Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Paladins

Closed Thread
 
LinkBack Thread Tools
Old 08/11/08, 5:22 PM   #1976
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Originally Posted by Cathela View Post
I think they need to just decouple the level-scaling from the AP-scaling, and then they'll have two knobs to work with.
Agreed. SoR really needs to be something along the lines of:

SoR dps = k*level + 2*AP + 10*SP

Additionally, flyingtoastr is right when he comments on Seals based on weapon damage acting as non-normalized strikes on our cooldown abilities. The easiest solution would be to go back to having only auto-attacks proccing Seals. It would scale back our damage, and also stop tricks like HotR + SoV. If this means the Prot paladin is underpowered, the base damage of HotR could be increased, as that is the only Prot strike which proccs a Seal.

Canada Offline
Old 08/11/08, 5:25 PM   #1977
levk
King Hippo
 
levk's Avatar
 
Byashi
Gnome Warrior
 
No WoW Account
Originally Posted by Gevlin View Post
levk, I think you're confused. SoR is the reason ret paladins are doing too much damage. SoC our damage is fine, SoB our damage is fine. SoR the damage is out of hand. Now, tell me that something doesn't need to be fixed regarding how ret spec'd paladins scale with that particular seal.
I'm not confused. I see exactly what you are saying. The one thing left unknown though is how is your damage in raids and semantics of SoR/SoV use. But let's take your position and assume SoB and SoC are fine and that's what you should be using during raids. What you want is to make SoR and SoV not be attractive for raiding ret. Quick sample solution - make fanaticism not effect SoR and SoV. You'll nerf the judgment damage by not having it crit as much. Judgment will not be as good at keeping vengeance up. You'll cause a ton of threat with all that damage, threat your tank won't be able to keep up with. That's just one way.

Offline
Old 08/11/08, 5:29 PM   #1978
Argavaine
Von Kaiser
 
Human Paladin
 
Aegwynn (EU)
Originally Posted by levk View Post
I'm not confused. I see exactly what you are saying. The one thing left unknown though is how is your damage in raids and semantics of SoR/SoV use. But let's take your position and assume SoB and SoC are fine and that's what you should be using during raids. What you want is to make SoR and SoV not be attractive for raiding ret. Quick sample solution - make fanaticism not effect SoR and SoV. You'll nerf the judgment damage by not having it crit as much. Judgment will not be as good at keeping vengeance up. You'll cause a ton of threat with all that damage, threat your tank won't be able to keep up with. That's just one way.
Agree, if Fanatism and Rightnous Vangeance would not affect SoR/SoV, that would fix the ret problem SoR>SoB without nerfing the other specs.

Offline
Old 08/11/08, 5:33 PM   #1979
DarKNecross
Don Flamenco
 
DarKNecross's Avatar
 
Human Paladin
 
Greymane
That's the worst band-aid solution I've heard all day. By taking the threat reduction off those abilities, it doesn't solve the core problem - SoR is over-scaling and doing too much damage.

As an aside, can someone link or pm me the Spreadsheet they've been using to calculate SoR dps against SoB/SoC? I'm using one I got from here but I'd like another for reference.

I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
http://crimson-guild.com

Offline
Old 08/11/08, 5:34 PM   #1980
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Gevlin View Post
Clearly you can't argue that a holy paladin needs to be able to kill things as quickly and easily as a ret paladin. Or a prot warrior should be able to kill things the same as a fury warrior...or are you?
Well, in point of fact, prot warrior soloing efficiency isn't much different from fury/arms. DPS is a bit lower, but with proper gearing (i.e., stacking massive block value) SS becomes a truly nasty soloing tool, and downtime is extremely low since you take very little damage (and consequently you get to use Victory Rush on 98% of mobs instead of 75%). My prot warrior solos with a mishmash of gear ranging from greens to the ZA shield, and I'm frequently outrunning the charge timer (15 seconds) when I do dailies.

There's a difference between dps and soloing speed/efficiency. A prot paladin puts out nowhere near the same single-target dps as a ret paladin, but by grabbing 3 mobs at once and leveraging Holy Shield and HotR, he can basically hit the same number of mobs killed per hour, or whatever metric you want to use for soloing.

It's true that not all specs are created equal when it comes to soloing. But in my view the devs have always tried to at least give each spec some tools to make soloing at least viable. Resto shamans get 30% anti-spell pushback from ES, and NS works on lightning bolt as well as heals. Resto druid talents have secondary effects that increase feral dps. Even holy priests get that free-instant-smite-after-a-crit talent if they want it.

I don't think the developers are concerned about whether Holy solos as quickly as Ret, but I'm sure they're going to make sure that all paladin specs can solo at least reasonably well.

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

Offline
Old 08/11/08, 5:35 PM   #1981
levk
King Hippo
 
levk's Avatar
 
Byashi
Gnome Warrior
 
No WoW Account
Originally Posted by flyingtoastr View Post
Funny, I can do my dailies as holy fine without respecing. Sure, it's a lot slower than when I do it on my arms warrior, but it isn't "unbearable".

Time-per-kill should be comparable between jobs. DPS classes/specs should have about the same TPK. Healing specs should all have about the same TPK. But if you're trying to arge TPK should be equal between DPS specs and healers you're insane.
What's so insane about it? I'd love to have quests where I can heal things to oblivion. Granted a DPS class wouldn't be able to do them as well with just bandaging, but that's what happened all the way until dailies; I can't kill crap as well as they can. And you're going to be leveling off the same nesingwary/nagrand type quests - go to the other end of the map and kill a million cows. The DPS specs will always be a bit faster at the cost of possible downtime, sure. But it should be comparable.

Offline
Old 08/11/08, 5:37 PM   #1982
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
On a side note:-

Was just wondering if any beta paladin was or knew anyone that was seriously levelling Blacksmithing?

Have levelled mineing, and plan to have stock of all the rare ores for when 80 becomes available, and will be in need of a high skilllevel BS to craft me a load of stuff.

Offline
Old 08/11/08, 5:41 PM   #1983
Antmanton
Von Kaiser
 
Antmanton's Avatar
 
Human Paladin
 
Azjol-Nerub
Originally Posted by flyingtoastr View Post
Funny, I can do my dailies as holy fine without respecing. Sure, it's a lot slower than when I do it on my arms warrior, but it isn't "unbearable".

Time-per-kill should be comparable between jobs. DPS classes/specs should have about the same TPK. Healing specs should all have about the same TPK. But if you're trying to arge TPK should be equal between DPS specs and healers you're insane.
I'm not arguing for equality at all. I'm arguing for fun, using an example from vanilla and TBC launch. Yes, I can damn well kill things fast (as Holy) as well, now that I have S3 arena spell damage gear (and even if I didn't, the Healing --> Spell Damage conversion would give me around 75% as much). This meets the criteria for bearability. Contrast with level 60 (again as Holy) around Molten Bore in progression: I couldn't kill a god damn thing. Sure, I would also never ever die, but that was not fun. I once dueled a hunter for almost an hour outside of Ogrimmar because I had absolutely no DPS to speak of, but I could heal faster than the hunter could hurt me. That's what I mean by broken mechanics, and its something that needs to be avoided in Wrath.

Offline
Old 08/11/08, 5:53 PM   #1984
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Guys, I think the soloing/SoR debate has reached the point where people are agreeing on 90% and arguing over the remaining 10%. Regardless of what we think, the developers have their own ideas about soloing, and whatever those ideas are, it's not something we're going to change their minds on. It'll probably be easier on everyone's nerves if we just agree to disagree.

Originally Posted by bellator View Post
On a side note:-

Was just wondering if any beta paladin was or knew anyone that was seriously levelling Blacksmithing?

Have levelled mineing, and plan to have stock of all the rare ores for when 80 becomes available, and will be in need of a high skilllevel BS to craft me a load of stuff.
If you're on the PvE server, send me some mail (I'm "Cathelluh" there) and I'll hook you up. (This goes for anyone.)

Also, be sure to buy your 10-man Naxx badge shield from the vendor in Shatt while you can. (Not sure if we'll get to keep these once the "test" ends, but it's worth a shot.) EDIT: Errr... vendor in Dalaran.

Last edited by Cathela : 08/11/08 at 6:44 PM.

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

Offline
Old 08/11/08, 5:55 PM   #1985
Argavaine
Von Kaiser
 
Human Paladin
 
Aegwynn (EU)
Originally Posted by DarKNecross View Post
That's the worst band-aid solution I've heard all day. By taking the threat reduction off those abilities, it doesn't solve the core problem - SoR is over-scaling and doing too much damage.

As an aside, can someone link or pm me the Spreadsheet they've been using to calculate SoR dps against SoB/SoC? I'm using one I got from here but I'd like another for reference.
Threat reduction is only one part of this change. Fanatism and Rightnous Vangeance change would also reduce SoR/SoV damage for ret spec.

Offline
Old 08/11/08, 6:09 PM   #1986
Denogran
Don Flamenco
 
Denogran's Avatar
 
Dwarf Paladin
 
Gilneas
Originally Posted by bellator View Post
On a side note:-

Was just wondering if any beta paladin was or knew anyone that was seriously levelling Blacksmithing?

Have levelled mineing, and plan to have stock of all the rare ores for when 80 becomes available, and will be in need of a high skilllevel BS to craft me a load of stuff.
I will be, although I haven't even hit 71 yet. Denogran on PVE alliance.

Offline
Old 08/11/08, 6:38 PM   #1987
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by Cathela View Post
If you're on the PvE server, send me some mail (I'm "Cathelluh" there) and I'll hook you up. (This goes for anyone.)

Also, be sure to buy your 10-man Naxx badge shield from the vendor in Shatt while you can. (Not sure if we'll get to keep these once the "test" ends, but it's worth a shot.)
Cheers, but forgot to add i'm on the EU beta server (Colderra)

So any high level Blacksmith on this server please let know. Have enough mats to make the entire tempered saronite set.

Offline
Old 08/11/08, 6:40 PM   #1988
Antmanton
Von Kaiser
 
Antmanton's Avatar
 
Human Paladin
 
Azjol-Nerub
As a final thought on seal scaling, perhaps it's time to ditch Seal of Command entirely? Replace the talent with something like this:

Crusader's Command
Requires 10 points in Retribution talents
Increases the damage of your Judgement spells against stunned or incapacitated targets by 100%.

While this doesn't fix scaling by itself, it does set up a nice stable foundation from which you can build Seal of Blood/Martyrdom into your primary PvE damage seal (with primarily AP scaling), Seal of Vengeance/Corruption into your primary PvE tanking seal (with primarily SP scaling), and make Seal of Righteousness into a kind of middle-of-the-road or PvP seal. Alternatively (or additionally), instead of directly nerfing coefficients, you could also change Judgements back to crit for 150% instead of 200% to help tone down excessive burst without causing undue harm to new levelers or Holy/Prot farmers.

[e] D'oh! I meant 100% extra damage on stunned Judgements (to emulate Command), not 50%. Although in restrospect, paring down that number might also be a decent way to control excess DPS without cutting too deep into core abilities. Something else to consider, perhaps.

Last edited by Antmanton : 08/11/08 at 6:48 PM. Reason: Brain Fart

Offline
Old 08/11/08, 6:50 PM   #1989
DarKNecross
Don Flamenco
 
DarKNecross's Avatar
 
Human Paladin
 
Greymane
Flyingtoastr wanted to add:
Assuming a 0/11/60 spec (or something without Seals of the Pure) and taking my stats from the previous page (4400 AP, 1320 SP, 35% crit) with good old [Cataclysm's Edge] and percentage modifiers where applied (Crusade, 3x Vengeance, Sanctified Retribution).

Seal of Blood
Base Damage: 1583
Modified Damage: 1913
Crit Damage: 3825

Average Damage: 2582

DPS: 737.71
Seal of Righteousness
Base Damage: 1232
Modified Damage: 1488

Average Damage: 1488

DPS: 425.14
Seal of Vengeance (5 stack)
Base Damage: 10586
Modified Damage: 12790

Average Damage: 12790

DPS: 710.56
Comparing JoR, JoV and JoB assuming Fanaticism remains the same and affects both (60% crit chance). With RV they will both crit at 225%.

Judgement of Blood
Base Damage: 2567
Modified Damage: 3101
Crit Damage: 6978

Average Damage: 5427

DPS: 678.38
Judgement of Righteousness
Base Damage: 2879
Modified Damage: 3478
Crit Damage: 7826

Average Damage: 6087

DPS: 760.88
For JoV I'm assuming the "increased damage by x for each stack" is applied as a normal percentage modifier, though I could be wrong.

Judgement of Vengeance (5 stack)
Base Damage: 2351
Modified Damage: 4261
Crit Damage: 9587

Average Damage: 7457

DPS: 932.12
SoR's combined DPS is falling below that of SoB's, so I'm going to ignore it. Now assuming the suggested change of RV and Fanaticism no longer applying to JoV (200% crit and 35% crit chance).

Judgement of Vengeance
Base Damage: 2351
Modified Damage: 4261
Crit Damage: 8522

Average Damage: 5752

DPS: 719.00
So even if SoV/SoR are taken off of RV and Fanaticism it wouldn't change the fact that they are better than SoB. This is even a build without Seals of the Pure, SoV will pull even further ahead with that spec. Something needs to give here.

Last edited by DarKNecross : 08/12/08 at 1:40 AM.

I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
http://crimson-guild.com

Offline
Old 08/11/08, 7:02 PM   #1990
levk
King Hippo
 
levk's Avatar
 
Byashi
Gnome Warrior
 
No WoW Account
It's not that far off. If SoR/SoV would not benefit from vengeance that'd probably do the trick.

Offline
Old 08/11/08, 7:16 PM   #1991
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by GSH View Post
Agreed. SoR really needs to be something along the lines of:

SoR dps = k*level + 2*AP + 10*SP

Additionally, flyingtoastr is right when he comments on Seals based on weapon damage acting as non-normalized strikes on our cooldown abilities. The easiest solution would be to go back to having only auto-attacks proccing Seals. It would scale back our damage, and also stop tricks like HotR + SoV. If this means the Prot paladin is underpowered, the base damage of HotR could be increased, as that is the only Prot strike which proccs a Seal.
CS/DS add 16 attacks per minute. CS/DS effect on seals: [proc chance] * [proc effect] * 16


SoC:
proc chance: 7 PPM * weapon speed / 60
proc effect: 70% * weapon speed * AP bonus + SP bonus

SoB:
proc chance: 100%
proc effect: 35% * weapon speed * AP bonus

SoR:

proc chance: 100%
proc effect: weapon speed * (AP bonus + SP bonus)

SoV:

proc chance: 100%
proc effect: 1x stack of DoT + bonus damage * weapon speed (does it still have that bonus damage on a 5-stack?)

SoW/SoL:
proc chance: X PPM * weapon speed/60
proc effect: AP bonus + SP bonus


edit: misread your post a little.

Last edited by Fiola : 08/11/08 at 7:23 PM.

Offline
Old 08/11/08, 7:30 PM   #1992
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Your post seems correct, Fiola ('cept it's weapon damage for SoC and SoB). But I don't understand the point you are trying to make.

Canada Offline
Old 08/11/08, 8:10 PM   #1993
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by GSH View Post
Your post seems correct, Fiola ('cept it's weapon damage for SoC and SoB). But I don't understand the point you are trying to make.
That every single seal's bonus from CS/DS is weapon speed dependent.


If that's considered a problem for SoR, then it's a problem with the whole seal system.


Edit: This was the post I was thinking about:
Originally Posted by flyingtoastr View Post
The major problem with SoR scaling (as I see it) is the weapon speed multiplier. Since SoR procs off instant weapon strikes now you gain a massive amount of damage on SoR procs by using a slow weapon. This leads to situations like Ret right now where with a 3.5-3.8 speed weapon and 3 extra SoR procs every 12 seconds you get some obscene scaling. Simple solution: change it to a portion of the weapon speed or give it two weapon speed coefficients; one for one-handers and one for two-handers (like they have right now for SoR).

In effect SoR is acting like an additional ultra scaling non-normalized attack for ret pallys.
SoR basically has the exact same mechanic as SoB - the difference is in the AP/SP/weapon damage coefficients.



They really need to give each seal its own niche:
SoR - the basic damage seal, reliable, scales with all types of gear
SoB - the weapon damage seal, reliable, good melee coefficients, self-damaging
SoC - another weapon damage seal like SoB, but trades reliability for more effect/no self-damage
SoV - this one is tough - make it better than SoR, and it replaces SoR; make it worse than SoR, and probably won't be used. The DoT mechanic is neat; .. but how to make it work?

Last edited by Fiola : 08/11/08 at 8:20 PM.

Offline
Old 08/11/08, 9:03 PM   #1994
Avitus
Great Tiger
 
Avitus's Avatar
 
Human Paladin
 
Doomhammer (EU)
Originally Posted by Fiola View Post
They really need to give each seal its own niche:
SoR - the basic damage seal, reliable, scales with all types of gear
SoB - the weapon damage seal, reliable, good melee coefficients, self-damaging
SoC - another weapon damage seal like SoB, but trades reliability for more effect/no self-damage
SoV - this one is tough - make it better than SoR, and it replaces SoR; make it worse than SoR, and probably won't be used. The DoT mechanic is neat; .. but how to make it work?
That's pretty much what's needed, rather than the free for all we seem to be given at the moment.

Regarding your last point: There's no harm in having SoV replace the level 1 Seal (SoR) once you get to level 66.
SoR can probably retain functionality as a trash tanking Seal (where mobs die fast and you don't have time to fully stack SoV on each mob to make it worthwhile).

Offline
Old 08/11/08, 9:10 PM   #1995
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Originally Posted by Fiola View Post
That every single seal's bonus from CS/DS is weapon speed dependent.

If that's considered a problem for SoR, then it's a problem with the whole seal system.
Yes. Arguably it is a problem for the whole Seal system, and should be changed. Using lower dps weapons because they are slower was silly in the days of SoC, and I don't think it's a good idea to go back to that.

SoV - this one is tough - make it better than SoR, and it replaces SoR; make it worse than SoR, and probably won't be used. The DoT mechanic is neat; .. but how to make it work?
I think the key is the Judgements. If the the seal part of SoV does pretty much identical damage to SoR fully stacked, the first JoV is lower than the first JoR (with the new Judgements), but subsequent JoV's are higher. So set the breakpoint so that after the 3rd JoV or so SoV pulls ahead of SoR (probably 25-30s, because SoV needs time to stack to full).

Then we have SoR for levelling and short fights, and SoV for long fights.

Canada Offline
Old 08/11/08, 10:20 PM   #1996
Eligos
Glass Joe
 
Dwarf Paladin
 
Korgath
At this point, why not just make Command a baseline ability? Then Blizzard could move Righteousness back into the realm of fast one-handers, with Command becoming the default two-hander Seal (at, say, somewhere around levels 21-30). Both could still maintain their PvP superiority over Blood and Vengeance (so no spec is left out in the cold), which, Blizzard could then turn into talented Seals that replace the two in PvE for deep Protection and Retribution specs.

How would that not fix everything? You no longer have to worry about Seals interfering with one another, as Righteousness and Vengeance could then scale in a manner that would have no bearing on Retribution Paladins (and vice-versa WRT Blood and Command), all the while providing Holy Paladins with two incredibly reasonable options available to them for free.

Last edited by Eligos : 08/11/08 at 10:32 PM.

Offline
Old 08/11/08, 11:33 PM   #1997
Obligatory
Von Kaiser
 
Night Elf Druid
 
Cenarius
Quite honestly, I've been wondering why we need 3 different abilities (SoR, SoC, SoB) that all cause holy damage on a melee attack. Now, prior to WotLK, I could see a use for at least two: One melee-scaling seal for ret, and one SP-scaling seal for prot/holy.

But now that all 4 damage seals scale with both AP and SP, I really can't figure out why we'd need 3 abilities that are only slightly different, and one that is only noticeably different in a few situations. The current situation is a lot like the old shaman weapon imbues: 4 distinct but similar abilities that are mutually exclusive. The result, of course, was that 3 of those abilities were almost never used because windfury was the best one 99% of the time. I predict a similar outcome for seals in wrath, especially since all of them have the same scaling factors now.

What if, instead of trying to create a unique niche for all 4 damage seals (Not an easy task considering that we only have two roles devoted to hitting things, with the only variation being how hard they're supposed to hit things vs. how hard they get hit), blizzard just nixed 3 of them and left us with a tweaked SoR? Just make it based off weapon damage+a very small portion of SP, and allow it to crit. Since prot now favors melee DPS weapons, it should still deliver good TPS, and with scaling tied mainly to weapon damage instead of AP/SP, ret wouldn't be seeing such insane numbers. Toss in a boost to the SP scaling in tier 5+ holy, and the result is a single damage seal that works well for everyone. Plus, it would open up a talent and a baseline ability for new additions that would see more regular use. Hell, they could even call divine plea the replacement for SoB/SoV and just give ret a new talent (the 100% judgment damage to stunned targets that was suggested earlier would be good), that would be fine with me.

Offline
Old 08/11/08, 11:56 PM   #1998
DarKNecross
Don Flamenco
 
DarKNecross's Avatar
 
Human Paladin
 
Greymane
Originally Posted by Obligatory View Post
Quite honestly, I've been wondering why we need 3 different abilities (SoR, SoC, SoB) that all cause holy damage on a melee attack. Now, prior to WotLK, I could see a use for at least two: One melee-scaling seal for ret, and one SP-scaling seal for prot/holy.

But now that all 4 damage seals scale with both AP and SP, I really can't figure out why we'd need 3 abilities that are only slightly different, and one that is only noticeably different in a few situations. The current situation is a lot like the old shaman weapon imbues: 4 distinct but similar abilities that are mutually exclusive. The result, of course, was that 3 of those abilities were almost never used because windfury was the best one 99% of the time. I predict a similar outcome for seals in wrath, especially since all of them have the same scaling factors now.

What if, instead of trying to create a unique niche for all 4 damage seals (Not an easy task considering that we only have two roles devoted to hitting things, with the only variation being how hard they're supposed to hit things vs. how hard they get hit), blizzard just nixed 3 of them and left us with a tweaked SoR? Just make it based off weapon damage+a very small portion of SP, and allow it to crit. Since prot now favors melee DPS weapons, it should still deliver good TPS, and with scaling tied mainly to weapon damage instead of AP/SP, ret wouldn't be seeing such insane numbers. Toss in a boost to the SP scaling in tier 5+ holy, and the result is a single damage seal that works well for everyone. Plus, it would open up a talent and a baseline ability for new additions that would see more regular use. Hell, they could even call divine plea the replacement for SoB/SoV and just give ret a new talent (the 100% judgment damage to stunned targets that was suggested earlier would be good), that would be fine with me.
I like where this is going. Instead of 100% damage to stunned targets, you could just have Seal of Command become "Enables your Seal of Righteousness ability to critically hit."

Protection could have SoV tied into Touched by the Light instead of the 30% Crit healing. "Seal of Righteousness hits have a 33/66/100% chance to apply Holy Vengeance, which deals ??? additional Holy damage over 18 sec. Holy Vengeance can stack up to 5 times."

I love the idea, but I'm not sure how feasible it would be. I can't imagine Blizzard developers completely scrapping 3 of their Seals. I know they got rid of Seal of the Crusader, but it was only marginally useful.

I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
http://crimson-guild.com

Offline
Old 08/12/08, 12:04 AM   #1999
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Obligatory View Post
Quite honestly, I've been wondering why we need 3 different abilities (SoR, SoC, SoB) that all cause holy damage on a melee attack. Now, prior to WotLK, I could see a use for at least two: One melee-scaling seal for ret, and one SP-scaling seal for prot/holy.

But now that all 4 damage seals scale with both AP and SP, I really can't figure out why we'd need 3 abilities that are only slightly different, and one that is only noticeably different in a few situations. The current situation is a lot like the old shaman weapon imbues: 4 distinct but similar abilities that are mutually exclusive. The result, of course, was that 3 of those abilities were almost never used because windfury was the best one 99% of the time. I predict a similar outcome for seals in wrath, especially since all of them have the same scaling factors now.
I think they serve their niches well enough (aside from the fact that they're balanced poorly at the moment).

As Coriel said, for one-handers SoR is the things-that-die-fast seal, and SoV is the long-fight seal. For two-handers, Command is the PvP seal and Blood is the PvE seal.

The reason why windfury was the only worthwhile shaman totem was because none of the shaman totems behaved differently for different speed weapons. Windfury (weapon) is a 20% chance for two extra attacks with an AP bonus, so using a faster weapon doesn't change the value of it; you get smaller procs but you get more of them.

But the seals are far better differentiated. The fact that SoR is brokenly good at the moment is a balance issue, and the answer (IMO) is for Blizzard to decouple the level scaling from the gear scaling. But fundamentally, the system is fine and if it's balanced properly there's a good use for each seal.

Last edited by Cathela : 08/12/08 at 12:13 AM.

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

Offline
Old 08/12/08, 12:29 AM   #2000
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by Obligatory View Post
Quite honestly, I've been wondering why we need 3 different abilities (SoR, SoC, SoB) that all cause holy damage on a melee attack. Now, prior to WotLK, I could see a use for at least two: One melee-scaling seal for ret, and one SP-scaling seal for prot/holy.

But now that all 4 damage seals scale with both AP and SP, I really can't figure out why we'd need 3 abilities that are only slightly different, and one that is only noticeably different in a few situations. The current situation is a lot like the old shaman weapon imbues: 4 distinct but similar abilities that are mutually exclusive. The result, of course, was that 3 of those abilities were almost never used because windfury was the best one 99% of the time. I predict a similar outcome for seals in wrath, especially since all of them have the same scaling factors now.
. . .
It's about a different damage delivery method, to give you the choice of different "feels". Reliable damage? Bursty damage? If balanced to do roughly equal damage considering opportunity costs, you can pick the one that you enjoy more. (ie: fun).


Look at rogue abilities: Hemo, Sinister Strike, Backstab/Mutilate. You only use one of those attacks; they all scale with AP, dealing physical damage. They are in a sense redundant - but they give you different combat options and let you play in a way that's more fun. (Stab in the face, or stab from behind? Daggers, or big swords? etc)


I think different damage seals gives us a similar mechanic, and it's why I'd prefer the SoR fix to leave it useful to Ret paladins. (as a reliable damage seal, vs. a reliable self-damaging seal vs. an unreliable damage seal vs. a reliable dot seal)


I personally think balance is just a matter of coefficients. Blizzard has quite a few variables for tweaking: base damage, AP scaling, SP scaling, and weapon damage scaling.

(In the long run, I predict AP/SP scaling will be merged, but that's probably a long way off. The expansion after WotLK, perhaps?)

Offline
Closed Thread

Go Back   Elitist Jerks » Paladins

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
WotLK Talents & Abilities Discussion Neruse Hunters 5086 11/14/08 9:39 PM
WotLK Discussion - Talents and abilities. Lamaros Death Knights 4142 11/14/08 12:09 PM