1. #1

    What did you ask in your Wishlist?

    Hi there, I'm curious to see what others wanted in their wishlists on the Class Feedbacks for Paladins. I came up with a rather larger list that would affect Paladin's current rotation for all specs. In my opinion, and many others' is that Retribution Paladin's over RnG and Prot's lackluster of damage and holy's unused healing.
    My suggestions for holy were the most difficult to come up with, and other spells that remained unused like Consecration etc I offered a suggestion of a simple fix.

    -Consecration moved into Holy Power Mechanic, damage increased, 12second cool down 8 second duration.
    -Divine Purpose now has a 35%/70% chance when you use Judgement on a target to allow your next Holy Power ability consume no Holy Power act as if it has three holy power available.
    -Holy Wrath renamed to Righteous Wrath and requires Seal of the Righteous.
    -Seal of Righteous now hits all targets infront of the player.
    -Seal of Truth and Righteous now are learned at their respective opposite levels.
    -Seals of Command removed and replaced with Vindicator's Strike.
    -Art of War redesigned into when your Seal of Righteous has a 4/7/10% chance to increase the damage of Holy Wrath by 100% for 6seconds, and your Censure has a 22%/44%/66% chance per tick to make your next exorcism to be Free, instant and deal an additional 100% Damage. Either effects cannot occur more than once every 6 seconds.
    -Sanctified Wrath no longer offers free use of Hammer of Wrath, instead grants a 10/20/30% chance when you hit with Crusader Strike to launch a Free Hammer of Wrath while Avenging Wrath is active.
    -New ability (Retribution Talent) – Vindicator's Strike, Deals 50% weapon damage and increases the duration of your Inquisition by 3seconds. 9Second cool down. (New filler to replace Holy Wrath)
    -Hand of Light now effects Vindicator's Strike.
    -Long arm of the law now increases movement speed by 17%/35% for 6 seconds.
    -Improved Judgement redesigned into Light's Reach – Increases the range of your -Judgement by 10/20 yards, and the radius of your Holy Wrath and Holy Radiance by 3/5 yards.
    -Pursuit of Justice's movement increase effect now stacks with Long arm of the Law.
    -Inquisition now has a duration of 12 seconds per Holy Power
    -Inquiry of Faith no longer effects of Inquisition's duration but Increases the damage of all your damaging Seals by 10%/20%/30% and word of Glory heals for an additional 10%/20%/30% over 6 seconds.
    -Hallow Ground now grants your Consecration ability to erupt at the start of it's duration dealing an additional 15/30% damage and stunning all targets within range for 1.5/3 seconds.
    -Righteous Wrath no longer stuns.
    -Selfless Healer now reduces the cooldown of Word of Glory by 4/8 seconds, down from 5/10 seconds.
    -Guardian of Ancient Kings – Holy now no longer lasts 5 heals but for 30 seconds.
    -Guarded by the Light redesigned – Whenever you Block an attack, you have a 15%/30% chance to use your Shield of Righteousness without consuming any Holy Power and to act as if it has 3 holy power.
    -Avenger's Shield now deals 20% more damage to your primary target and 50% less to the secondary targets.
    -Glyph of Avenger's Shield now deals 25% less damage to your primary target and an additional 50% to secondary targets.
    -Flash of Light heals for 20% less but heals an additional 25% more over 4 seconds.
    -Infusion of light redesigned – Holy Shock now has a 50/100% chance reduces the mana cost of your next Flash of Light or Divine Light by 30% and their cast times by 0.75 seconds. Stacking up to two times.
    -Light of Dawn now heals for an additional 20% more over 6 seconds.
    -Divine Plea's Healing penalty reduced to 25%
    -Repentance is available to all classes and has no cooldown when used on Non-player targets and a 20second cooldown when used on player targets. Repentance talent slot is replaced with Heart of the Lightbringer.
    -Heart of the Lightbringer - Whenever you land a critical strike with your Templar's Verdict, your Zealotry, Avenging Wrath and Guardian of Ancient Kings's cooldown is reduced by 5seconds.
    Last edited by Isolyphic; 2011-09-14 at 07:21 PM.
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  2. #2
    Herald of the Titans zcks's Avatar
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    1: A faster consistent rate of holy power generation (via a 3 second CD on DS, CS & a lower damage ranged generator that all share a linked CD)

    2: A complete rotation with baseline fillers available that relies on procs not for fillers but for higher damage abilities that take the place of those fillers in the rotation or which gives buffs like guaranteed critical strikes.

    3: A backlash system applied for when people dispel any of our buffs (similar to unstable affliction but with slightly less damage & no silence effect).

    4: Something that the designers have advocated since wrath, that being every hybrid needs some type of stance effect. Could easily be a modified version of the seal system.

    Seal of Truth: Same as is now except it also gives a % bonus to damage done while reducing healing done to others. In addition gives access to a reliable gap closing mechanic but limits or prohibits the use of some Hand spells on others.

    Seal of Insight: Same as is now except it now also gives a % bonus to all healing done however it reduces all damage done as well. In addition it removes the CD on Word of Glory but makes the paladin unable to use select attacks like crusader strike.

    Seal of the Righteous: Same as is now except it also now also gives a % reduction to damage taken & increases threat generated, however it now also reduces all healing done to others. In addition it now causes you to get an absorb effect equal to a % of the amount healed by your word of glory but also prohibits the use of select hand spells on others.

    Assuming this is done there would no longer be a need for talents/abilities like Selfless Healer, Righteous Fury, Guarded by the Light, Seal of Justice etc...


    5: This one is the most important, actual time allowed for testing & feedback when you revamp the class/spec again, you also need to listen to the player feedback especially among the reliable high end players. (this was not done the previous 3 expansions/betas. as they rushed the designers & ignored player feedback)
    Last edited by zcks; 2011-09-14 at 07:50 PM.
    The way balancing for WOW PVP works is allot like American politics.
    1: Be lazy & ignore problems till the yelling is so loud your cant concentrate.
    2: Refuse to do the things you have Said need to be done, then make up reasons why they cannot be done.
    3: Lay the blame for problems on someone else even when it's your fault because you did all of the above.

  3. #3
    Deleted
    all i want on my ret is to get holy power faster at the start, im not so good at pala and maybe i am doing something wrong, but my only attack that seems to generate holy power is CS, and it has a 3sec cd, so it takes 9seconds to get 3 holy power, and in ret i often find myself with no buttons to push, when judgement and CS are both on cd, not enough Holy power for TV, i just have to auto attack a lot. or am i missing something?

    ---------- Post added 2011-09-14 at 08:52 PM ----------

    also a gap closer, pvp is just horrible atm, i get that short sprint after i judgment, but only if they are really far away, and it has a long cd. mages and hunters just kite me with no problem.

  4. #4
    I asked for a change in our Holy talent tree where we can choose to specialize in AOE healing. Sort of like how Disc priests can choose A/A or not.

    Also asked for a Holy power damage type dump so I won't /wrist if soloing/questing as a Holy Spec, and also for Beacon to last longer. Oh and a Mastery that syncs better with Beacon.

  5. #5
    Herald of the Titans zcks's Avatar
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    I've often thought that they should change the beacon of light animation & effect so that instead of going on a target the paladin becomes a beacon of light (& gets a glowing halo). The effect would cause all spells to cost slightly more mana & heal the initial target for less but jump out to "X"additional targets (Targeting ones at lowest health first) and healing them for a % of the healing done on the first.

    It would be something of the GCD with no mana cost that the paladin could switch on & off at will, in essence any heal could become an AOE heal. That heal will heal for allot less then it normally would but give the paladin the ability to fill the role of an AOE healer.


    This would mean holy paladins could finally AOE heal well (albeit at a cost) & get rid of the fact that paladins can effectively double tank heal some encounters.
    The way balancing for WOW PVP works is allot like American politics.
    1: Be lazy & ignore problems till the yelling is so loud your cant concentrate.
    2: Refuse to do the things you have Said need to be done, then make up reasons why they cannot be done.
    3: Lay the blame for problems on someone else even when it's your fault because you did all of the above.

  6. #6
    I asked for them to transfer all my achievements, mounts, gear etc to my warrior. I play ret.

  7. #7
    Holy:

    - Removal of Divine Plea healing debuff (like how the mana return works for every other healer, can you imagine a 50% healing debuff being linked to shadowfiend/innervate/mana tide totem)
    - Removal of mana return on Judgement and add this in passively (like how the mana regen works for every other healer, needing to use a global cooldown for a non-scaling mana return compared to scaling "passive" regen of all the other healing classes, does not make sense)
    - Give Judgements and Hand spells a 40 yard range

    I know the devs don't want to make all classes the same, but when the class differences are having the same things, just with downsides it does not really make me feel special

  8. #8
    Holy:

    1, Fix mastery - Something that's not the same as half the other classes' (absorption), something stronger, something that doesn't bypass massive chunks of our output.
    2, Scrap Holy Power - Don't make every class it's own separate resource
    3, Either change class to push us towards being "melee healers" or make Judgement's range 30/40 yards by default.
    4, Add another school to Resistance Aura - Nature or Holy.
    5, Manawell - a'la Lightwell (hehehe... hehe... yes.... oh yes!)

    And finally:
    6, Encourage using Hand of Sacrifice more often, make it more of a core talent/ability than utility. I love this ability since PotI was introduced, I would love to see it been pushed more ahead.
    In fact, if they really want us to manage two resources than I'd welcome a new paladin healing style based around Hand of Sacrifice: "invert" our heals. Instead of throwing out heals make them redirect damage to us. Instead of managing the clunky/awkward holy power as secondary resource, make us manage our healthpool as secondary resource. Sacrificing our own health, sharing it to keep others up is far, far, far more paladin-esque a concept than holy power. Mastery could be something that heals us for every bit of damage we take such ways. GoaK could be a pet we send out and in an area around him he also protects our allies, redirecting damage to himself til he dies, and so on, and so on...
    A paladin healer that gears towards stamina.... now that's unique!

    Otherwise I wish to be able to specialize. In my case into tank healing, with near useless AoE but godly single target and full Beacon, something like that. Just let us specialize in the trees....
    Last edited by Valamivan; 2011-09-15 at 11:21 AM.

  9. #9
    Quote Originally Posted by Daffyduck View Post
    I asked for them to transfer all my achievements, mounts, gear etc to my warrior. I play ret.
    ROFL that made me lol hard! I wished i could have done that to my ret and sent everything to my Dk.
    Last edited by Malthanis; 2011-09-15 at 02:17 PM.

  10. #10
    Herald of the Titans zcks's Avatar
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    Quote Originally Posted by Daffyduck View Post
    I asked for them to transfer all my achievements, mounts, gear etc to my warrior. I play ret.

    Sadly this is what allot of ret players are wishing for because they know that fixes to the core problems/design failures the spec has are unlikely to ever be done unless the management team is fired & replaced with someone who actually gives a f#ck about ret paladins.
    The way balancing for WOW PVP works is allot like American politics.
    1: Be lazy & ignore problems till the yelling is so loud your cant concentrate.
    2: Refuse to do the things you have Said need to be done, then make up reasons why they cannot be done.
    3: Lay the blame for problems on someone else even when it's your fault because you did all of the above.

  11. #11
    The removal of at least 2 of our damage cooldowns, having just Holy Wrath is fine and actually better.

    Making HW non-dispellable.

    Scrapping HP and putting things on reliable CDs that conflict a bit so you still need some brains to play but not requiring the need to juggle so many things.

    OR.

    If you want to continue us to juggle so many things then follow the mantra of Affliction Warlocks in BC and make it so we can do amazing damage when played correctly rather than slightly sub-average damage when played correctly and generally above average when really lucky and fighting a demon boss.

  12. #12
    Elemental Lord
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    Quote Originally Posted by zcks View Post
    1: A faster consistent rate of holy power generation (via a 3 second CD on DS, CS & a lower damage ranged generator that all share a linked CD)
    While "better", I don't think a simple 3s CD is going to be enough to fix the issues wth Holy Power. I'm leaning more and more towards the idea that a CD on a generator isn't that desireable. Its not just the speed of HP generation, but also other issues; look at WoG and the effect it had with no CD. WoG didn't need a CD....but it arguably needed something to reign in the ability. A dedicated non-mana resource could fill such a role for abilities like WoG....but once you do bring in that resource, then a CD on the melee generators becomes counterproductive to a degree.


    3: A backlash system applied for when people dispel any of our buffs (similar to unstable affliction but with slightly less damage & no silence effect).
    I'll admit I've never been a fan of backlash type abilities, especially en masse. As it is, I still think the best solution to the dipel problems are to adjust the dispel mechanics themselves rather than provide backlash or other band aid fixes. I still like my idea of dividing dispels into major (with 2-5 minCD) and minor (spammable).

    4: Something that the designers have advocated since wrath, that being every hybrid needs some type of stance effect. Could easily be a modified version of the seal system.
    Agree.

    Seal of Truth: Same as is now except it also gives a % bonus to damage done while reducing healing done to others. In addition gives access to a reliable gap closing mechanic but limits or prohibits the use of some Hand spells on others.
    Won't work. We saw with warrior stances that players don't like stance penalties. What you need therefore are stances which simply buff roles (Increase Healing done by 50%) or abilities (FoL heals for 50% more). Either would work, but the former is simpler and more straightforward. All stances need do is provide enough differential to make off stance roles much less viable - barring stance/talent/spec specific mechanics.

    EJL

  13. #13
    Deleted
    - Avenging Wrath on a lower cd. - dont we all want to look awsome more often
    - A new spell effect for templars verdict, it looks just like crusader strike..wheres the 'RELEASE OF HOLY POWER' in that?
    - Divine Storm and Holy wrath changing over one another in the rotation and giving divine storm the holy wrath effect so we can use it for single target and let holy wrath be the AoE ability
    - One less proc to pray for if possible (more sustained damage)
    - A pvp related debuff such as healing reduction/movement reduction/improved hamstring-like effect (unbreakable root)/blind or a reduction to repentanece cooldown or something that will increase chances to be a better option for a pvp partner over other melees. (basically more tools to play with)
    - More choices, posibly a different finisher that does damage over time or something that can be used for pve bosses instead of templars verdict so we decide to go for burst or damage over time
    - inquisition. its not very fun imo, but i guess it is a way to divide good and bad rets, i dont mind it, i just feel there could be more done with it to make it slightly more fun
    - I would LOVE if cleanse made the player immune to the movement slowing effect dispelled for 5 sec. this will allow us to use hand of freedom on other players (which is more or less what we 'have' to do now to be good team players as it benefits almost every other class more). I feel this will make ret more appealing as a choice for a pvp team or rated bgs.
    - I think that either talents Crusade or Art of War in the ret tree should proc instant divine light/flash of light or even a free word of glory.

  14. #14
    Deleted
    Eye for an eye to reflect all dispel effects.

  15. #15
    Elemental Lord
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    My own little wish list

    1: A stance or role differentiation mechanic for the class. Its all very well trying to make, for example, Rets some sort of support healer via Selfless healer, but the balance issues that has caused over the years simply aren't worth the aggravation. Do us and yourselves a favour and add in a stance system. You at Blizzard have also run into the need for this mechanic....such as when trying to make the class use spellplate or Holys to use DPS plate. You have problems and have noted the solution several times. Implement it. Allow the class to BE a hybrid if thats what you want...BUT put in the toolset it needs. A stance mechanism is something I'd consider a mandatory addition to the class.

    2: Holy Power needs better integration into the class - and for all the roles. Granted, the extent for integration into the Holy spec is limited due to the need to link it to mana but the potential is there. It is easier to link HP into both Ret and Prot - more strikes and self buffed avoidance skills for example. The gaps are noticeable - there is no melee resource for the system to bounce off and while mana would work, a dedicated resource would be easier to balance and allow for all finishers - WoG and LoD included - to be reined in as well as providing a hook for haste. There are too few finishers/openers for it to work from, and the entire system feels bolted on and...especially with some tools disengaged from it since launch...redundant. The class needs something like this...but if you aren't going to support HP as a resource it should be removed/replaced with something else and if you are, it should be much better integrated with a dedicated resource and a much expanded toolkit.

    3: Inquisition needs to be removed or revamped. It wasn't that long ago when your developers posted publicly that such mechanics were "unfun" - they don't really reward the player for playing well; they punish him for playing badly and that was what you wanted to avoid. Even something simple such as adding it to a strike type move to provide that "reward" mechanic would work I think.

    4: For Protection - the issue is with homogenisation with other tanks. Holy Power offers a potential mechanic here to help differentiate it from other tanking specs. Theres also an opportunity to move DK tanking into tanking via dual wielding and prot making use of 2-handed weapons leaving warriors as the sword'n'board tanks. It is difficult to comment here since we don't know what will happen in the change to active mitigation. That would offer an opportunity to address other isssues - such as low level tanks having little to spend HP on by adding a HP driven Ghost Strike and similar tools but too much depends on how active mitigation is implemented for the class. Not saying you need to go this route, but the opportunity is there.

    5: A vastly expanded toolkit. You at Blizzard have stated Holy is lacking some of the necessary tools. I don't agree revamping Radiance is a decent solution given its impact on AoE and PvP but the truth is that a lot of the basic tools the class - for ALL specs - needs are talented....and duplicated. TV=SotR; HotR=DS for example. If you moved 90% of the active/specialisation abilities to baseline, the class would have a decent baseline selection - single target and AOE finishers for both DPS and healing, and ranged, AoE and single target generators - available and free up space for more interesting tools as well as unloading some of the overburdened abilities the class currently has.

    6: Shockadin made viable. Not quite what many would say is a pressing issue, but its been a sub spec since Vanilla and Cataclysm made great strides in its viability. A few more tools (esp AoE), some scaling issues fixed...add a separate stance for balance...and the game gains a second spec that can use spellplate, the game gains a BattleMage archetype and the class gains a second DPS spec lessening its reliance on Ret for PvP baseline viability.

    7: PvP issues addressed. Better phrased by others, but things like mobility - I like LAotL a lot and don't want it to go.....but something still needs to be done for gap closing, Even a mid CD sprint of some sort.

    8: Specifics? Rename Holy Power as Zeal; Judgement gets streamlined with the mana return facility used by ALL specs baseline; AW gets the 2 min baseline CD it should have, GAnK gets overhauled into a Metamorphosis/Avatar type DPS ability with a shared \CD for the other two effects.



    EJL

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