmocd051bddac7; 2016-05-17 at 03:12 PM.
Yeah knowing Blizzard, if we had a working seal system our rotational abilities would 100% be nerfed to compensate for the seals. Rather than having seals actually be a prominent part of our rotational they'd make them easy to manage while nerfing our main damage sources. This kind of thing has happened before.
I just really want them to touch on the points that keep coming up in the feedback thread. 1. No mobility, even if they said we will have the utility to make up for that, we don't currently and people keep bringing this up which is wonderful. 2. Judgement feeling clunky. There are many suggestions people are throwing out there, Solsacra made some good points, Ruiizu made some good points. Many people are asking for this part of our rotation to be fixed because it evidently doesn't work with our resource system since it isn't a large scale build-and-dump resource. Those two main points keep coming back and it's present in every single page out of the 6 we have. I'm really surprised they haven't said something yet. Not having a lot of mobility is fine as long as we have the tools that make up for it which we don't.
At least they told arms warriors that they like the spec so they know they can't really aim their feedback towards giant fixes. We don't know if they're comfortable with it or not, all we know is that Kalgan's new born child was named Equality. We really don't even know where to aim our feedback because we don't know what they're okay with/what they aren't okay with.
Even so, I'd say Arms isn't acceptable right now.
#TeamLegion #UnderEarthofAzerothexpansion plz #Arathor4Alliance #TeamNoBlueHorde
Warrior-Magi
@Taeldorian Agreed 100%
@CptKnusper People as a whole wanted seals gone. They were bland and when they were good it caused problems across the board. Though I do remember that and that would have been amazing.
Compiling these posts we see the following though.
-Holy Power: Up to 10
-Crusader Strike: No CD
-Judgment: Acts as a self buff or @Nuin suggestion.
-Consecration: Baseline
-Shield of Vengeance: Make it raid wide.
-Divine Intervention: baseline
-Inquisition: Increases Holy damage done by x% for 15 seconds. 30 second cd.
( optional -Divine Steed: baseline all specs, put Knight Templar talent in place of Divine Steed. But no damage reduction.)
Talents
15
-Final Verdict: Divine Storm and Final Verdict also cast Judgment on the targets.
-Execution Sentence: Now causes an explosion when it hits. Enemies caught in explosion are subject to Judgment.
-Turaylons Might: Consecration now has a 30 second cd but deals 500% increased damage.
90
-Long arm of the Law: Casting Judgment now increases movement speed by x for y seconds.
-Divine Steed: Maybe last 2 more seconds.
-Pursuit of Justice: Increases movement speed by 20%
- - - Updated - - -
Either way we could take Self buff Judgment or what Nuin said. This would match both.
- - - Updated - - -
Or hell, both concepts merge. Judgment as a self buff and a hard hitting mechanic.
- - - Updated - - -
@Huntingbear_grimbatol any thoughts on this? Took what you, Nuin and Ruiizu commented about and put into a rough sketch.
@Ulthane Seal were removed since they havn´t been updated mechanically sicne they were implemented. The iteration I was referring to would have changed them to basically stances. Which in itself is not a bad thing as long as they have a significant impact on how you play. They would have been miles better than warrior stances who were just gates for certain abilities which you could easily macro (bersi stance for recklessness says hello).
If you look at the suggestion below you can see that they would have a significant impact on our play style. Hell if you want to you could give us just 2 judgements (judgement of truth/righteousness) and give it the mastery effects I described. They could save face and keep the current judge as judgement of truth for single target (I feel dirty suggesting it) while actually allowing us to do at least somewhat decent AE with judgement of righteousness (could have the old mass judge effect - duration buff).
It might not be the most engaging solution but it would definitely call for adapted play styles depending on judge.
Thanks guys, that's actually me
A lot of that feedback was definitely framed by the discussions here and then confirmed by my own experiences on beta. It is a sad state for sure but I'm glad most people are on the same page, for their feedback. I find that the people who say they like the current beta setup are usually those who are very casual and don't do much (or any raiding). While I think this is fine and their entitled to their point of view, it definitely needs to be recognized where their feedback is coming from since almost any tool kit is sufficient for those needs but not so for the rest of us.
I like most of this and at this point Beta Ret is so in trouble that literally almost anything will be an improvement.
-I think if we're going to go to 10 for HoPo then it might just be time to make it work like a rage bar and get rid of the points.
-Crusader strike without CD would be great. Also it needs to hit harder or have an added effect (like a cleave or stacking +holy/crit/etc).
-Definitely need a raid utility cooldown.
-I'm not a big fan of inq/seraphim type mechanics but should be fine if it doesn't need HoPo to activate.
-We definitely need a baseline movement skill. If we have that then it's fine for T90 to either add another skill or augment the existing one. The struggle is real with this one while questing.
Edit: had a few more quick thoughts.
-I think BoJ is a prime candidate for a proc. DP is just not cutting it from my experience. I think allowing our auto attacks (or a no CD CS) to proc a BoJ that benefits from mastery would be fun.
-Also Divine Storm is quite lackluster at the moment without the Judgment buff. Even with the debuff I didn't find it to be too great. So why not lower the HoPo cost to 1/2 since it's pretty much our only AoE skill without talents? This would allow us to start AoE sooner and do so more frequently.
Last edited by Bolt66; 2016-05-17 at 04:20 PM.