Have faith. Paladin changes are coming.

From out of the blue.
But good things come to those who wait. Tipster Delsin helped shed some Light on the slow development pace by linking to what is purportedly a forum discussion with Ghostcrawler, a developer of the new expansion. The responses from the blue were supposedly sprinkled over a couple of weeks, with the first and oldest post revealing little we didn't already know. It detailed the design directive the developers were taking, noting four important points:
- Retribution Paladins need to have better utility in raids
- Holy Paladins shouldn't feel so punished during encounters which require lots of movement
- Protection Paladins need to be great tanks not only for 5-person content but also for raids; at the same time, all four tanking classes should maintain their niche
- Paladins, more than any other class, need diverse sets of gear depending on their spec and role. Itemization is being fixed across the board to make it easier for healers and tanks to do damage without needing a whole new set of gear
Why not do Paladin changes first so they can be tested more?
The developers acceded to the fairness of the question, but explained in the same breath that there were three sweeping changes that they were making to the class that applied to other classes, as well. The developers felt that applying those changes to what they called "comparatively easy" classes such as Warriors and Priests first would give them enough insight on how to change the Paladin class. These three important changes were:
- A change in the way damage and healing stats work
- A change in the way party vs. raid buffs work (as can be seen with the raid-wide totem mechanic)
- A change in how much damage a tank is expected to deliver as well as a reworking of itemization theories in general
Saving the best for last?
Ghostcrawler further explains that the reason Paladins were being changed last was because there was a lot that Blizzard wanted to change with the class. In fact, Paladins are changing more than any other class, and that the tiny bits of information revealed at the WWI and elsewhere are only the tip of the iceberg. The Hand of Purity healing spell was dropped in the panel discussion merely to acknowledge that Blizzard knows Paladins need another healing mechanic. They also want Paladin tanks to tank more actively and Retadins to have better control over their admittedly bursty damage. The blue quickly adds that "no, that's not all we're looking at."
The verdict
Personally, I think these small tidbits of information are worth a lot. They may not be as concrete (well, as concrete as Alpha spells get, anyway) as Titan Grip for Warriors or Fan of Knives for Rogues, but the points that Ghostcrawler outlined are dead on. It's as close to understanding the arguably misunderstood Paladin class as Blizzard has ever gotten. I have great faith in them to do it right, too. The Retribution changes that Blizzard implemented in Patch 2.3 illustrated that they understood the class' shortcomings and were willing to address them. Dropping spell damage for Retribution and updating a ton of items was a gutsy move then.
Naturally, even those changes in Patch 2.3 didn't solve all the class' problems. I don't think it will ever be solved, either. Class balance and development is an ongoing process, adapting to the pace of the game and the millions of players who play it. But it seems like Blizzard is serious about doing the class some justice -- pardon the pun. It looks like they know Paladins suffer from the two-button syndrome and the nightmare of having to stand still during fights (or worse, in PvP). They also know that there has to be more reasons for raid leaders to bring Retribution Paladins, and not merely for the extra Blessing. They also feel that auto-attacking and blocking shouldn't be all that a Paladin tank does (it's not, but you know what I mean).
The few Alpha spells we've seen so far have been pretty exciting. We're sure to see the full plethora of changes when the Beta finally opens to the lucky few, but personally, I'm stoked. I don't think Blizzard will drop the ball on this one, particularly with the directions they've set. As much ridicule as the class has received from Kalgan, I'm fairly confident that Blizzard is moving in the right direction.
They've been pretty bold so far, from the consolidation of weaker spells into a more useful one, to exploring new mechanics such as knockbacks and physical pulls. They answered the long-standing gripe of Shamans about not having any crowd control with Hex. They recognized the need for Shadow Priests (already so useful in raids) to be viable for Arenas, and gave them Dispersion. Blizzard has never been braver and more creative in their development. If they say that they need time to get the Paladin class right, then I say take the time. Blizzard, take all the time you need. I have faith in you.
Filed under: Paladin, Analysis / Opinion, Blizzard, Wrath of the Lich King






Reader Comments (Page 1 of 5)
Ichigo Jul 8th 2008 5:16PM
We can only hope. Prot Paladins received love in TBC, but holy was nerfed and Ret has always been the red headed step child of the DPS family.
Here's to the dev's paying as much attention to the Paladin class (and to the other maligned classes) as they have to DK's, Warriors, Mages, et. al.
dan Jul 8th 2008 6:08PM
How do you figure tbc nerfed holy paladins? They have the best single-target heals in the game. It takes getting into t6 content and rampant raid-wide damage for priests to finally shine.
revent Jul 8th 2008 6:30PM
dan, maybe you did not notice, but in tbc the key talent of the paladin class (illumination) got nerfed by 30%, while the key regeneration stat for priests and druids (spirit) got buffed by an equal amount.
also the way holy paladins scale with gear does not really compare to the awesome scaling of resto shamen or coh priests today.
t6+ content is where the mark of the game is set today, noone really cares if pallys topped the meters in kara 1,5 years ago ;)
dan Jul 8th 2008 7:50PM
Yes it was changed but c'mon that was 8 or so patches into the lifespan of tbc. For the majority of tbc paladins were op compared to their peers. The change made thing more competitive. Besides all it really resulted in for was a change in gemming from spell crit to mp5. It wasn't a make or break change by any stretch of the imagination.
felspawn Jul 8th 2008 8:24PM
dan got pwned
Heilig Jul 8th 2008 8:24PM
Outside of the illumination nerf, Paladins were mainly nerfed in response to their dominance in arena season 1. Blessing of Freedom and Blessing of Sacrifice both got cooldowns dramatically out of line with their actual utility, and Blessing of Freedom and Blessing of protection both got giant "DISPEL ME" animations. Mass Dispel was buffed in the middle of Season 1 to prioritize for Divine Shield and Ice Block over other dispellable effects, unlike every other dispel in the game.
None of this really affects PvE that much, but saying Holy Pallies weren't nerfed is simply naive. Holy Pallies didn't receive a nerf in PvE outside of Illumination which, admittedly, was way OP to begin with, especially with the amount of crit you can achieve now. But the other classes were all buffed significantly, while Holy Pallies literally got nothing new in the expansion except a 15 second long 3-minute cooldown mana saving device, which really only made up for the nerf to Illumination anyway.
What Blizzard needs to realize is that Paladins as a rule are based around burst, be it burst Healing, burst Damage, or burst Threat, and that burst is only viable in PvP. Sustainability is what rules the day in PvE. They claim to have big changes in the works. I'll believe it when I see it. They changed all the itemization for Ret so we didn't need spell damage anymore, but seemed to forget that Alliance retadins don't get to use Seal of Blood. We are stuck with Righteousness, Command, or Vengeance, all of which STILL base their damage on your spellpower. So CS and our white hits got buffed, and our seals and judgements got nerfed. If that doesn't show a fundamental misunderstanding of the way our class works, I don't know what would.
Argent Jul 8th 2008 9:02PM
anyone who trots out nonsense like paladins having 'the best single target heal in the game' just make me laugh.
that hasn't been the case since T5 content. we could at least claim HL was more efficent than GH, but oh yeah, then that blown out of the water as well.
paladins were strong healers in T4 content and maybe the early parts of T5 progression, but they've sucked ever since.
Naix Jul 9th 2008 9:24AM
Holy was nerfed? More like Paladins were normalized. Holy Paladins still do sick healing AND can mana buff. Can any other healers *cough Priests* cast a mana regen buff, no. I think Paladins where not hit hard enough with the normalization bat by Blizzard.
Priests should never want what other healing classes have.
suicidalzebra Jul 9th 2008 11:04AM
Naix -
What is Divine Spirit?
What is Innervate?
What are Mana Spring Totem and Mana Tide Totem?
Every healer has a Mana Regen buff mechanic in some form, Paladins aren't special in this regard.
Ikarus Jul 9th 2008 12:28PM
Divine Spirit is a talent. To get it a priest would have to pass on CoH. Plus, it buffs your spirit by 50... not a whole lot of regen going there
Angelus Jul 9th 2008 2:27PM
awesome post Heilig!
Argent Jul 8th 2008 5:19PM
i find this to be...encouraging. :)
Camaris Jul 8th 2008 5:24PM
As it seems they want to consolidate gear types, I suppose "healing plate" stands out as something only one class can use. If they really want to consolidate plate gear, might we actually get to see paladins healing in melee-dps gear? :o Just an "out-there" idea, though.
BitterCupOJoe Jul 8th 2008 5:35PM
I think that would honestly be the best choice. That would require removing mana as a paladin mechanic, though, and I don't know that Blizzard really wants to do that.
Derbeste Jul 8th 2008 6:50PM
You guys are missing the obvious.
Spell damage and healing is getting combined into a stat called "spell power".
This means that holy paladins could potentially roll against Death Knights for gear. As could prot pallies and death Knights.
I think this is being done on purpose to fuel the fued between the two that there should be if you think about it.
dv0rak Jul 8th 2008 7:32PM
They're switching to a 'unified spellpower' stat, which your talents will then use to do more damage or do more healing.
I suspect you'll see 'caster plate' that has the new stat going to both pallies and death knights.
Havitech Jul 8th 2008 8:17PM
I'm pretty sure it has been said that Death Knights will be itemized to use AP, agi, etc., similiar to warriors. Ret paladins will be tweaked to use those stats over +spell damage as well.
aaronomus Jul 15th 2008 6:54AM
Actually, Havitech, they never explicitly stated that both the blood and unholy trees will be using the same gear. Unholy may end up using spell damage, which they may roll for gear on against healadins.
Quorniya Jul 8th 2008 5:25PM
This sounds like great news for pallies! I hope that mages have some similarly-big revelations coming.
Germ Jul 8th 2008 5:26PM
Like I said before, there better be some cool shit in store for us Paladins.