Originally Posted by
Wrecktangle
You're being hyperbolic not me lol. I simply offered some ideas for gameplay mechanisms that I either miss or desire, or believe are underutilized.
It's true that all we NEED is a numbers buff, but it would still be an anemic gameplay experience. If all you care about is being top of the meters I can respect that, but there are some of us who also care about how a class feels or plays. I know I'm not alone in that. Your analysis is also shallow in that you acknowledge we need a numbers buff and that added an additional AOE ability would MANDATE a nerf to an existing one. That's an assumption, not a fact as you state. It's a good guess for sure, especially considering past dev behavior, but I wouldn't state it as a fact.
Consecration by itself is bland and boring, but it is a thematic element to Paladin class fantasy and as such is deserving of some mechanical complexity IMO. I cited a way to add that in. I could come up with a half a dozen more, but I kept it simple.
Regarding WoA - it's because it's insanely strong. I actually love it, it's by and far my favorite ability in the current toolkit, but it hogs up so much budget. It's why I advocate for a slightly different approach to design where talents empower your existing abilities in different fashions. I'm ok with WoA being nerfed if it gives room for other mechanically differentiating functions to exist. I'm ok with WoA being nerfed if I can talent into a better version of it.
Hope this helps you understand my logic a bit better.