Originally Posted by
FpicEail
It's a shame because in the same patch Protection Paladins had a wonderful set bonus where Avenger's Shield gave you an absorb effect, which added much-needed mitigation value to a spell that, if it weren't for its Holy Power generation, was more DPS-oriented. When Holy Power was removed, if they didn't change Avenger's Shield at all it would have had no mitigation value at all. So what did they do? They took that set bonus and made it baseline (or rather, an artefact trait). This made perfect sense. They took a very popular and well-designed 4-set bonus and baked it into a class which had the dual effect of adding more depth and, like I said, adding much-needed mitigation value to a spell that almost had none. No weird half-solution, compromise, or unnecessary overhaul*; just a simple and effective change that betters the class.
Protection Paladins are, in my opinion, a Legion class design success story. When I play a Protection Paladin, I really do feel that they preserved all the things that made them good in prior expansions while also adding enough new to make it feel fresh. It's exactly the route all Legion classes should have gone down because they looked to the prior successes of the spec to know where to go in the future. I'm talking about this spec because it's amazing and inexplicable how Blizzard could get it so right with tankadins and so WRONG with Hunters. They did the exact opposite with Hunters; they threw out most of the old mechanics and disregarded what made Hunters well-loved and successful in previous expansions in favour of a 'radical new direction'... only to end up with all 3 specs being more despised than ever. As it turns out, 'new' isn't always 'good' and innovation for innovation's sake leads to design failure.
*I mention these things because it seems like this is all Hunters get in Legion. Whenever Hunters don't like a mechanic Blizzard ardently defends it and comes up with a bizarre and ineffective solution that pleases nobody involved. Look at how they handled Vulnerability in 7.1.5. Look at how they are handling Dire Beast and Mantle of Command in 7.2.5. I actually think they are so unwilling to admit fault that they avoid player-suggested solutions and instead opt for convoluted nonsense so they can feel as if they didn't give in to popular demand. That's probably just me being paranoid but it certainly feels that way and it would explain some of the insane nonsense that comes out of the class design team all the time nowadays.