I intend to have this post completely constructive. Being a game developer is not easy, it’s super easy to armchair dev on the forums and pretend it is. But it isn’t. Our job as players is to present what we like and what we don’t like and give reasons why. The developer takes this and tries to deliver upon this as well as they can with in-game restraints. That isn’t always possible. But I feel like it is time to revamp the Ret Paladin.
Some history for my time playing. You can obviously skip this if you like.
I have played since Beta. Like, Vanilla beta. At the time I was too young to properly play the game. Infact I don’t think I ever even made it to max level. But I’ve played a Paladin since day 1. And I loved it immediately.
I was too young to play this game in any serious environment until around Cata. But I had the heart of a hardcore raider. And eventually I did join a serious guild towards the end of Cata. I bounced between holy and ret for my whole career in WoW. But I eventually moved out from my parents and have been in the military and playing casually ever since, unable to raid in a serious environment. I’ve only just started finding the time to get back into the game and completely intend to continue mythic raiding.
Back to the topic at hand, I’d like to talk about the future of the Paladin. Specifically the Ret Paladin, but some of this splashes over to Holy.
The way I see it there are 4 major points to creating the play styles of any spec in the game.
Mechanics
Theme
Emotion
Use
Basically, how does it fundamentally WORK?
Does it fit the theme of the class?
How does it FEEL to play?
How is it realistically used?
First I’d like to look at the upcoming iteration of Auras.
Mechanically, they are very simple. You press the Aura and you forget it. Everyone around you gets something out of it (more on this later for a particular black sheep Aura) there is nothing wrong with this.
Thematically, I LOVE Auras. It fits the Paladin theme wonderfully. There is a subtle beauty to Auras that I feel like most people don’t catch on. These are not spells. These are AURAS. You, the Paladin, are so devoted to the Light that everyone around you benefits just by virtue of being next to you and fighting for your cause. Honestly, it fits the theme so well I can’t believe they ever took them away. However, Retribution Aura does not fit this theme at all. It is NOT an Aura that is beneficial to your team. They are NOT basking in your light and being strengthened by your cause. Honestly I can’t think of any way to put this because it’s just so simple. Look at every other Aura the Paladin has EVER had and then look at whatever this is. It does not fit.
Emotionally, honestly this one is hard to answer specifically on Auras. I fanboi so hard on Auras that the theme makes me love them and love using them. So it makes the core of theme bleed over for me.
Use, Shadowlands Auras… leave a lot of room for desire. I have previously made a post on this. But currently there are 2 combat Auras and 1 black sheep Aura. Let’s be realistic here, almost universally Devo Aura will be taken in a raiding/dungeon environment. Some outliers, probably, but mostly it will be Devo Aura.
As for Aura of the Crusader. Realistically there are only 4 outcomes for this Aura.
1, you set it when you need it and put back a combat Aura when you need it.
2, you forget to turn it on, and you and others are slower and feel slower. You or a party member remember and you feel like an idiot.
3, you remember to turn it on, but during combat you focused on your opener and don’t turn back to a combat Aura. You or a party member remember and you feel like an idiot.
4, you ignore it completely because it’s needlessly a hassle to deal with. You know dealing with it would be beneficial, but why bother?
3/4 outcomes of this Aura are a negative impact on gameplay.
Recommended solutions, add more combat Auras. Honestly it’s that simple. More Auras would cause more decisions to make before and possibly even DURING an encounter. It would also make having multiple Paladins in a raid less punishing. I personally STRONGLY recommend Shadow and Fire resist Auras, and Aura of Mercy, AND rework Aura of the Crusader to a blanket unmounted movespeed buff. This fits the theme of the ability of moving faster while also shoring up a tiny bit of one of the least mobile classes in the game. Even if the bonus is only like 7% or whatever is judged to be balanced.
I DREAM of caring about Auras. But in the current state they are back in name only.
And the elephant in the room.
HOLY POWER
Mechanically, it’s an iteration on Combo points. There is no argument against them. Functionally it’s just combo points with that rogue talant that let you have more than 5 but only use 5 at a time. Always use 3 but store 5. Mechanically there is nothing wrong with this. It works. Tried and true. Works so well there are now 8 specs that use some iteration of Combo points.
Thematically, this does not fit the Paladin at all. At least in my opinion. I don’t think the Light requires building up to use. Or setting up the right situation for it to be just right. Or anything of the sort. The Light wills something and it is so. It just HAPPENS. Am I supposed to be building up a prayer? Honestly I have no clue what the theme is supposed to be here. If something has gone over my head I’m all ears. But as I understand now, this is a huge miss on the Paladin theme.
Emotionally, Holy Power feels bad. Holy power has caused power to shift from our builders into our spenders. And right now it is one of the worse feelings in the game to spend a GCD on crusaders strike and see it do less damage than an auto attack, and then in that GCD proc Art of War and think about how much more that GCD could have been. And the reason for this is so that your spenders FEEL powerful. Power had to be shifted. But the execution on this fell short. Instead of feeling good to TV/DS, it feels bad to Crusader’s Strike. WoG however feels VERY good to use.
Use, similar to emotion, you are just pressing buttons you don’t care about to then press a button you sort of care about.
Recommended solutions, look to previous iterations of the Ret Paladin. Buff Management and Cooldown management. Seals and cooldowns. Enh Shamans are the only class that carries an iteration of this idea. It would be much more refreshing to have at least 2 iterations of this system than have 8 Combo points systems. And we would be returning to the original idea of the Paladin.
Which would ALSO return us to a more thematically appropriate Paladin. No longer are you… Doing whatever Holy Power is… You would be calling upon the Light to bless your weapon to damage your enemies in whatever fasion your seal does dmg.
I recommend seals with CD abilities.
A burst seal that when Judged increases long term dmg on the target.
A sustained dmg seal that causes burst damage when Judged.
An AoE seal that causes AoE dmg when Judged.
Honestly don’t even have Judge expend the seal. Just have it change its effect. This would reduce frustration of refreshing seals and also creat more interaction within your own kit. As now your Crusader strike applies your Seal’s passive dmg and you can SEE that interaction happening.
This also would be better than Inq as you would (once again) SEE the benefits of your self buffs.
After that the your CDs would supply the gameplay. We already know this system works and can be fun and fulfilling, look at Enh Shamans (in Shadowlands).
I know it might be too late for Shadowlands. But hopefully we can get SOMETHING new by the next expansion. We are straying further and further from what it originally meant to be a Paladin.
I will never NOT play a Paladin. But I am unhappy with our direction and hopefully we together can push for change.