Interesting post. If you remember my claim (can't find my post, lost in pages) that people could abuse this putting several people in the same party but outside the raid instance, here's GC's "idea" about working a way around it, and I believe it's unacceptable. Only 6 seconds raidwide damage reduction?! They are just out of their minds. Trying to punish players for being smarter than their implementation team? They are already fixing the talent giving the raid only 20% reduction instead of 40%. Making it last yet shorter is imo what we'd refer to as "...to the ground". The solution should be by checking range of the party members (say 100 yards?) or if it's a fixed duration, definitely longer than 6 seconds.
Here's his post. He leaves a door open for change in the end of the post.
Originally Posted by Ghostcrawler
After reviewing this some more, we will probably end up changing it again. For example, we're not sure we could solve the case of the paladin who sits in a party with 4 players who are in the raid, but don't zone into the instance.
We might very well iterate on this a bit, but we're thinking something like this:
Divine Sacrifice -- Works like it does on the PTR.
Divine Guardian -- When you use Divine Sacrifice, your entire raid also takes 20% less damage for 6 sec. The main difference would be that DG always stays active even if DS hits its damage cap or paladin health cap. The shorter duration would hopefully keep it as situational ("Here comes the big blast") and not something paladins try and keep up as much as they can.