Priests are pretty immobile too. And hunters have on of the best kiting kits in the game, so it would be unreasonable for them to also have self sufficient counters to getting locked down in fights.
Ultimately PVP is about what the classes do in combination with each other. Hunters don’t need to be able to dispel their slows or magic debuffs, that’s for priests and paladins, or shaman with freedom.
Different classes cover the weaknesses of the others. That’s the design philosophy here. Ultimately the class fantasy they went with for paladins was a holy warrior that would wade into the thick of the fight, offering up supporting buffs and blessings to their allies and being a presence on the battlefield.
So far, SoD has failed on both fronts. You can’t get INTO the thick of battle because you have no meaningful engagement tools to enter the fray, and you lack staying power once you are there. Every other melee class in the game either has a method to engage in the fight, OR a way to stay engaged once they are there, often times both.
Warriors have charge, intercept, hamstring, multiple ways to break fear.
Shaman have Frost Shock, Tremor Totem, earthbind with totem relocation, freedom, and ghost wolf.
Rogues have multiple stuns, crippling poison, stealth, vanish, sprint
Hunters have wing clip and traps alongside a proc based root in survival
Druids have dash, feral charge, Skull Bash, shifting removes roots and slows and immune to polymorph.
Paladins have Freedom, bubble, and two long cd single target magic effects. So any priest hard counters HoJ, and any priest or damage from another player stop Repent.
The primary usage of repent should be to temporarily lock down a single target that is not a priority kill target, since it breaks on damage. If you HAVE to use it for gap closing there’s a serious issue. Dispels remove it, you can get stunned, gouged, blinded, sheeped, feared, or get hit with a slow or root while attempting to close that gap.
If you get hit with that, you have to waste a SECOND cooldown, freedom, to get there. And once you are there, you have no ability to STAY there other than using a 5 minute cooldown, bubble.
You cannot ever dictate the flow of combat when you are in it, which is doubly frustrating for a class whose primary design is more a battelfield warlord than a dps warrior. You’re supposed to be someone that bolsters your allies and helps to control the flow of combat by creating opportunities for your allies as opposed to being the primary source of pressure, but you lack the tools to effectively do that.
And current SoD design with ret has just turned us into a big burst bully that can’t get it up without a warrior to help us lock down someone.