348 Unique Guild Members 1491 Characters (alts included) 8 Level 110 characters 0 Raiding Characters 322 Website/Forum Members 0 Posts in 24 hours 0 Posts in 7 days 27505 Total Posts wingram is the last poster
* Seal of Wisdom now deal [ 16% of AP + 25% of Spell Power + 1 ] holy damage when unleashed. (Down from [ 20% of AP + 32% of Spell Power + 1 ] Holy damage) * Seal of Light now has a chance to heal for [ 15% of AP + 15% of Spell Power ]. (Down from [ 28% of AP + 28% of Spell Power ]) * Seal of Light now deals [ 16% of AP + 25% of Spell Power + 1 ] (down from [ 20% of AP + 32% of Spell Power + 1 ]) holy damage when unleashed. * Seal of Righteousness now grants each melee attack [ 2.2% of Melee Weapon Speed * AP + 4.4% of Melee Weapon Speed * Spell Power ] additional Holy damage. (Down from [ 2.8% of Melee Weapon Speed * AP + 5.5% of Melee Weapon Speed * Spell Power ])
Protection
* Seal of Justice now deals [ 16% of AP + 25% of Spell Power + 1 ] holy damage when unleashed. (Down from [ 20% of AP + 32% of Spell Power + 1 ])
Retribution
* Judgement of Command Holy damage reduced from 56% to 45%. * Blessing of Might (Rank 8 ) and Greater Blessing of Might (Rank 3) now increase AP by 306. (Up from 305) * Seal of Corruption now deals [ 15% of AP + 8.8% of Spell Power ] additional holy damage over 15 seconds. (Down from [ 19.2% of AP + 9.6% of Spell Power ]) * Seal of Corruption now deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage. (Down from [ 17.5% of AP + 28% of Spell Power + 1 ]) * Seal of the Martyr now make all your melee attacks deal [ 22% of mw ] to [ 22% of MW ]. (Down from [ 28% of mw ] to [ 28% of MW ]) * Seal of the Martyr now deals [ 16% of AP + 25% of Spell Power + 36% of mw ] to [ 16% of AP + 25% of Spell Power + 36% of MW ] Holy Damage when unleashed. (Old - [ 20% of AP + 32% of Spell Power + 25% of mw ] to [ 20% of AP + 32% of Spell Power + 25% of MW ] Holy damage) * Seal of Blood now make all your melee attacks deal [ 22% of mw ] to [ 22% of MW ]. (Down from [ 28% of mw ] to [ 28% of MW ]) * Seal of Blood now deals [ 16% of AP + 25% of Spell Power + 36% of mw ] to [ 16% of AP + 25% of Spell Power + 36% of MW ] Holy Damage when unleashed. (Old - [ 20% of AP + 32% of Spell Power + 25% of mw ] to [ 20% of AP + 32% of Spell Power + 25% of MW ] Holy damage) * Seal of Vengeance now deals [ 15% of AP + 8.8% of Spell Power ] additional Holy damage over 15 sec. (Down from [ 19.2% of AP + 9.6% of Spell Power ]) * Seal of Vengeance now deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage. (Down from [ 17.5% of AP + 28% of Spell Power + 1 ]) * Judgement of Wisdom now restores 1% of the attacker's maximum mana. (Down from 2%) * Judgement of Light now has a chance to heal the attacker for [ 10% of AP + 10% of Spell Power ]. (Down from [ 18% of AP + 18% of Spell Power ])
Talents Retribution
* Divine Storm doesn't deal Holy damage anymore. Now heals up to 3 party or raid members for 25% of the damage caused. (Up from 20%) * Righteous Vengeance changed to - When your Judgement and Divine Storm spells deal a critical strike, your target will take 8/16/24/32/40% additional damage over 8 sec. * The Art of War now increases the damage of Judgement, Crusader Strike and Divine Storm by 5/10%. (Old - Increased critical strike damage only, by 10/20%) * Judgement of the Wise now grants the paladin 15% of his base mana. (Down from 33%) * Seal of Command now deals [ 16% of AP + 25% of Spell Power + 24% of mw ] to [ 16% of AP + 25% of Spell Power + 24% of MW ] Holy damage. (Down from [ 20% of AP + 32% of Spell Power + 30% of mw ] to [ 20% of AP + 32% of Spell Power + 30% of MW ])
Hahaha. I totally called it, though I thought we'd have to wait till WotLK to see it. At any rate, I look forward now more than ever to seeing rets on the opposing team in battlegrounds.
-- (USER WAS AWESOME FOR THIS POST) AFK: Attack, Fight, Kill! The healer is telling you to go pull mobs. WTF: Way To Fight! The healer is applauding your tactical genius. OOM: Out Of Mobs, go pull more. "Being around you makes me feel nicer [by comparison]." -Valaheea "You can't use math to determine (your) spec." - Vomit of Ursin, on rogue class mechanics
Sorry we didn't get a chance to pre-announce these changes before the data were pushed to the beta. I won't try to sugarcoat it -- these are nerfs.
As I tried to explain before, we concluded a couple of weeks ago that Retribution was doing too much damage in PvP. We tried to nerf the burst damage through the previous changes to Divine Storm etc. Unfortunately, those changes didn't prove sufficient. Not only were paladins still destroying other classes in PvP, but we also found their PvE damage, even at level 80, was too high. Many classes were concluding they were too weak based on comparing their numbers to paladin numbers (and to be fair, hunters and in some cases mages and warriors).
Here are the new changes:
1) Judgements of the Wise: Mana gained reduced from 33% to 15% of base mana. We spent many hours arriving at this number. For example, we did a lot of Patchwerk fights, watching the mana bar to see when and if it ever went down. In BGs, we were seeing paladins able to go from target to target without pausing even when unleashing all of their attacks. While we don't want you to go OOM in a few seconds, we don't want you to ignore the mana bar either. Mana is not rage -- warriors can't typically start a battle with a full bar.
2) Judgement of Wisdom: mana gained reduced to 1% of maximum mana and proc frequency cut by 50%. This ability was flat out better than Vampiric Touch when the mana provided between the two really needs to be close in order for the decision between Shadow priest and Retribution paladin to be a real one.
3) Judgement and Seals: Damage reduced by 20%. This is the major damage adjustment -- a lot of damage was coming from these. We do realize this hurts Holy and Protection as well, and that is something for which we are prepared to offer compensation (particularly if it hurts Protection's threat generation).
4) Hammer of Wrath: Now can’t be used until the target is below 20% health. Our rule of thumb is that core "Execute-style" abilities work at 20% and talented abilities work at 35% health. We originally had Hammer at 35% based on some other limitations of the spell.
5) Art of War: Increased damage bonus to Judgements, Crusader Strike, and Divine Storm. I'll report back on the exact numbers here when we've settled on them.
I also want to add that the token Blessing of Might change wasn't intended as a joke -- it is designed so that Battle Shouts won't cancel the longer and more expensive Blessing of Might in a group setting.
These seem like pretty severe nerfs, but that was the intention. It is difficult for some players to ever be truly objective with issues surrounding their class, but in this case we felt Ret was severely overpowered. This was not in the realm of small tweaks to fix (though we did try originally). We overhauled the paladin class for Lich King, so it is unfortunate but not too surprising that the numbers for the dps spec require a lot of iteration. The mistake is ours, not the fault of the player base or beta testers.
Nerfing a spec or class is never fun. It means that our initial estimates of numbers were off and we know that the community is going to react negatively (to put it mildly). But we have to try and keep the game in a relatively balanced state and that is going to mean making decisions that are unpopular sometimes. If you need to blame someone for the nerfs, blame me.
As always, if we over-compensated, we'll adjust the numbers again. But as I said, our initial round of nerfs wasn't sufficient. Lest you fear that Lich King is upon as and you won't see any additional changes, that is not our point of view. We changed a lot in the game and we need to be able to rectify problems. I would expect early patches or even hotfixes to deal with class or balance problems, and hopefully these will slow down as we get closer to major content releases. But nothing is off the table after we ship, down to rearchitecting talent trees if we think that is called for. This isn't to suggest we aren't happy with the state of the game. Rather, my word that we will continue to iterate on problem areas as they come up.
I also want to stress that we do not make balance decisions based on the QQ of other classes. At most, if there is a pretty vocal outcry that will encourage us to rerun the numbers to see if something is amiss. As vocal, and sometimes passionate and even logical as forum posts can be, they represent a fraction of the entire fanbase and it would be foolish for us to clobber one group of players solely based on the whining from another group.
Go ahead and vent if you have to. We won't delete posts or ban posters in this thread unless they are overly offensive. We do ask that you not launch a thousand other threads so that other paladin issues can still be discussed. Likewise, we have no problem with other classes engaging in the discussion but outright gloating or trolling will be frowned upon.
-- (USER WAS AWESOME FOR THIS POST) AFK: Attack, Fight, Kill! The healer is telling you to go pull mobs. WTF: Way To Fight! The healer is applauding your tactical genius. OOM: Out Of Mobs, go pull more. "Being around you makes me feel nicer [by comparison]." -Valaheea "You can't use math to determine (your) spec." - Vomit of Ursin, on rogue class mechanics
The reaction of the "community" to this is pretty shocking.
I really don't see what everyones freaking out about. Its plainly obvious that we were overpowered. The overwhelming stupidity of this games community is overbearing, and its pretty embarrassing to associate myself with these shortsighted morons with their death threats, ASCII middle fingers, and account cancellations.
Who gives a shit about class nerfs, good players are good players. Despite being considered the weakest of the 3 tank classes in BC, I've tanked, and I've done it well. Despite carrying the stigma of being the worst dps spec in the game in BC, Corundum put up competitive damage.
I'm attempting to post this early since the Ret community felt totally surprised last time.
We are looking at some way of making Avenging Wrath and Divine Shield mutually exclusive. This may be through Forbearance, if we can reduce the Forbearance duration through a hotfix. The bubble is intended as a defensive measure. Yet bubble+wings currently is used a lot in BGs and Arenas and helps contribute to the feeling of being destroyed by a Retribution paladin while you are unable to respond.
My apologies to the Ret paladins who already feel picked on. We are really trying hard to not overdo anything but even the last round of pretty severe nerfs didn't seem to do enough to Ret's dominance of PvP.
We are also sympathetic to the notion that if Ret can't do insane burst damage, that the spec might need other tools to be viable in PvP. We're exploring this now, possibly though the missing 11-point Prot talent, possibly through other avenues. We'll let you know when we've made a decision here.
I don't know exactly when this change will go live, but I didn't want you to return from trick-or-treating and be shocked that we didn't announce it, since that seemed to cause a lot of damage with the last nerf.
I'll leave this post unlocked for now, assuming the responses stay intelligent and we don't get too much flaming or trolling.
NOTE: The hotfix will be on Live and the beta.
[...] We lowered Seal and Judgement damage, changed Divine Storm (earlier) and changed Hammer of Wrath. Those all should have lowered PvP burst damage, and they did.
The JotW nerf was done because a paladin could use all their buttons quickly then go on to another opponent with no down time. On bosses in PvE, they could hit every button that was up and still have mana left to be very high on healing meters. So we do think the mana regen was too generous in both PvP and PvE cases.
I completely predicted this. Just ask Navike.
-- (USER WAS AWESOME FOR THIS POST) AFK: Attack, Fight, Kill! The healer is telling you to go pull mobs. WTF: Way To Fight! The healer is applauding your tactical genius. OOM: Out Of Mobs, go pull more. "Being around you makes me feel nicer [by comparison]." -Valaheea "You can't use math to determine (your) spec." - Vomit of Ursin, on rogue class mechanics
This actually makes sense, but I hate the way they did it. I totally agree that having a "bubble-winged" pally in pvp is unfare. But making avenging wrath cause forebearance screws up pve more than anything.
How about just not letting paladins use avenging wrath while divine shield/divine protection is up? Now I have to go back to holding avenging wrath in my pocket in case I need an "Oh shit!" button in a raid.
Also, forebearance is a lot longer now, it used to be 1 min, now it's 3 minutes after DS/DP and 2 minutes after AW.
It'd be nice if bliz gave a little more heads up so we didn't find the changes during a boss encounter....
--
There's two theories to arguin' with a woman. Neither one works. - Will Rogers
I think they should have made them mutually exclusive. Bubble cancels wings, wings cancels bubble. Less of a nerf to pve that way. And without pallies able to hit for upwards of 2k while completely invulnerable, they could stand to revert some of the previous nerfs, most notably Divine Storm.
-- (USER WAS AWESOME FOR THIS POST) AFK: Attack, Fight, Kill! The healer is telling you to go pull mobs. WTF: Way To Fight! The healer is applauding your tactical genius. OOM: Out Of Mobs, go pull more. "Being around you makes me feel nicer [by comparison]." -Valaheea "You can't use math to determine (your) spec." - Vomit of Ursin, on rogue class mechanics
I think they should have made them mutually exclusive. Bubble cancels wings, wings cancels bubble. Less of a nerf to pve that way. And without pallies able to hit for upwards of 2k while completely invulnerable, they could stand to revert some of the previous nerfs, most notably Divine Storm.
i could deal with white swings. not being able to use special attacks, or even silenced while bubbled but that may be pushing it.
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