entire forums ablaze with prot paladins complaining about survivability in keys, consecrate being borderline useless since mastery 50% dr nerf after dragonflight, the removal of eye of tyr/moment/bastion, and the removal of hands on cd management through holy power use being replaced with this useless 50% cdr at the cost of 40% duration talent going into midnight
holy paladin talent full of useless stuff, 25% behind the top 3, 4% buff at most, needless to say no way the same dev that created ret for midnight worked on the other 2 specs, as they are completely uninspired designwise
Those are genuinely good changes, no one liked being trucked dipping a toe outside Consecration.
CDR gameplay is impossible to organically balance.
It needs to be tune so that it works from the starts.
But then the more you go through an expac, the more stats you get, the more oppressive it gets.
That’s not a surprise they nerfed these CDR talents coming into TWW S2.
But being nerfed consistently going through an expac feels bad, you’re always loosing on the progress you made because the design is such that it can’t be left alone to grow.
It was the good call to rework it.
Now… ALL THAT BEING SAID…
Prot paladin defensive power is poorly tuned, which could be somewhat expected coming out of a rework since damage intake is wildly variable.
The only set “control” set of circumstances they have is the raid.
And surviving the raid is not impossible but was clearly more challenging than for others.
It’s only in M+ that these shortcoming comes to light.
The note and the changes are a real whiplash, but not without cause.
Prot paladin single target performance are abysmal and that’s what is reflected from the raid.
The apex talent is “mehh” and undercooked, Avenger Shield should give HP at all times, not on a proc.
The mastery should have a “100% sure” mitigation going on as most other Tank have.
Warrior is chanced based as well BUT they have shield block that ensures you will at least send all attacks through the block.
Brewmaster also is chanced based but they have Stagger baseline.
Prot Paladin is somewhat unique in this regard where they don’t have any underlying effect increasing their defensive power “for sure”.
Paladins would complain about their steak being over cooked while everyone else is served dog food.
We’re only the 2nd most popular Tank, 3rd most popular Healer, and the most popular DPS!
People got used to paladin being op, to be fair, we are undertuned not in dps but there are no defensive paths we can take without extremely cutting into our dmg output and the real problem from there is, if we take defensive nodes over offensive it doesn’t make us inherently tankier.
A more apt analogy would be that a lot of spec/classes were served dog food but people arbitrarily choose the pink one because they like the color pink.
Which does nothing about the fact it’s still dogfood.
And here you are trying to divide the players on the color of their food because you can’t be bothered to even have the slightest amount of self-awareness.
Paladin has always been popular despite the bad design it had at times.
The notion that its popularity would somehow be relevant to how we should feel about these specs being under-cooked is laughable and devoid of any critical thinking.
Thanks for sharing, your only contribution was to give us nothing but contempt toward your person…
They nerfed Consecration’s passive DR and didn’t replace it with anything meaningful. All we’re asking for is to be brought back to a similar level of passive defense that the other tanks have and enjoy.
A simple fix would be:
Revert Consecration so Mastery once again grants meaningful passive DR while standing in it.
Slightly increase the radius for better coverage.
Add a 4-second grace period where the DR lingers on the Paladin and slowly decays after stepping out of the puddle.
This would keep the classic holy ground fantasy, improve mobility, reduce the current spikiness and finally give Prot a reliable defensive baseline like every other tank has.
Consecration as a DR/defensive felt underwhelming and frustrating.
If they wanted to make consecration a truly thematic ability, the play was to move toward Shadowland Ashen Hallow.
Make it a massive CD that truly emphasize the paladin strength when standing in it.
And mind you, standing in it or at least have the mobs stand in it is still the optimal way to tank, it just doesn’t mean certain death to kite around the exterior.
My personal suggestion was always to
Give Avenger Shield it’s HP generation back
Give Prot a second “offensive” spender
Doing this, you curb the SotR uptime that was, somehow, a problem when AS gave HP by promoting a more offensive spender that serves as a pressure valve for excess HP generated.
The gameplay revolving now around when to use SotR for defense and when to maximize your threath/damage output.
You make SotR do less damage but focus heavily on increasing your defense at all time and inversly, the offensive spender gives very small defensive power but grant much more damage.
The skill of your tank now being expressed through his usage of both spenders instead of just spamming the same one over and over.
Well thank you for illustrating exactly what I was referring to.
The aesthetic and theme of the paladin is a popular thing across games.
Humm, I don’t dislike the concept of more shielding for Paladin as a unique trope but linking it to overcapping ressources is promoting a weird gameplay loop.
Maybe overhealing with WoG could grant a shield?
But that’s also weird to heal at full health…
AS already gives a small shield as well, maybe the answer is to buff this to smooth damage intake.
Boring solution could also be to have a low scaling DR on SotR on top of the armor.
It feels absolutely awful grinding 86-90. Died for the first time this expansion wondering wtf and NORMAL mobs are hitting me for 5-9k phys, 25-30k nature non-crit. I can dish that back during wings but…
Blessed hammer only does 450 non-crit. My auto-attack does triple that. Without a cooldown I’m not even doing 10% of the damage mobs hit me for and they have way more hp. This is a miserable slog. /rant
Hammer SHOULD hit for 1500 (3 spins) but it never does, often passes thru mobs and simply doesn’t register to hit. We need hammer to actually do the printed damage it says it does for starters. I’m noticing not all of prot’s problems are by design. Some are due to an aging overwhelmed engine trying to process 13424513564135671 inputs at once and simply letting some slip, causing our experience as players to degrade.
Oh and I found the culprit for taking huge chunks of damage randomly. They added a new damage type (Cosmic) that bypasses our magic absorb. Complete bull shat.