General Feedback:
As always, I greatly appreciate the time and effort the development team invests into Paladins. However, the ongoing lack of clear class fantasy and identity continues to make the [Paladin Class] feel somewhat unfinished, and lacking coherent direction.
Class Feedback:
Issue 1: Lack of Class Fantasy
Feedback:
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The current Paladin class fantasy appears to be a blend of various design concepts accumulated over the years, resulting in a somewhat fragmented identity. Certain talents within the trees also seem to lack thematic or mechanical cohesion, which can lead to player confusion and a diminished sense of class identity.
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Class Fantasy in the sense of Auras, Blessings, Seals, Divine Steed(Crusaders) vs Pursuit of Justice(Lawbringers) and Anti-Evil does not feel stressed as the foundation of the Class Talent Tree.
Issue 2: Lack of Rule of Cool
Feedback:
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The Paladin Class, and each spec, really feel like they lack that Fun, Silly, World of Warcraft Rule of Cool. Something thatâs added to the class despite balance (atm) and just given to players because at its core, WoW is a video game, not a spread sheet. 
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Example:
- Class: Any improvements to Divine Steed or Wings (Wings of Liberty, etc)
- Class: âFunâ Spells such as Roots, Knockbacks, Vortexs, Mind Controls, Ice Walls, etc
- Class: Ability to use a 2H + Shield (Titans Grip)
- Prot: Ability to use a Warglavie (More class/weapon combos)
- Holy: Ability to use a 2H + Off-Hand (Libram - Titans Grip)
- Ret: Ability to Xmog a Cloak into a Shield (Single Minded Fury Xmog)
Issue 3: Too Many Class Talents - Not enough Fantasy (For Midnightâs Approachability)
Feedback:
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The Paladin Class Tree feels like it has too many talents, and the ones we do have, again do not emphasize that core Class Fantasy very well.
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In addition, the Talents not having a more distinct indicator for value feels pretty bad. Like having Gold vs Silver frames.
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Just being honest, anything above 40 Talents just feels like too much, for right now.
The 25 âMandatoryâ Talents I want: (These talent frames would be âGoldâ)
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Auras
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LoH
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Hammer of Wrath
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Blessing of Freedom
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Unbound / Echoing
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Divine Steed
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Cavalier
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Cleanse
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Blessing of Sac
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Recompense
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Blessing of Protection
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Blinding Light
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Rebuke
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Sanctified Plates
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Lightâs Revocation
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Unbreakable Spirit
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Divine Purpose
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Greater Judgement
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Healing Hands/Tirionâs Devotion vs Selfless Healer
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Empyreal Ward
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Golden Path vs Lightforged Blessing
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Holy Ritual
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Blessed Calling
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Sacrifice of the Just Merged with Improved Blessing of Protection
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Lightbearer (Redesigned into an Aura Upgrade)
The 15 âOptionalâ Talents I want: (These talent frames would be âSilverâ)
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Turn Evil
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Wrench Evil / Stand Against Evil
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A Just Reward (Redesigned into Salvation Aura)
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Fear no Evil
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Inspired Guard
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Eye for an Eye
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Stoicism
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Holy Reprieve
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Divine Reach
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Consecrated Ground
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Brought to Light
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Divine Spurs
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Lightâs Countenance
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Punishment
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Afterimage vs Faithâs Armor
Talents to Replace or Remove:
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Divine Toll
- Redesigned or Moved to Specs - more on this later
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Seal of Might
- This is not a âSealâ - Continuity between different versions of WoW.
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Vengeful Wrath
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Blessing of Dusk
- This is not a âBlessingâ - Continuity between Blessings, this is confusing.
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Blessing of Dawn
- This is not a âBlessingâ - Continuity between Blessings, this is confusing.
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Lead the Charge
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Obduracy
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Holy Aegis
(This includes Blessing of Anâshe (HotS) as this is not a âBlessingâ)
Class Talents Feedback:
Issue 4: Auras Updated with more Approachability
Feedback:
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Auras in WoW feel like an iconic Paladin Fantasy/Ability, but it quickly feels like Paladins are moving back to getting these pruned. =/
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Auras would be nice to have visuals.
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All Auras should have 3% Damage Reduction, again for Approachability Reasons.
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It would be nice if we had Devo Aura, Concentration Aura, Crusader Aura, and Salvation Aura with 3% DR, and another slight raid buff, with it being magnified on the Paladin. This would lead into Aura Mastery being more diverse and interesting.
Example:
- Lead the Charge removed.
- Crusader Aura Redesigned.
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Crusader Aura
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Reduces all damage taken by 3% and increases Mounted Movement Speed while out of Combat by 20% for all allies within 40 yards.
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In addition, the Paladinâs Faith is bolstered, causing your Divine Steed to reduce the cooldown of 4 nearby allyâs major movement ability by 3.0 sec when cast.
Issue 5: Blessings should be âBlessingsâ - Approachability, Continuity and Understanding
Feedback:
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Blessings have felt a lot better since the revamps, but lack continuity throughout the Class, which can be confusing.
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Blessings should be short duration, castable buffs so that itâs consistent, and understandable for new players.
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It would be nice to have Blessing of Might, Wisdom, Kings, etc. back.
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While Blessing of Seasons was poorly named, losing it on Holy loses a lot of that Class Fantasy and talent synergy.
Are these meant to be castable buffs? Spells you can cast on yourself and allies, cause that greatly changes the feedback of these abilities. Iâd love to have Blessing of Dusk as a castable buffâŠ.
Situations like this make it really hard to understand the design intent for the Class. =/
Issue 6: Seals should be âSealsâ - Continuity throughout the different Versions of WoW
Feedback:
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Ever since the Talent Tree revamp in DF, âSealsâ have felt like place holder talents within the trees.
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Seals donât feel like that rich, classic Paladin Fantasy you see on WoW:Classic, and lack that continuity throughout each version of WoW.
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I know that Seals arenât the most interesting gameplay mechanic, but why name talents:
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Seal of Might
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Seal of Templar
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Seal of Charity
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Seal of Reprisal
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This comes off as a lack of creativity and it would be nice to see Seals return in a better, more iconic fantasy driven design. =/
Mastery Stat as Seals, a Seal per Hero Spec, etcâŠ.
Issue 7: Divine Toll is Not a Fun/Good Ability and it Lacks Clarity (For Midnightâs Approachability)
Feedback:
- Divine Toll was a fine Shadowlands Covenant ability, but since coming into the Paladin Class Tree, it has felt extremely underwhelming.
- Divine Toll (Holy) is not informative to the Player. It random casts Holy Shock on multiple allies or enemies, and gives you 1-5 Holy Power. Itâs confusing.
- Divine Toll (Ret) is extremely underwhelming and looks extremely similar to Judgement + Blessed Champion. It still doesnât interact with AW, and HoW, (from current testing) and just feels lame.
- Divine Toll (Prot) is a much better talent, but could easily move into the Prot Tree.
Divine Toll, as a stand alone ability, also isnât very informative. âSummon Demonic Tyrant, Summon Inferno, etc..â are all Summons, but you know what youâre going to get. The spell names and their icons inform the Warlock more distinctly than Divine Toll, again for that Midnight Approachability.
Issue 8: Hammer of Wrath replacing Judgement during AW
Feedback:
- Personally, Iâm not a huge fan of this. It feels like the wrong kind of pruning and thereâs really no good answer as to why Judgement is replaced with Hammer of Wrath instead of say, Judgement of Justice/Wisdom/Light.
- It doesnât feel like the question of âWhy?â was asked. =/
- Why is [Hammer of Wrath] applying the âJudgementâ debuff, the âJudgement Buffâ, the âJudgement of Justiceâ debuff, etcâŠ
- What is there to make Hammer of Wrath feel important or different during AW, what makes it stand out?
I understand Judgement and Hammer of Wrath felt more or less like the same button, but this does feel like a missed opportunity to make Hammer of Wrath feel more like Necrolordâs Hammer, in place of something like Divine Toll for example.
That AW + Hammer of Wrath important cooldown doesnât feel brought back, and this feels more swept under the rug. 
Issue 9: Mobility Package of Paladins doesnât feel reinforced
Feedback:
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The fantasy of Paladins felt like itâs changed quite a bit throughout WoWâs life span, which has left Paladins feeling like thereâs different identities competing for mobility.
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Divine Steed
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Cavalier
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Divine Spurs
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Lead the Charge
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Steed of Liberty
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Blessing of Freedom
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Unbound Freedom/Echoing
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Blessed Calling
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Consecrated Ground
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Obduracy
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Judgement of Justice (Ret)
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Jurisdiction (Ret)
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Will of the Dawn (HotS)
Divine Steed does not feel fun, not compared to Death Charge, at least. And again, thereâs really no Rule of Cool for Paladins.
It would just be nice to get the mobility flushed out a bit better and double downâd on⊠better talent choices or identity because it just feels inconsistent.
What is our Death Grip, Heroic Leap, Roll, Shadow Step, etc?
Are we Crusaders vs Lawbringers vs whatever?
Retribution Paladin Feedback:
Issue 10: Lack of Rule of Cool
Feedback:
- Again, just want to make note that Retribution seems to lack something new and exciting in Midnight.
- The change to ES is nice, but its just missing that âWoW Factor.â
- Retribution lost a lot of potential for a Fire/Burn build and a lot of customization, which doesnât feel great. =/
Issue 11: Inconsistent Spec Fantasy - Thereâs no Retribution in the Retribution Tree
Feedback:
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Something that other classes seem to be getting in Midnight is a bit of a refresh to their abilities, or a double downing on their Fantasy. Unholy DK, Surv Hunter and Void Priest come to mind.
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Retribution Paladins feel kindof stuck between a few fantasies, and it just doesnât feel as good as it could/should.
Templarâs Verdict / Final Verdict
Templar Slash
Templar Strike
(Why is my Templar dealing Radiant Sword Damage? lol)
Judgement
Divine Storm
Hammer of Justice
Hammer of Wrath
Hammer of Light
Execution Sentence
Blade of Justice
Wake of Ashes
Are we Retribution Paladins? Are we Templars? Are we Crusaders? Are we Lawbringers? Are we Hammerdins? Are we Anti-Evil/Undead?
There feels like no consistent running theme, and that Classic World of Warcraft Paladin of Exorcism, Holy Wrath, Blessing of Kings, etc⊠seems long forgotten?
Look at Devourers, and Void (Shadow) Priests, whatâs the fantasy trying to be established for New Players because this feels inconsistent.
Issue 12: Talent Tree layout - Important Talents donât feel Centralized (Approachability)
Feedback:
- The Retribution Tree layout feels really bad in comparison to like 99% of the other specs in the game.
- Important talents such as AW, WoA, Final Verdict, and Jurisdiction, do not feel centralized in the middle of the tree.
- Splitting Avenging Wrath from other Avenging Wrath modifying talents feels bad. Itâs hard to remember back to a unconnected talent with brain rot.

- WoA feels more optional now than ever, given the fact that the Apex Talents are on that same row. This feels bad.
It would be nice for higher valued talents to be in the Core of the Tree, adding a bit more consistency throughout the game.
Issue 13: Apex Talents - These all feel bad, and a bit disjointed.
Feedback:
Are there cases you would consider not selecting your Apex talent?
- PvP and perhaps fights with a lot of movement, if I donât have the uptime to proc Art of War, then yeaâŠ.
How gameplay-impacting, exciting, and fantasy forward is your Apex Talent to you?
- Honestly, itâs not really Exciting or Fantasy Forward at all.
Art of War increases the damage of your next BoJ by 150%
- This isnât super exciting, and BoJ already does enough with Expurgation, Art of War, Holy Power generation, and Blade of Vengeance.
Avenging Wrath grants you Art of War.
- Am I supposed to get an Auto-Attack timer for this to ensure I donât hit AW/WoA before I chance an Art of War Proc? =/
- Isnât AW doing a lot already, do I need to devalue HoW even more with all the other stuff going on?
Avenging Wrath further increases the damage of Templarâs Verdict and Divine Storm by 10%.
- This feels disjointed⊠arenât these Apex Talents supposed to double down on one thing? Why put this emphasize on AW, TV, and DS?
Art of War further empowers Blade of Justice to unleash a wave of Holy EnergyâŠ
- This just feels like a better visual for Blade of Vengeance.
- And again, feels a bit out of place with all the other Retribution Visuals of Hammers, Swords, Holy Fire, etcâŠ
Issue 14: Jurisdiction - Ability Ranges and Approachability
Feedback:
- The range on Retributionâs abilities still seem a bit too scattered and inconsistent.
- WoA being 14 yds., Divine Storm being 8-10yds?, BoJ and TV being 12/20, Judgement being 30, Auto-Attack, Interrupt, and now Templar Strike being melee, etcâŠ
The range on Retâs abilities feel like they need a refresh, especially with this new importance of Templar Strike, Art of War Procs, etcâŠ
The movement speed and snares of Paladins could also take a secondary look. 
Casual Ret Feedback:
Major Problem:
- I was excited to get 3 more Class Talent Points to use on things I couldnât get in TWW, like Cleanse, Turn Evil, etc⊠then Blizzard goes ahead and puts 3 (old Ret) new Class Talents in. Completely negating that feeling from TWW â Midnight.
- Guided Prayer, SoV, and Fear No Evil being new talents, makes it feel like nothings changing from TWW.
- The Class Talent Tree feels so bloated, itâs unfun.
Minor Problems:
- From the testing that Iâve been able to do, it just feels like TWW Ret Paladin. Not much more to really say.
- ES/FR change is great.
- Iâve never been a fan of Improved Blade of Justice and Templar Strike/Slash, as I feel they preform the same roleâŠ.
- So, not reimaging Templarâs Strike/Slash feels bad, but it is what it is.
- WoA procâing Wings, (tuning pending) which then procâs Hero Talents, Apex Talents, and Empyrean Legacy feels a bit too much. AW Procing everything alone feels too much, but yea.
- Divine Hammer + Hammer of Light not replacing WoA as a new 2-Part Combo attack, especially with Templar Strike/Slash doing the same thing, feels like a wasted opportunity.
- Divine Hammer + Empyrean Hammers (+everything AW does) feels a bit too much, too similar, and isnât a good representation of that classic ARPG Hammerdin, imo.
- Templarâs Just feels like its trying to do too much.
- HotS doesnât do a great job of emphasizing the Holy Fire fantasy, compared to like FrostFire Mages.
- Lot of HotS talents that emphasized Hammer of Wrath may need to be updated/buffed.
- Overall lack of Holy Fire, Exorcism, Holy Wrath, etc⊠is kindof lame.
Feels like a lot of Specâs double downâd on their fantasy or did a slight refresh, but Ret Paladins lost quite a bit of theirs. Removing a lot of the âdead talentsâ helped simplify the spec even more, but the Class does continue to feel like a lot of unpolished ideas, IMHO.
(Ret PvP Talents feel a bit too mandatory, and could use a refresh, or PvP talents should increase to 5. 2 Static Passives, and 3 (out of like 6) Optional - Castable Abilities.)
Holy Paladin Feedback:
Issue 15: Lack of Rule of Cool, Spec Fantasy and Identity - Midnight Approachability
Feedback:
- Again, the Paladin Class, and Holy in particular, really lack that âRule of Coolâ fantasy.
- In addition, thereâs no emphasis on Blessings like Totems, no identity of dealing damage like Disc, or shifting forms like Druids.
- No utility like Roots, Vortexes, Knock Backs, Life Grips, etcâŠ
If I was new to WoW and Holy Paladins, I feel like I would have no idea what exactly I was supposed to do to heal. Am I supposed to spam FoL to build Holy Power to hit SotR, etc.
I hope more is in store for Hpal, cause currently thereâs just nothing of value here. 
Issue 16: Poor Layout of the Holy Talent Tree - Important but Subtle, Hard-to-Discover Talent Interactions
Feedback:
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Thereâs a lot of spell interactions for Holy Paladins, and spell modifiers, that feel scattered throughout the trees.
Hammer of Wrath
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Hammer of Wrath (Class Talent) / Vengeful Wrath (Class Talent) / Veneration (Holy Talent) / Avenging Crusader
Avenging Crusader empowers Judgement to Hammer of Wrath, but the tooltip still says Judgement.
Flash of Light
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Selfess Healer (Class Talent) / Veneration / Infusion of Light / Moment of Compassion / Divine Revelations / Awestruck
Holy Light
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Veneration / Awestruck / Divine Overload / Resplendent Light
Avenging Wrath
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Hammer of Wrath / Vengeful Wrath / Avenging Wrath / Seek Deliverance / Fear no Evil / etcâŠ
While the Holy Tree can feel simplistic, a lot of the talents feel stretched out and scattered because that lack of secondary fantasy and identity.
Example:
- Divine Glimpse â Empyrean Legacy â Unending Light â Breaking Dawn
Too a new player, this could seem like a fun and interesting LoD Raid Build, but trying to discover this with the current talent tree layout seems pretty rough.
Similar to Ret, the Talent Tree needs a refresh where the AW/Aura Mastery/etc⊠is placed in the middle. Again, like 99% of the other specs in the game. 
Issue 17: Redundant Talent Effects
Feedback:
- Iâm not sure if this is a Midnight issue, or just because Hpal seems to be in a bit of a rough spot atm, but thereâs a lot of redundancies in Holy Paladins that make it seem like âWhatâs the point?â
Example:
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Holy Shock, Judgement, Infusion of Light, and Glorious Dawn
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Holy Shock = Instantly Heal a target for X.
Infusion of Light - Procs off Holy Shock
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Causes your next FoL to Instantly Heal a target for X.
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Causes your next Judgement to Instantly Prevent X Damage.
Glorious Dawn - Procs off Holy Shock
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Causes you to reset Holy Shock
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âŠ.which then is cast to Instantly Heal a target for X.
And then when added with Judgementâs CDR, etc⊠itâs not this interesting diverse gameplay loop, like resetting Holy Words, but just makes me question why I donât have 5 charges of Holy Shock.
All these talents, and their interactions are just preforming the same thing â instantly heal a target for X.
Same for the âdoes XYZ, the lower the health your target is.â
Issue 18: Spells and their Visuals are not informative - Midnight Approachability
Feedback:
This is in part tied to the lacking Class Tree, but the Holy Paladin abilities are not informative what so ever.
- Divine Toll has a poor visualization, and it is very unclear who was struck by Holy Shock, or how much HP you will generate.
- Auras have no visualization.
- Aura Mastery has a poor visualization.
- Aura Mastery + Ringing of the Heavens has a poor visualization.
- Avenging Wrath vs Avenging Crusader has no distinct visualization.
- Holy Prism has a poor visualization.
- Holy Armaments (Lightsmith) has a poor visualization.
- Holy Armaments (Lightsmith) have too similar of Spell Icons, itâs hard to distinguish which ability is up, compared to something like Blessing of Seasons. (Colors)
Issue 19: Removing Crusader Strike is the Bad Kind of Pruning
Feedback:
- Not having Crusader Strike, even as just a melee button to press, feels like the bad kind of pruning.
- Crusader Strike doesnât have to generate Holy Power, doesnât have to do that much damage, but all Paladins should have Crusader Strike in their Spell Book.
Please put Crusader Strike back in the spell book.
Casual Holy Feedback:
Obviously it will be easier in a week or so to give better feedback for Holy Paladins, but right now this spec just feels like the skeleton of a design.
Is it a good, fun, approachable, visually pleasing and rewarding Melee Healer? No.
Is it a good, fun, approachable, visually pleasing and rewarding Caster Healer? Also, no.
- The Class Fantasy feels bad.
- Not having Crusader Strike and more Melee tools feels bad.
- Divine Toll feels bad and like itâs clashing with LoH for our âNatureâs Swiftnessâ spell.
- BoSac and BoP feel too niche, like itâs eating up too much of our Utility Budget.
- These feel more like Healing Cooldowns, than utility spells to aid my team in more diverse situations.
Maybe the goal is to get Holy Paladins back to being a heavy defensive cooldown rotating healerâŠwith BoP and Sac, etc⊠but when thatâs how you feel like thatâs how Hpal *heals. It removes those abilities from feeling like extra utility. *
Main Issues:
- Holy Shock being used offensively and defensively.
- Holy Power being used on SotR offensively, and WoG defensively.
- BoSac, BoP, and LoH feeling more like mandatory healing cooldowns, rather than utility spells.
The Spec feels stretched too thin, and you donât know which part of your DPS vs HPS gameplay is going to take a hit.