All Blizzard posts regarding Paladins from Dec. 7 onwards will be posted in this thread. Anyone can post, but before you do, please make sure that you're not repeating an earlier post. Tag each post with the specs that it is relevant to. For example:
We've been toying with a change to Divine Storm to make it more like Fan of Knives. Specifically, you could use it whenever you want, for mana, but it would share a cooldown with Crusader Strike. It would have nothing to do with Holy Power (unless Divine Purpose still applied). The idea would be that sometimes you're okay giving up the single target rotation of Crusader Strike -> Templar's Verdict in return for being able to use an AE attack every 4.5 to 3 sec. It's too early yet to know if this design will work out.
Divine Storm has a great visual and many long-time Ret paladins have a soft spot for it, so we'd like to get it back to more common use.
Update: surprise hotfixes are also valid to post here.
Mastery is a new stat for us, and while it's working great for some talent specs, we'll almost certainly have to tweak it for others in a future patch (Unholy and Retribution come to mind, because their masteries currently affect sources of damage that just aren't large enough to be competitive).
These hotfixes were intentional and we wanted to share more information about the "why" for you all here:
Mana is supposed to matter for healers, and in the case of Holy paladins, that just wasn’t happening. We were seeing raid groups attempting to learn new bosses where the other healers were out of mana while the paladins were still at 90% of mana. We also thought the experience of paladins healing harder heroic dungeons was inconsistent with that of other healers, or our design intent. We thought it was only a matter of time before groups started going out of their way to stack paladins for raids or recruit them for dungeon runs, which of course is not our intent. For this reason, we thought it was important to address this point now rather than sitting on it until a future patch.
The main culprit for the increased paladin efficiency this was Holy Power from Tower of Radiance. We were seeing a strategy develop where paladins would cast Holy Light on a Beaconed tank, and then cast Light of Dawn on the raid (and use very few other spells). This strategy was remarkably successful considering how simple it is. The Holy Power-based heals are supposed to be an important component of the paladin kit, but because Holy Light is designed to be super efficient, the overall strategy was too efficient. The intent of Tower of Radiance was to make directly healing a Beacon of Light target less punitive, but instead it was becoming the only smart way to play. You can still generate Holy Power by using Flash of Light or Divine Light on a Beaconed target, or through a variety of other ways. Remember, overall it isn’t balanced if paladins are just as mana efficient as other healers and have several mana-free spells.
Light of Dawn was adjusted because it was completely eclipsing Word of Glory. We lowered the healing of Word of Glory late in development, but also redesigned Light of Dawn. They had fallen out of sync, and Light of Dawn was just too good.
Zealotry no longer consumes the Hand of Light proc effect.
Holy (Official hotfix notes) 2010/12/14
Tower of Radiance no longer grants Holy Power from Holy Lights cast on a target buffed with Beacon of Light. It continues to work as the tooltip describes for Flash of Light and Divine Light. Please note the tooltip may not be updated to reflect this change until a client-side patch is applied.
Healing done by Beacon of Light is now properly affected by healing modifiers on targets which reduce healing done (i.e. Mortal Strike).
I apologize for the delay in answers. I was not attempting to avoid questions here. I have a bit more information for you:
It is intended that Protector of the Innocent and Light of Dawn transfer healing through Beacon of Light. Furthermore, we didn’t feel that changing either of those would have fixed the problem. When we looked at the numbers, paladins were getting far more Holy Power from Holy Light using Tower of Radiance than we had predicted they would. This wasn’t a problem of paladins topping healing meters or anything like that. The problem was that paladins could heal much more efficiently than other healers. Healers of equal skill should run out of mana at about the same time. In this situation, we didn’t want to buff everyone else to the paladin level, because we think the experience of priest, druid and shaman healers is playing out as we intended. (But we will keep monitoring things.) We understand some healers still don’t feel that they have enough mana to be able to do their jobs and we understand the design has changed somewhat from the Wrath of the Lich King healing model. However, the heroic dungeons are intended to be challenging. Moreover, the Cataclysm expansion has only been live for a week. Players are still improving their gear, learning the boss fights and getting familiar with the new healing philosophy.
We have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.
Before you dive down into the meat below (not really a pleasant image, that), be advised that we’re still early in the preliminary stages. The patch isn’t coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn’t mentioned below doesn’t mean we won’t address it.
Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them.
Mastery is a new stat for us, and there are a few specs that don’t value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don’t think it’s possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation).
Censure will no longer break Repentance.
*** - This is the timestamp on the blogpost. Yes, it's future-dated.
Last edited by Noraj : 12/27/10 at 9:55 PM.
"The question is not how far we are going to take it... the question is, do you possess the constitution to go as far as needed?" - Il Duce
Holy - Conviction and Walk in the Light
01/25/2011 12:08 PM Blue Post
Right, kind of. We discovered that Conviction (which can give up to a 9% healing bonus) was broken. It affected paladin self heals, but not healing other targets. Since we think that paladin healing throughput is in an overall good place we didn't want a 9% bonus sticking around. So we fixed Conviction and reduced the Holy passive, Walk in the Light, from 15% to 10%. Which actually does end up with a net 4% gain overall, assuming Conviction has near 100% uptime, which isn't too unreasonable.
Since it was applied in a hotfix the Walk in the Light tooltip won't be updated until 4.0.6.
Actual date of change is prior to 01/23/2011 9:00 AM.
Missing attacks should not generate Holy Power. We generally don’t reward characters for failing to land attacks. Retribution paladins can improve their hit or expertise like other melee DPS specs do. Tanks don’t generally stack a lot of hit or expertise, but we think Protection paladins will still be able to tank just fine. Prot warriors for example miss Shield Slams.
Zarhym - 2011/02/09 12:20:01 AM
Quite a large nerf on tank avoidance in the recent 4.2 PTR.
Dodge: Death Knights, paladins, and warriors no longer receive any bonus to their chance to dodge from Agility. Their base chance to dodge is now a fixed 5%.
Parry: Death Knights, paladins, and warriors now receive 27% of their Strength bonuses as parry rating, up from 25%. This conversion still only applies to Strength above and beyond their base Strength.
I guess agility will no longer out perform strength.
I don't have anything to comment about the other changes, but here they are regadless.
Paladin (Forums / Talent Calculator / Skills/Talents)
Seal of Righteousness – now can be proc’d by any melee ability, not just single target melee abilities. This adds Hammer of the Righteous (the physical component) and Divine Storm to the list of abilities that can proc it. In addition, Seal of Righteousness procs can now crit.
Walk in the Light now improves Word of Glory healing by 30% in addition to its current effects.
Guardian of Ancient Kings now uses the ‘Assist’ pet stance functionality.
Seals of Command: This talent now makes Seal of Righteousness hit an unlimited number of melee targets, instead of only 2 additional targets.
Glyph of Seal of Truth: The expertise bonus granted by this glyph now also works when Seal of Righteousness is active.
Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin's health.
Inquiry of Faith now increases Inquisition duration by 66/133/200%, up from 50/100/150%.