Gaudion wrote:
You and zepoodle claim the nerfs are poorly aimed and poorly implemented. Alright. Fine. I'll entertain that notion for a while. But you tell me: how should they nerf Ret Pallies in order to balance them? The issues are burst damage that's too high and too much efficiency, so obviously the areas that need to be addressed are damage done in time allotted and efficiency. So you tell me what adjustments you think should be made and would be willing to accept as reasonable.
Alright. The primary issue is that a ret paladin deals the majority of his damage in the first four seconds of combat, usually with judgment, white hit, DS, CS, and a white hit, not including SoC procs. DS has a long cooldown and no longer deals a vast amount of damage, and more importantly is now subject to regular avoidance talents, so it can be dodged/parried whatever. Importantly, the judgment ignores armour, so at this point in time it's actually our hardest-hitting ability. Also noteworthy is that DS currently procs seals, namely SoC. The massive numbers people were reporting post-patch were due to unmitigated DS damage, with a bonus crit chance, also proccing SoC. With RV the way it is the critical hit damage was pretty gigantic.
Two major things changed with the expansion: we gained essentially another instant attack with DS, which is just as worthwhile against one target as against four, and we gained a buttload of spellpower from Sheath of Light. The importance of the spellpower change is that it affects our judgments. A retadin could open with a stun or incapacitate, then get an instant crit with the ensuing judgment. Now that we're packing about 800 spellpower each, the judgments hit pretty hard, especially considering that they ignore armour. This can't be changed without altering Sheath of Light. I'm open to that, so long as it isn't made worthless. A quarter of our attack power seems more reasonable, or even 20%.
The other point, which I'm surprised has gotten very little attention, is the change to AW. It no longer causes forbearance, opening us to the situation where a retadin simply bubbles (oh no he's invincible), pops wings, and does the damage rotation described above, now with a 20% bonus. Not only that but with Sanctified Wrath, a
two-point talent, it has its cooldown reduced by a third and ignores 50% of a target's mitigation, which means his armour - this is hell for disc priests. Not
only that, but the critical strike chance of HoW - which is important to a retadin, as I'll get to later - is increased by 50%, making 3k-4k HoW hits the norm.
The reason why HoW was vital was because the damage rotation I described above will not, barring extraordinary gear differences, actually kill someone. It will deal a ******** of damage but if you've got 10k-ish health and a decent amount of resilience you'll weather it. The problem there was, for the first few weeks, weathering it wasn't enough - you had to weather it and stay above 35%, which was a lot harder. Ret pallies do almost all their damage up-front. Then they have to wait a little while for stuff to cool down. All they really had to do before this patch was get you to 34%, and then they could chuck off a 4k ranged execute that bypassed armour. This is why people were dying so fast. Not only that, but if you could pop wings, you
could conceivably kill someone in that ten seconds, not because of the bonus damage but because all your damage ignored mitigation. ****, you could even make yourself invulnerable just for laughs.
They've changed HoW back to its original position at 20%, which is pretty much the only good thing about this patch. It does make a massive difference. What needs to be done next is that Sanctified Wrath needs to be either split into two separate talents or removed entirely. This talent isn't necessary. It makes an already mean ability hit even harder. It's a straight up handjob to our burst DPS, and people were complaining about our burst DPS, so I think nerfing this is the right place to start.
Secondly, our judgments are hitting incredibly hard. I honestly think SoL should be scaled back. Instead of doing this, Blizzard has blanket-nerfed the seal system, which had the same effect but unfairly hurt the other two trees.
Anyway, if anyone wants to point out any problems with the above they're welcome to. This is just my reasoning from a few weeks playing the tree.