More specifically, I think one problem is how it is such a low duration speed increase that any sort of cool feeling about being a mounted knight is extremely brief.
Almost like more of a fever dream than a really cool Paladin moment. Getting stuck in twigs or other terrain is something I also feel far more grating than compared to other classes with strong mobility toolkit.
Imagine, if you will, that divine steed allows you to stay mounted at a reduced speed, permanently, even while indoors. 30% permanent increase seems reasonable, right? Nobody complains about cat druids moving at that speed, and they can sneak around and stealth.
Then you ALSO have the current sprint, but it doesnât look dumb because youâre already mounted. Also, build in a snare suppression to the sprint. You now have sufficient movement that cavalier is helpful but no longer mandatory, and probably enough mobility that paladins arenât overpowered but also arenât brokenly slow.
Being on the horse is kinda big for pallies as many have mentioned, but you are absolutely right about everything else. The duration is a joke. The cool down time is ridiculous. It is the most easily counted mobility spell in the game i think, partially due to how big and recognizable it is. SOMETHING needs to change. Hell, keep it 3 second duration but the cooldown for each charge should be like 20 secondsâŚnot freaking FORTY. If the cooldown were reduced that much, im okay with its other shortcomings.
LAotL wouldnât really work now because Judgment is on a longer CD than it used to be, itâd be too infrequent to really be effective.
Sounds like most people agree that the Divine Steed CD is just too freaking long, 45 seconds for 3 seconds is just bad. I agree that making it something like 20-25 seconds would be far more reasonable.
The real question is, what if we gave the spell snare/root immunity as well so it could actually function like a real gap closer? I feel like 3 seconds of said immunity wouldnât be game breaking coupled with HoF, Iâd love if we could test something like this.
Since it could still be countered with hard CC, I think this would balance it out because it would mean an enemy player sacrificing a valuable control skill to stop it.
So what are other Paladinâs thoughts on a 20-25 sec CD Divine Steed with snare/root immunity?
Iâd also like to suggest just making the Cavalier talent baseline since it is basically the go-to talent in that tier already, it would be nice to have some way of actually tweaking the ability or another one like HoF talentwise.
For me, I donât PvP so I primarily use Steed for moving quickly, not necessarily as a gap closer. Which is to say with all the other speed talents other classes have, I am always running behind in a dungeon and am trying not to get left locked out of boss fights.
Anything that would give Paladins a bit more speed has my vote, but I would not be in favour of a specific gap closer.
Literally not fixing anything to be honest. The problem is we have to use both freedom and divine steed to remove and being immune to movement imparing effects. So increasing the duration itself is entirely useless.
this is already better, but also make it remove imparing effects when used.
I do agree I have been posting that we need a leap or a charge. A lot of people like this idea. And then a lot of people dont, they shout warrior clone.
But at this point with the hp system we are more like plated monks with less mobility and less damage.
So this but with a shorter cd. And give it 2 charges.
Canât believe anyone is complaining that they canât close a gap with Divine Steed.
Seriously, especially in Shadowlands, Paladins are the penultimate easy mode roll your face on the keyboard class.
In PvP massive amounts of damage while being completely invulnerable.
Canât even bring priest Mass Dispel or warriorâs shattering throw to the table because by the time that goes off the other player is dead.
About the only real complaint that one could make is that the animation needs tweaking to not bug and that it canât be used to go backwards forcing you to turn your back to kite in PvEâŚbut even then Prot paladins have slows so not much of an issue there.
As for the animation being a Horse, the idea is a Holy KnightâŚKnights ride horses. You are a regular Paladin, a regular Holy Knight.
You as the player are not the Hero class Mary Sue Terion Fordring. You are not going to be using the light to turn into Superman and fly through the air.
Despite what the âHero of Azerothâ Blizzard crams down your throat the last several expansions, your character is not particularly special in any sort of way.
They are the common foot soldier and background characters in the lore. You didnât kill Arthas, you didnât slay Deathwing, you only got to play through the experience while the titular Hero NPCs did all the real work lore wise.
This I bring up because an ability like a leap or flight if you were to have it fantasy wise would take a lot of effort and righteous fury meaning it could not possibly have a short CD.
I could see possibly a charge or leap being added as a PvP talent that replaces Divine Steed for the Holy Warrior fantasy but as many have said in this thread the only proper way would to be to return to basics give Rets back their passive speed boosts even if they had to add it in like âwhile in Retribution spec all Auras increase your movement speed by 15%â
But then again Prot Paladins that canât PvP at all would get really mad that they canât become completely immortal and ride their mount into 40 other players and knock them into the air and across the room because then Divine Steed would have to be removed as then Paladins would be even more broken than they already are.
You know this D&D class fantasy involving the Divine Steed? Weâve had that sorted since Vanilla, Iâde like to introduce you to the Warhorse and Charger mounts, which later were given race specific variants.
The D&D Paladin fantasy enjoys having a âfreeâ horse but its more concerned with smiting evil, being immune to poison / disease, and supporting its teammates with healing and beneficial auras like resistance to fear effects.
And honestly we really only had one of those class fantasy bits, which got a 20% nerf in PvP because it was working a bit too well.
Having a Divine Steed as a sprint effect makes just as much sense as a leap, or charge. Heck weâre paladins give us a charge to a friendly target that shields both of us, as weâre supposed to be defenders of the weak.