World of Warcraft

Upcoming Paladin changes

Posted Jun 18, 2009 by Kody
Filed in World of Warcraft

Yesterday we had details on the Crusaders' Coliseum and the new Shaman Totem Bar. Today it's information on some major changes to the Paladin class in patch 3.2!

Patch 3.2: Upcoming Paladin changes

Quote from: Eyonix (Source)

We have several big changes coming up for the paladin class in patch 3.2. The paladin class Q&A is still in progress, so rather than making you wait, we wanted to give you a preview of what we’re trying to do with all three paladin talent trees. We thought some of the patch notes might not make sense until you understand the design goals.

Caveats: Some of these changes are still in progress and may ultimately end up in a different form or with different numbers. We definitely want to see these changes in action on the PTR and we will iterate on them accordingly based on player testing and feedback. None of this is set in stone. Furthermore, assume that talents, glyphs or set bonuses that affect any impacted abilities will also be changed accordingly. Finally, don’t expect that every class will see this many changes. We are making far fewer changes to class mechanics overall in 3.2, but paladins in particular have some issues we feel are in need of being addressed.

Protection

Currently, we think paladin tanks are almost there and that they just need slightly better cooldowns to handle some of the tougher boss fights. Rather than add a new ability that felt like a clone of another class’s ability, we decided to buff an existing talent that was no longer cutting it. Ardent Defender has two important changes. The first is that the damage can no longer “skip over” the 35% health level – it will always be reduced. Secondly, it has a new effect that if a blow would kill you, it instead sets you to 30% health. This portion of the ability cannot occur more than once every 2 minutes. Think of it as a Last Stand that you don’t have to push.

A second change to Protection is we want to make sure Blessing of Sanctuary is always the tanking blessing of choice. A likely change here is to have it boost stamina as well.

We also recognize that block does not provide the mitigation it once did. While we have long-term plans to change the way block works entirely, in the short term we are doubling the effect of bonus block value on items (so jewelry, but not shields).

Holy

We like that Holy paladins have a niche as single-target healers. The problem is we think this niche is a little too narrow at the moment. Furthermore, paladins don’t have a wide arsenal of healing spells so it’s important that all of them are being used.

First, we are changing Flash of Light so that it places a heal-over-time effect on any target with Sacred Shield on them (the effect will be similar to Sheathe of Light). This should make Flash see a little more use.

Second, and more importantly, we are changing the way Beacon of Light works. Currently, it does not count over-healing on the target. We are changing that. In other words, if you place Holy Light on a rogue who is already at full health, it will still have the full effect on a tank with Beacon of Light on them. This is a huge buff, particularly when you consider the Holy Light glyph which allows for a small amount of “splash” healing. This effect isn’t common when you use Holy Light on a tank because the tank is often standing alone. But if you heal the melee, you are likely to get a lot more total healing from this effect (while still healing the tank through Beacon of Light). We are also going to try to allow a target to have more than one beacon (i.e. from different paladins) on them.

Many players may surmise that this change would make paladins far and away the best healers in the game. This is partially because paladin mana regeneration is so potent. That isn’t an issue when the paladin can generally only heal the tank. With the Beacon of Light change, the paladin can provide a lot more raid or party healing. To adjust for this, we are going to reduce the amount of mana returned by Illumination. If you use Holy Light too recklessly (such as on targets who don’t require that much healing) you do risk burning out of mana too quickly. Of course, they will still have Divine Plea and other mana regeneration mechanics.

As a footnote, we are also likely to slightly adjust Replenishment and buff the amount of MP5 on gear.

These changes should lead to healing as Holy being more dynamic – you are going to be targeting a lot more group members than just the tank, while still providing massive healing on the tank. However, you won’t be able to just constantly spam your biggest heals, at least not on the more challenging encounters. There is an opportunity here for skilled players to really do some outstanding healing as paladins, but it’s going to take a little more effort. This is something a lot of players have been asking for so we hope that it delivers without completely changing what some paladins enjoy about their healing style.

Retribution

Depending on who you ask, Retribution paladins are either perceived as being in need of improvements to make them stronger or are in need of changes to make them less powerful. We are really happy with the overall changes to the Seal and Judgement system from Lich King. However, Ret still has some problems. There aren’t enough buttons to push and they are all limited by cooldowns, allowing Ret paladins to have a lot of up-front burst without requiring a lot of skill or timing to actually hit those buttons (now after the opening moves of a fight, we think things get a lot more interesting because now the paladin’s defenses, healing and dispelling can come into play). We have other problems to fix as well. Exorcism currently can’t be used on players, which we think is a weak design. We have also become less enamored with the drawback to Seal of Blood / Seal of the Martyr causing damage to the paladin.

Here are the design changes we hope will fix all of these problems:

First, Exorcism has a cast time of 1.5 seconds but can be used on players again. This will let paladins use it in PvP, but not while moving towards a target.

Second, we are changing The Art of War to make not only Flash of Light instant, but also Exorcism. Choose healing or damage. Paladins will have to watch for this proc and use Exorcism when it happens. The spell itself is still ranged, but the proc will only occur when the paladin is already in melee.

Third, we are lowering the cooldown and damage of Crusader Strike to four seconds from six seconds. This accomplishes a few things. It lowers burst, it gives the paladins more buttons to push since they aren’t always waiting on cooldowns, it requires a little more skill since the player will have to choose between Crusader Strike and other attacks more often (such as the new Exorcism procs), and it gives Retribution a chance to get more damage out of their Seals (providing a sustained DPS boost for PvE).

Fourth, we are removing Seal of Blood and Seal of the Martyr. The damage recoil increasingly felt like a liability in PvE, and wasn’t serving to offset the massive burst damage capable in PvP. We are buffing Seal of Vengeance / Corruption and redesigning Seal of Command with the expectation that these are now the seals of choice for PvP and PvE. Righteousness can remain a tanking seal.

Finally, we are replacing the current effect of Vindication with an attack power debuff that works like Demoralizing Shout. In PvP, Ret paladins can still debuff melee targets, while in PvE they can provide another necessary debuff in the case that the tank is not a warrior or druid. In addition, the talent may be more attractive to Protection paladins.

These changes do not close the door on adding additional attacks, PvP utility or even the oft-requested Crusader Strike debuff. If the changes outlined above finally accomplish the goal of balancing Retribution in PvE and PvP, then we can start exploring those other design issues.

Again, these are our current plans and they may change based on testing and feedback. The changes to all three trees are things we are working on right now. Some of them might not work out quite the way we intended and will have to undergo iteration before finally showing up in 3.2. Even once the patch goes live, we are still likely to have to tweak numbers. This is simply a preview of what may yet come and we hope that it will be viewed as such.

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  • Wed, Jul 1 2009 4:39 PM ()

    Mozzle, i must disagree with you. Every guild that takes raiding even moderately seriously will tell players to read up on fights. If you pull a fail in a raid, they will tell you to research your class and if you pull another fail, then you may need to join another guild. If a player refuses to even spend time bettering himself, why does he deserve gear? That is my / all of my guild leaders philosophy.

  • Tue, Jun 30 2009 6:18 AM ()

    before i start i will say that i have many alts, several of them being 80 already. From Rogue to Mage to Shammy to Pally, the noticable changes have taken a severe course with me. i know why the pallies are the true herioc class, and its not to be able to compete with the dks like much of the WoW universe believe. Its to fix the tank shortage. Blizz wants you to play a pally. Blizz wants YOU to tank... they failed to fix the tank shortage with the dk class, and realized how terrible players are with them to attempt. dont get me wrong the dk class, is one hell of a way to have fun, and if properly thought out, can be easy to use for tanking. However the players just arent getting it. So what does blizzard do? They introduce dual speccing and buff the pallies out the wazzu... Not only to help with the tanking, but healing as well. as time passed by blizzard began to understand that most players didnt want to read up on their classes, but would rather just go about smashing keys endlessly in hopes of finally pulling off the achievement that they desire. so blizzard has chosen to do what many people thought they would never do. Make a class playable by simply bashing your head off the keyboard. Now even 12 year olds understand that by pretending to play a symphony on their computer keyboard while in a battleground or instance, they can see HK's and glittering bodies as far as their video card will allow them.  i can barely bring myself to play one anymore for the simple fact that it has become to easy to play the game with one.  Maybe i'll break down and level a druid now... wait wait... Blizzard just decided to nerf them. Guess they were providing too much threat to the already OP Paladins.

  • Mon, Jun 29 2009 10:12 AM ()

    There is good thing's here and bad things.Paladanin's are getting more overpowered but there attacks are being destoryed a little bit.But i am looking forward to the new patch because my main is a 51 paladin(leighton server nagrand)and i realy want the 100% speed mount.It is becoming a level 40 mount and 60% mounts are becoming level 20 and flyers 60 but epic flyers are still 70 and sadly the chopper isn't becoming level 40 either.

  • Wed, Jun 24 2009 10:12 PM ()

    Ckdchick... you are an idiot, if you think blizzard is ruining wow, go ahead and go to your account page and hit that "Cancel Subscription" button. Whats wrong? You cant? I thought so. Quit QQing.

    PS - I have already quit wow, but Blizzard did a hell of a job creating wow. It is the top MMO for a reason.

  • EarlMick said 
    Wed, Jun 24 2009 3:26 PM ()

    Huh....A good Pally & DK can rule the world....

  • Wed, Jun 24 2009 12:07 PM ()

    Oh and there are plenty of fights where ranged dps thrive and ranged classes are interesting and competitive in dps so no, we are not all gonna play pallies and dks. I actually have mage, boomkin and shammy alts.

  • Wed, Jun 24 2009 12:02 PM ()

    during pre-BC paladins were told all they were good for was healing. In BC they made prot competitive but ret paladins were the bud of jokes because their dps was terrible. Throughout the years Blizz has been taking steps to making the paladin class equal and competitive with the other classes.  I play a paladin and this his is our time so either get with the pally bandwagon or get off haters!

  • kalla93 said 
    Wed, Jun 24 2009 10:59 AM ()

    woho, palla has become more OP than before :D

    My main is palla ;D

  • ckdchick said 
    Wed, Jun 24 2009 5:12 AM ()

    YaY Blizzard is screwing up the game even more than they already have. BRAVO!!!  ugh

  • Mon, Jun 22 2009 4:24 PM ()

    well sert, he probly had a healer and full ulduar gear on. He must have been lucky as well, i can tell you as a warrior that i have came up first on the charts. And remember, its not the killed that matters, its the damage done.

  • Mon, Jun 22 2009 7:09 AM ()

    yesterday in wsg we won 2/3, i(as rogue) was second at killing blows with 24, firstone was a retropala and his killing blow was 179...   this must not be normal.  Hey bliz Change it again please... no one needs a buff up there.

  • bombur34 said 
    Sat, Jun 20 2009 6:01 PM ()

    druids are the best healers hands down. no competition.

  • Sat, Jun 20 2009 10:55 AM ()

    I agree, whomever thought of being able to one shot themselves was a genius!

    but seriously, preBC this would have been a nice design, but not with damage wtfbbq too high, its a terrible and unrequired seal just to be competetive. I am glad they are removing it and making the other seals actually decent. Hell, i remember when a proc from SoC was doing less damage than a white hit SoB/SoM bonus.

  • Helebron said 
    Sat, Jun 20 2009 7:46 AM ()

    So they finaly listen to alliance paladins and give us seal of blood, only to then remove from both factions a couple months later.

    Can we bring back the original brains behind this game? or just people who dont play it and what a better class for themselves at the cost of the others.

  • Sat, Jun 20 2009 3:44 AM ()

    I agree, it is blasphemous that blizzard is redesigning the paladin class so that it is equal to others. It is blasphemous that they want paladin healers to become more than one target healers so they can actually run instances without being overly geared. What blizzard is doing is blasphemous! BLASPHEMOUS!

    but i do think the prot thing is a bit over the top :S

  • Alyianna said 
    Fri, Jun 19 2009 5:43 PM ()

    I agree that is insane, might as well quit and let the paladins take over ..

    way to over powered, Blizz needs to wake up, before they ruin the game for other HEALERS!!!!!!

  • vlddrcl said 
    Fri, Jun 19 2009 8:26 AM ()

    Why is Blizzard making the Paladin the be all, end all class for WOW? Between them and the Death Knights, there is almost no reason to play other classes. Blizzard seems determined to make Paladins the best healers (instead of priests), the best tanks (instead of warriors) and make sure they have equal abilities of other classes as well (able to stun similar to rogues)

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