09/02/08, 7:27 PM
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#1
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Mike Tyson
Night Elf Rogue
Doomhammer
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Infraction for Noctivagant: WotLK Wishlist
Post: [Paladin] WotLK talent trees/abilities discussion
User: Noctivagant
Infraction: WotLK Wishlist
Points: 2
Administrative Note:
Message to User:
Original Post:

The mechanical life of the WoW Paladin has been fraught with messiness. The late release beta re-tooling never fit quite right, and we had to wait until the first expansion to even get a spammable (if you can call 6 then 10 then 6 second ability spammable) attack at all. I remember just sitting there watching TV while solo questing (literally during the fights semi-afk) in early release, what kind of class is that?
They are so close to having a package that makes sense, and is clean, neat and tidy. It is my opinion that they need to do some more culling and some tweaks to get things right. I think they should also continue the recent lack of fear of re-tooling major mechanics for 3.0 to get these done.
Some of these are essentially repeats from me, some are new.
Regarding, in particular, the seal system, this is how I would do it, or at least a starting point for iteration:
Seals need to be redesigned by role. Abilities without a purpose are irrational and complicate design. Abilities with similar purposes cause one to be depreciated for the other.
Seals would have NO mana cost and 1 hour duration. You have a seal up, like an self aura (this would of course be factored into how we fix JotW).
All my design thoughts include a JoTW with an effect similar to the original, some kind of % of damage back as mana. % to be determined from testing/math.
DPS PVP Seal - SoC (Big Fatty Proc chance and judgments that punish the stunned)
DPS PVE Seal - SoR (Constantly increased DPS and slightly bigger than normal judgments)
Tank Seal - SoV (Building up a dot stack and judgment adds increased pure hate)
Healer Seal - SoL (Radically new SoL, adds +Healing and judgments cause an aoe heal near the caster)
SoB/M are removed, as you don't need multiplte seals that basically just add dps. That's what we are talking about right with SoB now, its about dps, straight WWS scanable dps. Proposed SoR does this.
With the new Judgments and JotW, SoW is a mechanic that I would just kill. I never have liked having to make a major sacrifice to DPS for such a small gain, and its existence irks me.
Where is SoJ? JoC takes care of the kiting bit, and the designers have demonstrated a desire to kill mace spec, and I would run with that, instead outside the seal system I would add basically a kick clone on a longer cooldown.
Regardless of how, the seal system is never going to make sense until they give each role it's seal, and stop the overlapping.
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