Over the past few weeks since we shared an update, the WoW team has been focused on the immediate future—both for our people and workplace, and what’s next for players too. As a part of that, the entire team came together to ask: What are the biggest things we’re hearing are getting in the way of your fun, and what are the most impactful changes we could make to WoW today to fix that?
And then :
Long Arm of the Law. Developer’s note: We recognize that movement is fun and feels good when attached to short cooldown buttons. That said, our goal for Retribution Paladin is to keep their strengths in removing things that hinder their mobility, or to charge into battle on their Divine Steed, not to give them a short duration burst of movement on a very short cooldown.
The screaming horses are because the paladin dev invested way too hard into them and then came up bust. Now they have to push the agenda as hard as they can to get rid of those damn horse and recoup as much of their loss as they can.
If we had the ability to freely teleport within a finite area, I could see that being really rewarding as the instantaneous movement would support the playstyle of staying in the AoE into the very last second before hoping out and into range in order to maintain our DPS.
It’s not even freedom of movement in that area either, you’re still slower than base movement, which is worse than all other movement suppression abilities in the game lol.
Like for reference, DKs passively cannot be reduced by 70% movespeed. We get 10% more than that within a small area AND requiring a talent point and ability press.
Shaman Ghost Wolf is an instant cast has no restriction on area, no cooldown, suppresses reduction below 100% base movespeed, and also acts as mobility tool when not slowed.
Honestly, I really don’t know what they are doing. All I know is none of it is good lol.
And I’m not even mad about him doing it. He’s the example the other devs really need to live up to. What I’m mad about is the missed opportunities for a meaningful and constructive discourse that seems to slip past every day.
They could literally combine both choices together and cause it to prevent the paladin’s speed from being reduced beyond % and capping enemy speed from going above %. It would at least make it more interesting and provide the paladin some unique opportunities to play with their space.
The Paladin Dev’s say their goal for Paladins “is to keep our strengths in removing things that hinder our mobility”? Great.
So, I say the following to the Paladin Devs: when I press Divine Steed, I better feel as if I’m a part of the Rohirrim’s charge to save Gondor.
I’m going to be real: I like the idea of using the Divine Steed. However, in order for me to actually LOVE using Divine Steed:
Make it baseline, eligible for Crusader Aura, and immune to snares.
Make its baseline duration somewhere from 6 to 10 seconds long.
Give ONE Talent point to increase Divine Steed’s duration (like a 3 to 5 second boost).
Give ONE Talent point to give an additional charge.
If you MUST give it another Talent point option, have it do something unique. A temporary boost to damage reduction, daze to anyone who attacks you during your ride, a knockback, SOMETHING.
Does anyone remember the Legion talent ‘Knights Templar’? It basically reduced the cooldown of steed by 50% and gave you a 20% damage reduction while steed was active. They removed it from the game and kept cavalier, which is worse in EVERY way.
Bring that back and ill be happier about paladin mobility and survival.