Hello,
The following is feedback regarding the current design of Retribution Paladin in Midnight and how myself and many other Ret Paladins would like to see it change.
The problems:
Ret has a very controversial toolkit, filled with many abilities that extend arena games that are typically reserved for healers or tank specializations. While a lot of these abilities like blessing of sacrifice, blessing of sanctuary, and blessing of protection have existed for a long time, their strengths when paired with recently acquired arena lay on hands + empyreal warding (Lay on Hands usable in arena and now ignores dampening and mortal strike effects) have created an environment where Ret Paladin can ignore certain “mechanics” of solo shuffle (rapidly increasing dampening) when compared with regular arena.
These utility spells, paired with their ease of use and the popularity of Retribution Paladin in general due to the architype of the specialization has lead to Blizzard repeatedly nerfing the damage of Ret Paladin over and over down to the point where it is now one of the lowest DPS specializations in the game along with very low impact burst spells (if you’re reading from a PvE standpoint this must be shocking) but retribution has a -18% PvP modifier on all damage, Vengeful Wrath nerfed from 50% to 20%, Divine Purpose nerfed from 10% to 6%, Avenging Wrath nerfed from 20% to 15% (soon in 12.1 to 10%), Empyrean legacy nerfed to 15%, Hammer of Light nerfed by 30% and probably a few more abilities and talents I missed here or there (namely Healing Hands/ Word of Glory).
Because of these “tank tools” nerfs on Ret damage are doing nothing except making the class extremely boring to play and to play against. The Ret Paladin cannot contribute meaningfully in stun kill windows anymore and lacks consistent damage yet the same tools that people complain about remain in play, extending solo shuffles and making games damp and boring.
The Solutions:
As it stands I think Ret Paladin damage in 12.0.7 could use a legitimate 30% buff on both Final Verdict and Hammer of Light. Currently a Final Verdict on a player with 24% versatility buffed by greater judgment (20%) and Holy Flames (5%) only deals 27k damage. That is as much as a single RAGING (Not Crushing) Raging Blow as a fury warrior that is enraged and Ret Paladin does not have a mortal strike to compound the regular damage of its abilities.
What I am suggesting below are talents that I believe would best be addressed to add damage, more specifically ROTATIONAL BURST back into Ret Paladin’s toolkit.
-Trade offs for more burst and damage in the kit.
-Lay on Hands
Nerf either Empyreal Ward(Lay on Hands once again affected by dampening) or overall value. This will significantly reduce Ret’s overall impact in Solo Shuffle which is currently where Ret is complained about the most while not significantly nerfing Lay in 3v3 where Ret Paladin is currently not nearly as good.
Could consider removing Lay on Hands from rated PvP but this would require compensation buffs to Word of Glory/ Eternal Flame. Would require buffs to Hpal.
-Sacrifice of the Just
-Make this a 1.5min cooldown (or 2min but go to 30%). This would allow classes with 1min, 45sec burst goes to have more opportunities for kill windows.
-Final Verdict reduced from 20yd range to 12yd range for SIGNIFICANTLY more damage, more than what would just require the ability to be tuned correctly. Could be done via a talent to give choice.
OR
- Consecrated Ground/ Hallowed Ground removal.
-Searing Glare becomes an effect that medallion can remove. (This in turn gives a reason to run Holy Reprieve - Divine Shield can no longer be used during Forbearance during PvP. This would allow Rets to look to Holy Reprieve more often and offer more kill windows into mismanaged cooldown usage by the Ret Paladin.
The Rotational Impact:
There are also problems with the current Ret Paladin damage breakdown in PvP that are attributing to a lack of fun for the player.
Herald of the sun:
Dawnlight is making up far too much of the breakdown, with Radiant Glory, Burn to Ash, and Morning Star Dawnlight is often your #1ability in your damage breakdown and that is before factoring in Suns Avatar (which as of Midnight has become a much lower part of the breakdown). This seems to have caused other rotational abilities to have far too little of an impact per button press which removes burst and enjoyment from the specialization.
When compared to other passive hero damage talent spells such as slayer warrior or Fatebound rogues Dawnlight is taking up a much higher % of damage in PvP relative to the actual spells that are pressed in the rotation.
Templar
-Divine Exaction was too strong early xpac and then Ret was blanket nerfed (15%) + Vengeful Wrath nerfed because of this ability. Then the ability was nerfed and the blanket nerf was never undone leading to the entire Templar tree becoming uncompetitive in PvP. (No situations where Templar would be taken instead of Herald).
-Divine Hammer is not something that is as effective in PvP as it is in PvE due to the nature of moving in PvP.
-Gameplay loop of pressing Hammer of Light to deal big damage and then stacking lights deliverance from empyrean hammers to proc free Hammer of Lights should feel good but tuning of Hammer of Light makes it extremely ineffective in PvP killing the whole point of the gameplay loop.
Final Thoughts:
12.0.7
- Flat buff FV 30% and call it a day for now. FV is currently dealing 27,000 on a 24% vers target, buffing it 30% would net (current value of holyflames+greater judge) x 1.3 = 35,100 that is still less than an unmodified Fury Warrior rampage (45k), Arms Warrior overpower (39k), Dispatch w/ Gravedigger passive (45k), Raptor Strike/Swipe w/ Strike as one (45k)
- Buff Hammer of Light 30%
It currently deals less than a Final Verdict when talenting into Seal of the Templar in PvP. Essentially killing the whole point of the spell outside of providing undisputed ruling procs now that divine exaction is nerfed into uselessness.
12.1
- Address the utility bloat by targeting spells previously mentioned that are particularly powerful in solo shuffle.
- Add meaning burst damage back to the rotation. (For those of you unaware despite a 15% buff on final verdict in 12.1 the overall % of a players HP that the ability deals is going down in an all modifiers max damage comparison. See: https://www.youtube.com/watch?v=Xm5dA5eRp24&t=409s