I think because its channeled …
I think after reading 90% of the comments most of us agree that:
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It is nice to see some classes getting buffs, Ret Paladins did need it, MW skills absolutely appreciate it, same with Aff, Destro and a few others. (Rshaman needs love too)
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The nerfs will always have a mixed opinion, do I see a need for Outlaw to be nerfed? Personally no, but I don’t play the class either. DHs, DKs(Death Strike), WW Monks, Demo (even though the pet bloat is crazy and that should be nerfed for less pets that are stronger?), please do not remove hunters Double Tap for MM, it really helps define the class.
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Old nerfs from SL or previous xpacks still effecting current skills, Fire Mage barrier ect… should be addressed before tweaking the rest of the kits so you can actually get a good baseline of what the classes are doing.
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Survivability in Open World content, pretty sure not all classes can solo a pack of elites at their same level currently, maybe that’s an issue.
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People have geared their classes the best the could with what is in the game, Frost Mages stacked Mastery to make the Ice Lances hit harder, Arcane stacked Crit for a 1 shot combo to take out enemies before they got tunneled. Fury Warriors have no Tier Set, and are going to be impacted. The gear being dropped is not prime stats, maybe that is by design, but it makes things clunky to play. Now the TLDR: People invest time, money and energy in making their class they chose to play viable, to swing 20-40% buffs or nerfs in any direction negates the work they have put in to a degree and have to try and re-adjust to stay in. Think about your customers, what makes them happy, happy customers come back and continue to pay.
As are quite a bit of WW’s. Go FW. Still do some damage and the healing is nice.
Druida balance esta um pouco esquecido também! Esta precisando de reajustes , a classe para pvp nao tem dano para finalização a lua cai em targets muito randomicos podendo ate cair em pets de algumas classes ! Fora isso as estrelas que caem no talento de J x J cai totalmente distante do player dificultando assim dar dano com essa skill atualmente a que da mais dano do druida . O principal mesmo é o dano da lua esta tão baixo em relação ao tipo de skill que é.
Druida balance esta um pouco esquecida também! Esta precisando de reajustes , a classe para pvp não tem dano para finalização a lua cai em targets muito randomicos podendo ate cair em pets de algumas classes ! Fora isso as estrelas que caem no talento de J x J cai totalmente distante do player dificultando assim dar dano com essa skill atualmente a que da mais dano do druida . O principal mesmo é o dano da lua esta tão baixo em relação ao tipo de habilidade que é.
remove steed, give us a real movement ability or gap closer.
thats the hottest take i’ve ever read. ret paladin specifically has almost always gotten shafted in every iteration of the game
Lol at druid patch notes. At least we have confirmation that we don’t have any developers assigned to the class.
Wooooo yeahhh baby that’s what I’ve been waiting for, that’s what it’s all about! WOOOOO
Nerfing casters continuously while never touching warriors. Play warrior, press 3 buttons, free glad
This looks really good. I can’t wait to see what is done for Ret survivability.
Still sitting here wondering WTF happened to the disc changes that were mentioned last month…
Discipline
- Divine Star - Throw a Divine Star forward 24 27 yds, healing allies in its path for [ 70% of Spell Power ] and dealing [ 56% of Spell Power ] Holy damage to enemies. After reaching its destination, the Divine Star returns to you, healing allies and damaging enemies in its path again. Healing reduced beyond 6 targets.
- Power Infusion - Infuses the target with power for 20 sec, increasing haste by [ 25 + 25% of Spell Power ]%. Can only be cast on players.
- Mind Blast - Now costs 1.6% of Base Mana (was 2.5%).
- Power of the Dark Side - Shadow Word: Pain and Purge the Wicked have a chance to empower your next Penance with Shadow, increasing its effectiveness by 30% 50%.
- Power Word: Solace - Strikes an enemy with heavenly power, dealing [ 80% 68% of Spell Power ] Holy damage and restoring 1% of your maximum mana.
- Shadow Covenant - Make a shadowy pact, healing the target and 4 other injured allies within 30 yds for [ 165% of Spell Power ]. For 7 sec, your Shadow spells deal 25% increased damage and healing, and Halo, Divine Star, and Penance are converted to Shadow spells.
- Pain Transformation - Pain Suppression also heals your target for 12% 25% of their maximum health and applies Atonement.
- Protector of the Frail - Pain Suppression gains an additional charge. Power Word: Shield reduces the cooldown of Pain Suppression by 3 sec.
- Light’s Wrath now costs 2% of Base Mana.
- Painful Punishment - Each Penance bolt extends the duration of Shadow Word: Pain and Purge the Wicked on enemies hit by 0.7 1.5 sec.
- Embrace Shadow - Shadow Covenant lasts an additional 4 8 sec.
- Twilight Corruption has been reworked. Shadow Covenant increases Shadow spell damage and healing by an additional 10%.
- Dark Reprimand can be cast on players.
- Stolen Psyche has been renamed to Abyssal Reverie and reworked. Atonement heals for 10% more when activated by Shadow spells.
- Blaze of Light now also increases the damage of Power Word: Solace in addition to Penance and Smite.
- Weal and Woe increases the damage of Power Word: Solace in addition to Smite.
- Wrath Unleashed increases the damage of Power Word: Solace in addition to Smite.
- Harsh Discipline has been reworked. Every 10 casts of Smite, your next Penance is free and fires an additional 3 bolts. Your next Penance fires an additional 3 bolts and costs no Mana after 10 casts of Smite, Power Word: Solace, or Mind Blast.
- Void Summoner can now trigger from Power Word: Solace in addition to Mind Blast, Penance, and Smite.
But now it’s just changes to holy and shadow… What?
Just what the game needs - more melee gap closers.
They need to remove them, not add more.
Fair enough, if you guys think that is best for SP
wrong
/10char
Yeah, demo isn’t exactly good, but ppl are so butthurt about it.
Nah, they’re right.
More gap closers aren’t needed.
The philosophy behind ret paladins is just flat-out wrong: it speaks volumes that the movement options from MOP are still missed.
Thank you.
Love, Ret Paladins everywhere
holy gets buffed and Disc gets…put back into the closet
Good changes overall. Maybe a bit heavy handed on shadow in pvp but well see how it turns out.
But what needs some serious help from blizz is Holy Paladin in pvp…like holy moly these guys have it rough…every time you get one in shuffle …they get trained to dust …they just feel like and burden than a part of the team. No offense to players…but that spec currently sook balls in pvp …hard.