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Old 08/22/08, 4:50 AM   #2401
Rheyah
Piston Honda
 
Human Paladin
 
Argent Dawn (EU)
Ghostcrawler has come out and stated that the Vengeance change isn't an officially sanctioned one and is just a designer playing about. I believe Kalgan also stated mages are doing something like twice the damage they should be?

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Old 08/22/08, 5:19 AM   #2402
Akimara
Glass Joe
 
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Blood Elf Paladin
 
Blackrock (EU)
Holy

* Concentration Aura changed = All party or raid members within 30 yards lose 35% less casting or channeling time when damaged.

Can anyone confirm if this is a nerf or not with the new changes to spellinterrupt and is it still viable to skill Improved Concentration?

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Old 08/22/08, 5:22 AM   #2403
Theras
Bald Bull
 
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Tauren Paladin
 
Mal'Ganis
Originally Posted by Rheyah View Post
Ghostcrawler has come out and stated that the Vengeance change isn't an officially sanctioned one and is just a designer playing about. I believe Kalgan also stated mages are doing something like twice the damage they should be?
Here is the relevant text on Paladins, if anybody is curious. There's another interesting post here, too.

Digression:

Mages aren't really doing double the total damage that they should be. If I had to guess as to what Chilton was referring to, he was probably glossing over the details of the fact that Frostfire Bolt is currently "double dipping" on raid debuffs. Meaning, Curse of Elements and other such buffs are increasing FFB's damage by 21% (1.1 * 1.1) instead of the intended 10%.

Originally Posted by Akimara View Post
Can anyone confirm if this is a nerf or not with the new changes to spellinterrupt and is it still viable to skill Improved Concentration?
This is just a global mechanics change. All spells, abilities, and talents that previously gave you a percentage chance to avoid pushback instead now reduce the effects of pushback by that same percentage. So now instead of giving raid members a 35% chance to avoid pushback, Concentration Aura makes it so that spells are only pushed back by 0.325s instead of 0.5s. The ability (and subsequently the talent) still have the same worth in today's build as it did in the one previous to it. If I had to guess I'd say Blizzard is making a big push to reduce a lot of unnecessary randomness in player abilities, in an effort to elevate the esport status of Arenas.

Last edited by Theras : 08/22/08 at 5:31 AM.

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Old 08/22/08, 5:30 AM   #2404
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I wouldn't call explicitly label it a nerf or a buff straight off.

Spell pushback was changed such that the first and second damaging attack adds 0.5s to the cast time, then any succeeding attacks add nothing (until you cast a new spell).

The current pushback resistance mechanics is a little RNG dependent: you can resist 4 attacks, then the 70% fails and you get 0.5s pushback on the 5th attack, something like that.

The change to Concentration Aura makes it more consistent: You're always going to get pushed back, but you know just how much to expect.

A blue poster already confirmed that they would be moving pushback resistance mechanics to Concentration Aura's current format. It's likely that Conc Aura just got the change ahead of everyone else for some reason.

EDIT: Beaten by Theras, but were ALL pushback talents changed to this?

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

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Old 08/22/08, 5:38 AM   #2405
Aeverius
Run amok or sink, swim's not an option
 
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Human Paladin
 
Cenarion Circle
Originally Posted by Prinsesa View Post
Beaten by Theras, but were ALL pushback talents changed to this?
According to MMO-Champion, Imp. Shadowform received this change, as did Earth Shield (you can see these listed on the front page, as well as the respective talent calculators). Those seem to be the only ones at the moment, so implementation is oddly spotty for now. Still, I think we can safely expect all other talents/abilities to do the same shortly.

Improved Lay on Hands is really fucking good:

Originally Posted by Malleus View Post
Unless there's a reason to save it for a specific point in the fight, someone should be getting laid every single time it's up.

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Old 08/22/08, 9:45 AM   #2406
chapi456
Glass Joe
 
Human Paladin
 
Uldaman (EU)
another point in favor of AP -> SP being baseline : blizzard would like loots not being usefull for only one class, one spec, ...
- BTW heal paladin stuff WILL only be used by Holy Paladin ... (prot and ret could take it as a offspec ...) but think about a healing stuff with SP, Str, crit, haste and gems .... as a Fury Warrior with a blue stuff ; wouldn't you take it if no healadin in the raid is interested in ? (in the same way we, as protadin, take stuff with Str from prot warrior ... we don't care about STR, it takes some ilevel ... but sometimes, worth it no ?)
-Opposite way, healadin could take ret ou /arm fury warrior stuff ... kind of great synergy isn't it ?
- Othe possibility : as a protadin, I often have to be there because we need 3 tanks for trashs or some boss ... but on other boss, 2 tanks are enough and we need another healer ... or another dps, ... I would like to take 1 prot stuff and 1 rethealadin stuff ^^ (being able to cast big enough heals while DPSing quite a bit ... STR, Crit, SP ... would be really great for this no ?)

To sum up ... I'd love this to happen.

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Old 08/22/08, 9:49 AM   #2407
yamamoto
Von Kaiser
 
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Blood Elf Paladin
 
Shattered Hand
I have a feeling that Blizzard does not want to screw around with the damage of judgments too much. I'm thinking that they WANT Judgment to be a large portion of our damage rather than the pin-prick it is now. The first change to this is Vengeance. Instead of hurting Judgment damage a lot, they decided to take away a small amount of damage from everything. I have a feeling the next hit will be to JoComm's stunned damage and that will be it for judgment work (unless I'm missing something glaring, and I probably am since I'm not on Beta as of yet).

As Avitus has mentioned, I really hope they don't over-nerf our damage (2 shotting people in a stun is nice and all, but we wont have that forever), and we definitely need more utility. 3% haste aura compared to 15% version? Sure they stack, but come on.....

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Old 08/22/08, 10:05 AM   #2408
Khaelarys
Piston Honda
 
Blood Elf Paladin
 
Lightninghoof
Originally Posted by yamamoto View Post
I have a feeling that Blizzard does not want to screw around with the damage of judgments too much. I'm thinking that they WANT Judgment to be a large portion of our damage rather than the pin-prick it is now. The first change to this is Vengeance. Instead of hurting Judgment damage a lot, they decided to take away a small amount of damage from everything. I have a feeling the next hit will be to JoComm's stunned damage and that will be it for judgment work (unless I'm missing something glaring, and I probably am since I'm not on Beta as of yet).

As Avitus has mentioned, I really hope they don't over-nerf our damage (2 shotting people in a stun is nice and all, but we wont have that forever), and we definitely need more utility. 3% haste aura compared to 15% version? Sure they stack, but come on.....
I just wish they'd make up their mind. They can't tell us that they don't like us being quite so bursty, and then design a system which allows us to use 3 global cooldowns to deliver 90% of our entire damage output for a 10 second period.

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Old 08/22/08, 10:10 AM   #2409
Thundaar
Glass Joe
 
Draenei Paladin
 
Black Dragonflight
Originally Posted by Deac View Post
Soo before we cry wolf, do we have any reliable dps tests? and on what? the only nummbers I seen myself is my own lvl 70
recount nummbers from 5 mans on beta.

Yes we have really strong burst at times if we set it up right and ppl dont trinket, but what else do we have? My warrior friend thats dual wielding cath and torch seems to do just as much dps or more than me in pve(and didnt they get buffed in the last build?).

atm Im guessing most of us are all going by the "feelings" we get from zomg big ret crit vids.


ps my arcane mage still put ret burst to shame
Really? How much burst can your mage put out? My highest is a 12k Judgement a few days ago while I was running Utgarde keep. It was a stun+JoC. I still have all my abilities to blow, like CS, DS, and HoW just incase you still have any health left after that. If I need to, I can do all that from the safety of my bubble.


I haven't had time to play on the beta lately, but I'm going to try putting up some WWS this weekend. I'll try run as many instances as I can.

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Old 08/22/08, 10:17 AM   #2410
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
What I really don't understand is why change something that is global to all our damage (Vengeance stacks) instead of addressing the actual issue of our burst damage. I'm hoping it's just a designer experimenting and that this change will be reverted as the link Theras posted indicates, since it really makes no sense to me.


Further, here's something I've been wondering about (from MMO fury warrior changes):

Rampage (Tier 9) completely changed: Your melee critical hits cause you to go on a rampage, increasing melee critical hit chance of all party and raid members within 20 yds by 5%. Lasts 10 sec.
The price of utility? So far fury warriors have been able to achieve amazing personal DPS by providing very little utility/buffs besides battle shout. With such an amazing raid wide buff, I wonder if they'll have to pay for it dps wise?

I'm watching more and more classes get group buffs I'm hoping this elevates ret paladins from the perpetual excuse that our damage is so much lower because of the buffs we give.

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Old 08/22/08, 10:51 AM   #2411
Jessie
Whuck?
 
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-- Retired --
Draenei Shaman
 
No WoW Account
Originally Posted by Avitus View Post
What I really don't understand is why change something that is global to all our damage (Vengeance stacks) instead of addressing the actual issue of our burst damage. I'm hoping it's just a designer experimenting and that this change will be reverted as the link Theras posted indicates, since it really makes no sense to me.


Further, here's something I've been wondering about (from MMO fury warrior changes):



The price of utility? So far fury warriors have been able to achieve amazing personal DPS by providing very little utility/buffs besides battle shout. With such an amazing raid wide buff, I wonder if they'll have to pay for it dps wise?

I'm watching more and more classes get group buffs I'm hoping this elevates ret paladins from the perpetual excuse that our damage is so much lower because of the buffs we give.
Their original statement was that they intended to make ret paladins more valuable in raids by giving them competetive dps. l'm assuming the Vengeance nerf was, as GC said, only temporary, 'cause it's pretty much counter to the issue that was producing most of the ret backlash (Judgements). Personally, I think the solution is to fix SoC judgements and then maybe wait for a healthy beta population to begin testing the tree at max level and then work on balancing out and scaling the damage.

Just give me all of the bacon and eggs you have. Wait, wait, I worry what you just heard was, “Give me a lot of bacon and eggs.” What I said was, “Give me ALL the bacon and eggs you have.” Do you understand?

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Old 08/22/08, 10:58 AM   #2412
Ulthwithian
Piston Honda
 
Gnome Mage
 
Vek'nilash
Avitus: Considering the entire issue of 'consolidating buffs/debuffs' that Blizzard is going through, if Rampage makes it live, it probably won't stack with LotP.

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Old 08/22/08, 11:01 AM   #2413
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Deac View Post
Soo before we cry wolf, do we have any reliable dps tests? and on what? the only nummbers I seen myself is my own lvl 70
recount nummbers from 5 mans on beta.
I have no hard data yet. What I can say from my personal experience is that I'm easily killing same-level mobs before Judgement even finishes a single cooldown (well, when Judgement is working, that is). I'm doing this using an entirely "vanilla" ability rotation: just judge->CS->DS->hammer, and generally things are dead. I'm not stunning to get the extra JoC damage, I'm not using AW or trinkets.

Now as I said before I'm still outgearing stuff by a bit, and there's a difference between soloing and sustained raid dps, and I have no point of reference as to what Ret can do on live in this kind of gear. (Maybe I should use another copy to do a live-vs-beta test on the same mobs with the same gear.) But it feels really damn fast, and it's hard to experience it and not feel like something is at least a little overtuned.

Originally Posted by Prinsesa View Post
EDIT: Beaten by Theras, but were ALL pushback talents changed to this?
The Spiritual Focus tooltip still has the old wording; I haven't tested yet to see how it's implemented. Right now it looks like a case of the build getting pushed out while the change was half-done.


Originally Posted by Avitus View Post
What I really don't understand is why change something that is global to all our damage (Vengeance stacks) instead of addressing the actual issue of our burst damage. I'm hoping it's just a designer experimenting and that this change will be reverted as the link Theras posted indicates, since it really makes no sense to me.
That's kind of my sense of things. Like I've said, if you solo with a Ret paladin on beta, it feels really really fast. There's no testing data yet (I assume) but anyone's intuition says dps is probably too high. So in that position, it probably seems like a good idea to just knock 5% off of Ret dps before the hard testing begins, on the theory that that'll be starting from something closer to where we want to be anyway.

Like I said before, this isn't the first time they've tried this particular change to Vengeance, and they reverted it last time they tried it. Sounds like somebody just wants to try his idea again.

EDIT: On the plus side, HotR and DS are now properly doing holy damage.

Last edited by Cathela : 08/22/08 at 11:35 AM.

My comrades are my weapons, and I am their shield.

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Old 08/22/08, 11:15 AM   #2414
Jessie
Whuck?
 
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-- Retired --
Draenei Shaman
 
No WoW Account
Originally Posted by Cathela View Post
Like I said before, this isn't the first time they've tried this particular change to Vengeance, and they reverted it last time they tried it. Sounds like somebody just wants to try his idea again.
Probably right, and it just won't work. Not that scaling our damage back by 5% isn't warranted, but that isn't the place to do it, if only because public reaction to a vengeance nerf simply cannot go well. Your average player will see that they gave DKs a direct port of our talent in 'Bloody Vengeance' and then nerfed ours. That's a pretty good way to piss off a player base. A much better course to follow would be to simply tweak the scaling of our abilities - changes that most people won't quite notice.

Just give me all of the bacon and eggs you have. Wait, wait, I worry what you just heard was, “Give me a lot of bacon and eggs.” What I said was, “Give me ALL the bacon and eggs you have.” Do you understand?

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Old 08/22/08, 11:23 AM   #2415
Khaelarys
Piston Honda
 
Blood Elf Paladin
 
Lightninghoof
Originally Posted by Cathela View Post
I have no hard data yet. What I can say from my personal experience is that I'm easily killing same-level mobs before Judgement even finishes a single cooldown (well, when Judgement is working, that is). I'm doing this using an entirely "vanilla" ability rotation: just judge->CS->DS->hammer, and generally things are dead. I'm not stunning to get the extra JoC damage, I'm not using AW or trinkets.
This is in a zone tuned for level 68 quest geared right? I agree there's a difference between sustained dps and farming. I'm just curious, as opposed to how it feels like butter, have you observed other classes in similar gear to your own knocks through them?

I don't doubt for a moment that it feels over tuned - I'm just wondering if its because of what we've been taught to expect, or because you're killing mobs 2 for 1 that the other classes are killing.

Edit: I would bug you less if i ever got a frackin key.

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