...pun intended.
I've been out of the game for a while, hearing only what news my brother has on the state of the game, thanks to a hefty semester. So, when I see...
I panic a little. With an inactive wow account, though, the best I can do is take the advice of my hitchhiker's guide, and post here where public scrutiny and input might get attention going, and/or better develop the suggestion.Originally Posted by Blizzard Entertainment
To make a long spew shortish, I got to thinking about ways they can mend the situation...it culminated in a 6-page word document, summarized:
"Stun:
Hammer of Justice: Stun effect ends prematurely once a total of 25% of the target’s maximum health has been dealt while the effect was active. This means that HoJ can still perform its intended purpose – to stun opponents – without locking them into certain demise and without being nerfed in more illogical ways.
Distance Closer:
Acting as a charge-like effect, Path of Justice offers paladins with a needed distance-closing effect as well as a slow.
Divine Purpose trades the reduced chance to be hit for a (2,5)-second drop in PoJ’s CD.
Bubble Issues:
Because damage output is proportionally greater than back at 60 when full immunity was more tolerable, Bubble’s effect is no longer balanced or acceptable. By classifying it as a simple absorb, the paladin still receives decent protection, but will lose that protection faster when facing better, or more, opponents: a logical conclusion that rebalances a presently powerful spell. With a static amount of damage absorbed, the ability offers no bias against bursty or non-bursty classes/pets. (If damage were handled as a charge system, a cat pet would be far superior to an ms warrior in removing the shield, for instance).
A possible conclusion for this is to have the shield hold for a total of (??% base health, +??% of total stamina), allowing it to scale properly for differently geared and differently talented paladins (intuitively you expect a tankadin’s defenses to hold longer than a ret or holy paladin)
Paired with this is another change, to spread the defense out: Sacred Shield costs far less when cast on oneself, meaning that the former defensive abilities of divine shield are distributed between the (assumed to be almost always-up SS) and the reduced CD, reduced effect new version.
Ret’s Interrupt woes:
Purgative Blow is statistically equal or inferior to kick, pummel, and mind freeze. It is parallel to those abilities by not being on the GCD. If balance issues arise from its present suggestion as baseline, perhaps it would be effective to place it in Ret, using a similar setup to that of Feral charge (2 spells, 1 point), allowing the devs to pair it with another ability deep in the tree (Ret Strike, for instance)
SoC gets baselined to allow room for the changed system, but also because its dps is now very comparable to SoB/M...."
However, these basic suggestions only address the half of what GC and possee are saying; the frequency of our abilities needs tweaking, and frankly, the only way to do that is with complicating our simple system...
and so, I present part 2; the combat system:
"The whole picture:
The details:
First and foremost, regen is handled differently in thuis system, by a 3-point “path of wisdom” (requires jotw):
This spreads the regen out, and is less difficult when paired with low hit ratings. Furthermore, because it come paired with higher ability costs, the Ret’s mana will jump up and down more like energy, but only for attacks – heals take upwards of 3 minutes to recover fully from.
Paired is:
, a changed JotW.
CS is the most altered of the existing attacks;
The wording on this was difficult but basically: strike hits. Physical debuff appears. Physical debuff puts up CS stacks automatically, once per second. CS stacks last 25 seconds. Physical debuff lasts 3 to 5 seconds, depending on implementation.
The CD on this, paired with the remaining aspects of the system, require CS to be off gcd under this setup. It also requires that its debuff only apply for the paladin – kinda like seal/vengeance does now – so that each paladin has a separate pool for their abilities to scale from.
-reverts to holy damage.
-damage scales entirely off CS debuff count.
• Under this system, there would be a 5-second gap between RS and DS hitting at max power (thanks to both scaling off CS, which takes 5 seconds to place them at full power), minimizing the frequency of clumped, 5-digit bursts…still possible, with exo and such, but not as heavy-hitting, and now without more setup time.
• DS Damage by CS charges dispelled:
o 1 Charge: 25.5% Weapon damage/6.38% WDG as healing
o 2 Charges: 52% damage/13% healing
o 3 Charges: 79.5% damage/ 19.88% healing
o 4 Charges: 108% damage/27% healing
o 5 Charges: 137.5% damage/34.4% healing
o Ret needs a unique equivalent to MS. Solution: Retribution Strike. 10s CD, causes 60% WD plus a % of AP as Holy, and causes a MS-comparable debuff:
• Ret Strike calculated damage then follows:
o 30% 0 charges
o 48.9% 1 charge
o 68.6% 2 charges
o 89% 3 charges
o 110% 4 charges
o 132% 5 charges
• The APCoefficient for RB and RS (Linear differential relationship):
o 4.18% 1 charge
o 6.25% 2 charges
o 9.65% 3 charges
o 15.3% 4 charges
o 25% 5 charges
Role: Some burst, more effective long-duration damage increase. Essentially a personal, holy hemo.
• The APCoefficient for RB and RS (Linear differential relationship):
o 4.18% 1 charge
o 6.25% 2 charges
o 9.65% 3 charges
o 15.3% 4 charges
o 25% 5 charges
• Role: Improves base DPS with only a miniscule effect on instantaneous damage (burst)
• 51% 1 charge – 5.1% per second
• 104% 2 charges – 10.4% per second
• 159% 3 charges – 15.9% per second
• 216% 4 charges – 21.6% per second
• 275% 5 charges – 27.5% per second
WS acts as a bolstering effect that pairs with the regen talents to make a Ret fully sustained. And yes, my claim that it takes 3 minutes to recover from a holy light DOES take this attack into account.
Simple 2-point talent that allows the paladin to cast a 40/80% power exorcism at the victim of their judement debuff regardless of racial type.
This serves the purpose of improving overall dps, but requires A) that the paladin judge first, and B) that only the judgement target be hit, limiting target population in time.
• 100% 0 charges, all immediate (normal)
• 123% 1 charge (normal D, plus 1.53% per second)
• 145.6% 2 charges (normal D, plus 3% per second)
• 169.6% 3 charges (Normal D, plus 4.6% per second)
• 194.4% 4 charges (Normal D, plus 6.3% per second)
• 220% 5 charges (Normal D, plus 8% per second)
--keep in mind that this is all dropped by 20% of its value against judged, non-demon/undead opponents (i.e. pvp opponents)
Judging Blow (Baseline, 77, 4.5% BM/S): Next-melee attack with a cost that scales based on weapon speed. Judging blow causes a secondary effect based on the seal the paladin has active. Ex: command: deals an additional 9% of weapon damage as Holy damage. Requires that the target be affected by a Judgement.
This is mostly a loose-ends knot; perhaps a pvp paladin prefers the slow and stun pair offered by SoJ with JB, while a raiding paladin prefers the dps boost from seal/blood and its paired JB effect. However, as a baseline ability, it also then offers a solution to other possible problems. For instance, it can offer extra threat for a prot paladin, or a grinding tool/pvp assist tool for holy paladins. (speaking from my @$$ on those with no recent intel on their needs of those)
And finally, just as an S&G addition that sounded like a good idea when I typed it, Path of Righteousness:
For those that stayed awake or on the page long enough to get to this point...first, go get yourself a cookie. second, speak your mind, though I must ask that, regardless of whether you like or dislike it, you say so maturely and explain rationally WHY you agree or disagree.