The Light and How to Swing It: We should never have had a block chance mastery

While we're on a tear talking about what's been going wrong with tanking in Cataclysm, perhaps we should talking about the mother of all design mistakes foisted upon paladins in this expansion pack. I talk of the block cap in general and the idea of having the protection paladin mastery revolve around block chance in particular. While achieving the cap and working around it is in many ways fun, it was also a terrible move on the part of the class designers to allow such a possibility, for multiple reasons.
The mechanics of block chance
A huge part of the what makes buffing block chance a bad design flows from how WoW operates the combat table. To briefly explain: Whenever a boss attempts to hit you, a 1-to-100 die roll is made, and the outcome lands on a scale that is constantly shifting based on your stats. At the lower range are outcomes like avoidance and block, and at the higher range are outcomes like normal hit and critical hit.
As your avoidance and block chances increase, because they're at the lower end, they eventually crowd out the stuff at the higher end. With enough avoidance and block, normal and critical hits fall off the table. The roll is restricted to within that 1-to-100 range, and you just can't roll anything but what you've stacked the deck with anymore.
(I wrote in depth about the combat table in a previous column. If my bar napkin explanation is lacking, I definitely recommend reading that piece first.)
When you're starting out as a fresh 85, this isn't a problem. You just don't have enough dodge, parry, or block to reach that height. However, after you start raiding, it won't be long before ilevel scaling takes over and the higher numbers of mastery and avoidance stats allow you to accumulate that stack. It's inevitable.
And on top of that, unlike avoidance stats, block doesn't suffer from diminishing returns. It's impossible to ever hit the kind of avoidance levels we saw at the end of The Burning Crusade. It is not impossible to accumulate an equal amount of block chance, as there's never any point where adding more block becomes prohibitive. Up to the cap. Which is another issue in of itself.
This wasn't a big deal in earlier expansions, where blocking was for small hits and trash. With the dawn of Cataclysm, though, the stat got a new lease on life. Suddenly, it could remove 30% of the damage from any physical hit that was block. Overnight (with the release of 4.0), it became our best stat.
That's the ultimate problem with block chance. Because of the lack of diminishing returns and because of its potency as you accumulate more and more of it, it exaggerates the poor design of the one-roll combat table. There is only the inevitability of capping when one is allowed to increase (with no diminishment) a value in a static, limited system. There can be no other outcome.
Stylistically lacking
Let's step back from the mechanics and talk a bit about the visuals. Just at its face, the block chance mastery is invariably disappointing. Here is a stat -- block chance -- that existed in the game up until 4.0 and was removed because block was considered either boring or broken (with the verdict oscillating back and forth, seemingly dependent on what time of day it was), yet instead of being completed wiped from the face of Azeroth as one might expect after being so derided, it was repackaged with a shiny, new bow and forced upon the two shield tank classes as mastery.
Mastery! The glimmering new stat that was supposed to be the hallmark of class design in Cataclysm! Other people in our raid are sending shadowy clones of themselves at the boss or (let's be more generic) getting some additional X every time they do Y; we get the returned and renamed stat which was stamped as fit for deleting.
And you thought it was insulting that they took the pre-nerf version of one of our abilities and gave it to us as a four-piece tier bonus.
In addition, not only do we have the laziest mastery design in the game, we also have the only mastery that has a hard cap. Once we have 102.4% avoidance plus block chance, any further mastery itemization we add onto our pile is completely wasted. All the additional block chance we place on top of that tumbles right off along with normal hits and crits.
At least warriors get an additional value from every point of mastery they add above the soft cap of total combat table coverage. I'm not saying it's optimal to go beyond that, but considering how easy it is for us to reach total CTC and how hard it is for them to do the same, you'd think it'd make sense for the situations to be reversed and paladins to get a little something else from our mastery, to keep the stat somewhat worthwhile after 102.4%.
The sleeping giant
The biggest sin of our mastery and of the block mechanic in general is how dangerous it is to balance in the final analysis.
When patch 4.0 hit during the waning days of Wrath, we were told that it was OK with paladins to have a block chance mastery paired with an amazing new incarnation of block, because no way, no how would they ever be able to cap. Diminishing returns? Oh no, not needed. The numbers just wouldn't be there.
Never mind that at the end of Wrath, the introduction of reforging in 4.0 allowed raiding tanks to block cap for their final weeks in Icecrown Citadel.
But even before that, back in the Cataclysm beta, someone on the official tanking forum ran the numbers on the gear available in 5-man heroics and saw that it was already possible (admittedly with some heavy stacking) to block cap as a paladin. And that's before even collecting raiding gear. In response, Blizzard nerfed the mastery, reducing how much block chance we'd get per point as well as the base block chance from the mastery, but as a consolation, upped the value of a successful block to 40% damage reduction (with the old, passive Holy Shield activated). This was the version that made it to launch.
That was the first and last time Blizzard would attempt to rein in block in Cataclysm.
Then throughout 4.2, we played the Will They or Won't They? game as Damocles' Nerf Sword dangled above out heads. Finally, Blizzard announced it wasn't happy with the idea of paladins block capping, but it wasn't going to bother to fix it in 4.2 because there wasn't time to deal with the potential balance fallout.
And again, 4.3 rolls around -- and not only are paladins block capping, but warriors are, too (thanks again to the immutable flow of scaling over time). Paladins are shedding mastery left and right, as the stat has become a nuisance even to those of us in normal modes. Sure, it made for a fun minigame to balance our stats, but there is something deeply wrong with how low level the shrugging off of mastery is these days.
Now, at the last tier of the expansion, mastery is akin to hit chance for a DPS player, something you cap and then spend an inordinate amount of time cursing under your breath every time you are burdened with more of it, as you must find a way to not lose any itemization.
Ultimately, even with the rollback in stats incoming with a new expansion, this isn't exactly a sustainable environment. Mists of Pandaria needs to do something radical to the protection paladin mastery to keep it balanced, keep it interesting, and keep it from once again being a ticking time bomb. Block chance is too powerful (and yet, paradoxically, too boring) a stat for us to put all our eggs into its basket. It's time for a change and to correct the horrible design mistake that has hung around our necks since Deathwing first tore the world asunder.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Vitos Jan 20th 2012 3:24PM
Quick question, if you're block-capped, do you NEED to have sanctuary to be crit proof? I mean, I'd still take it but are you crit proof without it?
keith Jan 20th 2012 3:38PM
You don't need it to be crit proof if you are at 102.4% avoidance, but the talent is still mandatory for the 10% DR and as a prereq for other mandatory talents.
KrazyKorean728 Jan 20th 2012 4:00PM
You're talking two completely different things. Block capped does not mean that you will never be crit, it means you will never have a melee hit that isn't a Block, Dodge, or Parry. Crit capped through Sanctuary means that you will never ever have a critical, crushing, etc. hit. If you are Blocked Capped and not Crit Capped, the Crit will be mitigated, but you'll still be crit. Your healers will hate you.
Josh Jan 20th 2012 4:00PM
and then there is the possibility of getting hit in the back, it shouldn't happen much but it can and then your avoidance is shot.
Grom Jan 20th 2012 4:30PM
@KrazyKorean728
That's incorrect. You are describing a 2 roll system (one roll to determine crit, then another to determine block) when in reality it is a one roll system. If you push regular hits off of the table you also push critical hits off of the table (the game will only see it as a blocked hit, never a critical hit that was also blocked). The risk of not taking the crit talent would be, as Josh pointed out, a hit in the back if you were mispositioned could be a crit since you would not be able to block/parry/dodge said hit....
The only time it uses 2 rolls as far as i know is for the warrior mastery, one to determine if it's a miss/dodge/parry/block/hit and then another if that hit is blocked to determine if it's a crit block.
Grom
KrazyKorean728 Jan 20th 2012 5:15PM
@Grom
You've missed the point of what I was saying. I was not saying it was a two system roll, but rather Crit Cap & Block Cap are not the same thing. The 102.4% CtC assumes that you are Crit Capped through Sanctuary. CtC pushes "regular" hits off the table. Sanctuary pushes "critical" hits off the table.
KrazyKorean728 Jan 20th 2012 5:19PM
http://us.battle.net/wow/en/forum/topic/2489160859
"The attack table is filled out in that order, from top to bottom. Now, criticals are kept in for the sake of completion here (I've left out a few things that tanks need never worry about, such as glancing or crushing blows) but against bosses, the critical chance is always 0% provided you've specced correctly. There are mobs, however, who can crit despite having those talents but that's not going to be covered in this thread.
It's worth noting here that player attacks use the same sort of attack table (I'll touch on this later)"
Zanathos Jan 20th 2012 6:30PM
If you're block capped, you're crit immune. Every hit will be a dodge, parry, miss, or block. There is no room for crits to occur. This is no longer something that's relevant, since you'd be insane to pass the crit immunity talent, but in previous expansions it was very possible for a protection paladin to get critical strike immunity while being under the minimum in defense.
theckhd Jan 20th 2012 6:41PM
@ KrazyKorean728
You are mistaken. From your own link, you can see that the last two entries on the combat table are crit and hit. If you accumulate enough dodge, parry, miss, and block to reach 102.4%, you push both crit and hit off of the table, making yourself uncrittable.
Hal Jan 20th 2012 3:49PM
We have yet to see what the "active mitigation" model of tanking is going to look like. We've scarcely heard a word about it in quite some time. That said, once we have the paradigm shift, what would you suggest for a paladin mastery?
Kyrt Jan 20th 2012 5:49PM
Blocking via a shield has always ben a problematic mechanic and Cataclysm really just made it worse. It went from irrelevance outside dungeon runs to near omnipotence. And truly, there isn't an easy fix.
My suggestion is simple....drop the blocking mechanic from Paladin tanks. Or, more specifically, keep it for Holy and Ret style tanking allowing them to use SotR for the block chance increase while Prots revert to a more appropriate style of tanking. I could suggest reverting DK tanks to Dual wielding and allow paladins to assume the 2H tanking role, or have Paladin tanking based around shield or heal mechanics.
I also think the new active mitigation system, fromt he litle info Blizzard has provided so far, is likely to be a damp squib and simply introducer complexity for the sake of complexity. Paladins tanks are supposed to choose between increased block, a heal or a shield but its hard to credit that setup as anything special....
Then there are the tanking stats. Parry and dodge are effectively the same system with different names, while hit and Expertise are linked in concpet but both are fairly cap-able.
Ideally, IMO, Parry and Dodge would be separated in some fashion - either that or combined. The idea of giving tanks a choice of two between Block, Parry and Dodge is also there but strikes me as inherently limiting in its own way.
The Mastery could then be used to fill in for or improve the third mitigation stat...warriors get block, paladins, druids, dks, monks would use shields, heals, avoidance, or whatever.
Hollow Leviathan Jan 20th 2012 3:55PM
Instead of increasing the block chance for pallies, maybe it could change blocks to heal for a % of the damage taken, modified by mastery, every 2 secs for 4 secs, like the opposite of rolling ignites. That sounds more interesting to me, plus a four piece tier bonus could give the mastery an extra tick, or even make it affected by haste, making it an interesting survival stat for pallies if getting more ticks is possible? At least bloodlust/heroism would help the tank for once. There's just so much that could be done.
cmb4576 Jan 20th 2012 4:17PM
This would be awesome but I could see it becoming very very OP in AoE situations unless there was some cap on it.
Maybe something like heals x over 2 seconds but can only happen every 6?
KrazyKorean728 Jan 20th 2012 4:10PM
The block cap isn't even really my biggest concern with Prot Paladin tanking as it currently stands. My biggest problem is the lack of magic reduction. Matt, I'd like to see an article that details the four tanking classes of today (Paladin, Warrior, Druid & DK) and analyze the magic damage that can be mitigated without the usage of cooldowns. Druids with Natural Reaction & DK's with Blade Barrier get more magical mitigation.
anderekel Jan 20th 2012 4:27PM
Stylistically lacking? What a surprise, a Blood Elf worried about style :P
Jack Mynock Jan 20th 2012 4:47PM
Unless I'm misunderstanding something, Prot Pally isn't the only mastery with a hard cap. Ele shaman, Arms warriors, Combat rogues, and MM hunters all have extra attack procs as their Masteries. I don't see how those could stack past 100% chance to proc the attack. I assume you meant Prot's was the only mastery with a hard cap that could be reached, but that's only because it 'stacks' with 2 other stats.
Preyy Jan 20th 2012 5:15PM
The difference is that these classes have theoretical caps for their mastery whereas Paladins have a cap that is actually reachable.
Using the examples you provided:
A Marksmanship Hunter would need approximately 7131 mastery rating to cap at level 85
An Elemental Shaman would need approximately 7560 mastery rating to cap at level 85
An Arms Warrior would require approximately 6741 mastery rating to cap at level 85
A Combat Rogue would require approximately 7560 mastery rating to cap at level 85
As an item level 393 Paladin tank it takes me only 2806 mastery rating to cap. While this number will vary a bit between different Paladins based on their Parry and Dodge percentages you can see that a Paladin can cap with little over a third of the mastery rating required by other classes.
TL;DR: You're right, here's some napkin math.
Fletcher Jan 20th 2012 4:53PM
Warriors get Critical Block, which is pretty cool.
I'm not a pally tank, but wouldn't this problem be solved by making the block have diminishing returns? If the amount of mastery you need to gain the next point of block is exponential rather than linear you'll never be able to hit the cap.
Florismart Jan 23rd 2012 1:34PM
The problem with that is you'll be severely undertuning Paladins in comparison to the rest of the tanking classes.
Warriors have crit block which doubles their blocking power, Death Knights have scaling generating blood shields, and ferals have a scaling generating physical absorb. Paladins have only a static holy shield that only adds 20% more blocked per blocked hit. If you add DR to block, you'll have the problem of Pallies falling behind DK's and Druids like last patch as they got buffed this patch to compensate.
Angus Jan 20th 2012 7:24PM
The answer is NEVER diminishing returns.
If anything, the opposite should be true. Diminishing returns go against everything the Cataclysm rediesign was supposed to do. "We made it so you don't need complex math to figure out how much of something you get based on your rating. Your character sheet tells you." (Unless you are a tank.)
Diminishing Returns should be taken out back and shot in the head. All ratings should be what they say. All tank gear should have 3 stats. 2 survival, 1 threat. Remove the auto-hit from taunts. That's right. remove it, make all tanks need to cap normal hit to cap taunt as well and suddenly the gear becomes a bit more reasonable. Make a missed hit matter. Additionally, remove the extra parry chance in the front arc a mob has and make tanks want to cap expertise. Once those are capped, it should be a little more reasonable for tanks to gear.
As for block, make the mastery give a lot less of it, but make it scale the amount blocked as well. So if you do cap, it is still beneficial to keep going.
Passry should be changed to be 50% damage from that and the next hit. It should stack so that parry streaks don't make you lose mitigation. Bears should also get it. Bear mobs can parry, heck it isn't like 8 inch claws can't be used to stop attacks, rogues can parry with daggers. So now every class has dodge, parry and mastery to stop damage. Monks also getting Parry would help. Heck, make them both use talents that make haste increase parry. Make crit help their mastery and you have them wanting all the stats too, just like paladins and warriors for their gear.
The blizzard team is too unwilling to make big changes when they can. Changes that are needed.