Originally Posted by
CaptUntsAhts
I kind of agree. While a lot of the spells are old-fashioned and iconic of WoW paladins, I think a few of them are just extreme and their powerfulness makes them too easy to balance. For instance, BoP. Because making someone immune to physical for 8 seconds is REALLY strong, they had to give it a counter...
That counter being dispell, which 5 classes can do: not so rare. Thus, the spell becomes semi-useless, at least for Ret. As a Hpal, it buys you 3-4 seconds to heal your teammate up unless they are Johnny-on-the-spot with that dispell. But Ret can't really do that. It also leads to the spell having a decently long cooldown. Abilities like Ironbark and Pain Supression are much easier to balance because they aren't full-stop of damage.
I think the overhaul with Holy Power in Cata was the perfect chance to make Ret a unique dps class, at least in ability to be flexible. Things like making HoJ take Holy Power but have a cooldown like 20 seconds, WoG heal for more than it does currently, be able to use Holy Power to cleanse perhaps, etc. I understand doing any utility would then hit our damage hard, but That's how rogues, ferals, spriests, and DK's work. Chains, psychic horror, maim, kidney shot, etc all take Resources but can be much more readily available than our CC. Hell, if most of the CC's in the game worked like that, had disadvantages to using them, this game would be a lot less of a CC fest. I know for sure nobody enjoys being stuck in CC chains for 14 seconds+. Hell, when I'm on my pally as Holy currently I really don't even have fun performing the chain. It just feels stupid. Hey sorry man, but you don't get to play for 20 seconds just because I caught you with no trinket and no DR's!
But, the CC system overhaul is for another topic, sorry. Just feel like Ret would be much easier to keep balanced if our mechanics worked differently, and the Holy Power system was the perfect chance. Not too late though.