Devs,
Firstly, I think you guys do a good job and the game has never been better. I’ve never made a forum post. I apologize if this is an inappropriate spot to air this out.
Ret Paladin is the worst it’s been in a LONG time. At 90th percentile, ret is performing the worst of all specs in the game. What’s the deal? Is it the Dev’s decision for the spec to always be trash at damage? The utility of ret does nearly nothing in raid, and it’s lightyears away from specs like Demon Hunter, Rogue, and BM in M+ - even with the new, underwhelming legendary.
Problems with the Spec
In my mind, and I think in the minds of many other relevant Ret players, there were three things that really needed to change with the rework: a more fun playstyle, addressing the survivability of the class, and lessening the impact of single target and AOE choices in the overall build.
Objections to Paladin Changes
I do think that the rework was a step in the right direction but it is far away from making the spec completive. The issues that the spec has are not going to be answered by simple tuning passes. Firstly, many will point out that the class is simple. That makes no difference. Every spec redesign has made classes easier to play. For example, both Demon Hunter and BM Hunter are performing massively better than every class and they are both simple to play. The second objection I can foresee is that paladins are unkillable therefore they should do low damage. This is anti-fun for many reasons. Paladins can walk through mechanics that would kill any other class which lessons the excitement of mythic raid encounters. Furthermore, if a binary decision was given to a paladin player - like that of Shield of Vengeance and Divine Protection, Paladin players would go for whichever gave more damage. Blizzard, players like doing damage. I would nerf the survivability of the class by half or more if it meant that I could be in the top 10 specs for damage output.
But What About the Legendary?
Everyone at this point knows that this legendary is not going to make Retribution Paladins viable in any content. There are fundamental problems with the spec that need attention. The legendary is simming around 8% total for me which lines up with other members of the community 5-8% mark. The proc is underwhelming in both ST/AOE. It is necessary for min-maxing a character, but changes nothing when it comes to meta comp decisions.
Changes for the Spec
The ST/AOE binary choice is the most egregious aspect of Ret right now. Every mythic boss encounter that matters requires a mix of ST and AOE. Unfortunately, Ret can only bring one or the other, and they don’t bring exceptional ST or AOE when slotting solely into either. Their AOE is decent, but ST is near the bottom. When changing specs, Rets lose nearly 22% ST - the most in the game. The spec tree needs quality of life changes.
- Tempest of the Lightbringer should just be baseline. Divine Storm should simply always be better in AOE scenarios. Let’s get with the time.
- The button bloat - which was really an overaction in Shadowlands - was not real. Choosing between Final Reckoning and Execution Sentence is unnecessary. I think the spec is better when you are always pressing ES. The funnel in SL was great. You could still do damage to a priority target (though it was really not played past Season 1) while also having Final Reckoning for AOE situations (and ST).
- Divine Wrath should be baseline to address ST issues. I think this is a good spot to make Ret Aura unique to Retribution Paladins. I propose that every 30s rets simply proc Wings, instead of Wings proccing when players die. It makes more sense and would flow with the thirty second Execution window. Protection Paladins and Holy Paladins could still bring Ret Aura, but Wings should not proc for them ever. I would argue that Devotion Aura should also have unique effects for the other specs. It feels terrible to have to rely on your raid members to die to do damage. Its archaic and bland. No one is going to bring a paladin into raid, counting on people to die. Bosses die when gamers don’t.
- Change Blessed Champion to a one point talent. This is needless friction between ST/AOE. There are not many decisions where it makes any sense to pick a three target cleave. Council fights have been awful, and this particular council fight sucks because the bosses are almost never stacked. This talent is either never taken or you simply put 2 points into it for M+/ AOE scenarios.
- Make Divine Storm baseline and place Execution Sentence where DS currently is. I think the spec should center around ES. Perhaps an outlandish take - maybe it would be an interesting idea to make ES splash or do damage to mobs around it. Just a thought about node changes.
Nerfs
Nerf survivability (please, don’t butcher Paladins) if that is the reason why their damage is so poor.
Tuning Around PvP
Nobody wants this to happen. Though it goes unstated, the community believes that Rets can never be good because of PvP. That’s nonsense. Figure it out please. Aura nerf abilities in PvP/PvE respectively.
Conclusion
The spec is loved and played by tens of thousands of gamers. There’s no reason to have this much friction in a spec. From some of my contacts in Liquid, BDG, and other top guilds - Ret is in such a bad spot that you are actively griefing your raid by playing it this tier in Amirdrassil. Unfortunately, they are correct.