Hey all, Aggrend has asked us about constructive feedback for the classes, so I tried to “get in their shoes” and come up with ideas for Paladins going into Phase 4 of SoD, and put it in the form of a fake blue post. I tried to include “developer’s notes” to provide context and the thought process behind the ideas. You can just skip to the rune/spell changes in bold.
I have been playing paladin since vanilla and play one exclusively in SoD. I have tried all the roles and listened to a lot of fellow paladins, so I hope the changes make sense! The one I’m the most proud of is the thought of crits within some short period of time applying Beacon of Light. It could really lead to some very engaging, yet unique gameplay and enable paladins to be better AoE/raid healers.
Greetings, champions of Azeroth!
As we gear up for Season 4 of the Season of Discovery, we’re thrilled to unveil some exciting changes and reworks coming to the Paladin class. We’ve been closely monitoring feedback from the community, analyzing gameplay data, and iterating on various class mechanics to ensure a more balanced and engaging experience for all players. Without further ado, let’s delve into the upcoming class tuning and reworks for each Paladin specialization:
Holy Paladin:
Developer’s Notes: In response to community feedback, we identified the lack of “fun buttons to press” (compared to other healers’ new runes in Season of Discovery) and the perceived deficiency in AoE healing options as the main issues. While we feel Holy Paladins were already performing well in Phase 3, we’ve undertaken a review of the Holy Paladin’s toolkit. Our goal is to infuse more excitement and dynamism into the gameplay experience while staying true to the class fantasy of a holy warrior healer who isn’t afraid to get up close and personal with the enemy. With that said, we feel like keeping the original strength of the class, being one of the best single target healer, was important to preserve the unique role and class identity of the Holy Paladin, so we intentionally didn’t go overboard with the AoE healing changes. We’re prepared to tune this as we go.
Infusion of Light: Increases the damage done by your Holy Shock by 20 % and healing done by your Holy Shock by 50 % (was 0), and your damaging critical strikes with Holy Shock reset the cooldowns on Holy Shock and Exorcism and refund the cost of Holy Shock.
Developer’s notes: With this rune we’ve increased the healing of Holy Shock to better align with the Paladin’s role as a burst healer. This change should provide Holy Paladins with a more potent instant healing option, particularly in high-pressure situations in both PvP and PvE. And the baseline Holy Shock was underwhelming in this regard, based on the mana cost/heal ratio.
Inspiration exemplar: Your inspiring presence periodically dispels Fear and Sleep effects on nearby party members and periodically heals nearby party and raid members for 100 HP. In addition, your Concecration spell now heals all party or raid members for the same amount it would deal its damage.
Developer’s notes: We reworked the rune to not only have a chance to dispel fear and disorienting effects, but also heal nearby players every tick. This should help bring Holy Paladins a little closer to other healers in terms of AoE, and should be especially benefitial to utilize the damaging and healing benefits of Concecration spell at once.
Purifying Power: When activated, every critical heal applies the “Beacon of Light” on the healed target for 30s. Lasts 10 seconds.
Developer’s notes: We completely reworked this rune, because we feel that previous effect to further boost the Exorcism spell was not needed. There was also not a strong alternative for Holy Paladins per se. We feel that this should boost paladin’s AoE healing capabilities and lead to some engaging gameplay, especially combined with the Light’s Fervor talent or high +crit gear.
Horn of Lordaeron: The Paladin blows the Horn of Lordaeron, which increases total Strength and Agility of all party members within 30 yards by 89, armor by 350 and all resistances by 20. Lasts 30s.
Developer’s notes: We again wanted to provide a rune for chest slot that is more suitable for Holy Paladins. We increased the cooldown and decreased the duration, making it strong defensive tool in dire situations, again both in PvE and PvP, further solidifying Holy Paladin as a strong supporting class.
Protection Paladin:
Developer’s notes: The Protection Paladin embodies the essence of the indomitable plate-wearing warrior, steadfast and unyielding in the face of adversity. Our aim with the upcoming changes is to not only preserve this iconic class fantasy but also to enhance the viability of Protection Paladins as tanks in all manner of encounters. We want players to feel rewarded for investing deeply into the Protection talent tree and to embrace the fantasy of the unstoppable force of the Light on the battlefield.
Improved Sanctuary: Increases the damage prevented by your Blessing of Sanctuary by 200% (was 100), and increases damage done by your Blessing of Sanctuary by 30% of your shield block value. In addition, increases the block chance of your Holy Shield spell by 3 %, increases its damage dealt by 50 % and adds 1 extra charge.
Developer’s notes: To reinforce the notion of the Protection Paladin as an unbreakable bastion of defense, we’ve slightly buffed the Improved Sanctuary rune, which now competes with other very strong runes (Wrath and Fanaticism) and saw very small percentage of pick ups in our data, even by tank paladins. This rune will now also grant increase to block chance and amplify the damage returned to attackers from the Holy Shield spell. By improving Holy Shield, we’re providing Protection Paladins with a formidable tool for both survival and threat generation, further solidifying their position as stalwart defenders on the battlefield.
With these changes, we’re confident that what we feel like was already specialization in a good place, will feel more resilient and like a “proper” tank more than ever before, and will now be able to embrace the full mitigation potential of Protection Paladin. We eagerly anticipate your feedback as we continue to refine and improve the Protection Paladin experience for all players.
Retribution Paladin:
Developer’s Notes: In our ongoing efforts to refine the Retribution Paladin experience, we’ve revisited the core class fantasy of the slow, 2-handed weapon-wielding champion who delivers devastating blows in the name of justice. Our aim is to provide players with meaningful choices and playstyle options while staying true to the iconic essence of the Retribution Paladin. With these changes, we’re keeping the versatility of both seal twisting and spell casting as viable gameplay strategies, empowering players to wield the power of the Light in whichever manner suits their preferences. We will carefully tune this so that the both strategies are as close as possible in terms of damage output. (While we are fully aware that even the slight difference will probably find its way to be the “right one” in the top level of play, we’re not limiting ourselves by this fact.)
Avenging Wrath: Increases all damage caused by 20% and increases your melee critical strike chance by 1 % for 20 sec. Cannot be used within 30 sec of being the target of Divine Shield, Divine Protection, or of using Lay on Hands on oneself.
Developer’s notes: As part of our efforts to enhance the Retribution Paladin’s offensive capabilities, we’re introducing the Avenging Wrath ability, well known to a lot of players from later expansions. This powerful rune empowers the Paladin with the fury of the Light, increasing their damage output for a limited duration. With the Avenging Wrath Rune at their disposal, Retribution Paladins can unleash unparalleled devastation upon their enemies, leaving no doubt as to the righteousness of their cause.
Rebuke: moved to belt slot.
Developer’s notes: Rebuke was not picked up due to its competition with Exorcist rune. Now Retribution Paladins are given a choice of more utility (Rebuke) or damage (Sheath of Light).
Divine storm: An instant weapon attack that causes 130% (was 110) of weapon damage to up to 4 enemies within 0 yards. The Divine Storm heals up to 3 party or raid members totaling 20% of the damage caused.
Developer’s notes: Compared to competing Seal of Martyrdom, Divine Storm had not seen a lot of pick ups, especially at the boss encounters. This aims to bring the two options a little closer together, and also should unlock an alternative playstyle with high-damage weapon (Divine Storm damage is not normalized).
This is only some of the changes we have prepared, and will unveil the rest soon, as we’re closing in with internal discussions. We’re incredibly excited to see how these changes will impact the Paladin class in Season 4 of the Season of Discovery. As always, we welcome your feedback and look forward to hearing your thoughts on these upcoming adjustments. For now - nothing is set in stone yet. Thank you for your continued support, and we’ll see you on the battlefield!
May the Light guide your path,
The (fake) World of Warcraft Development Team
These are just some of the ideas I had, paladins please, let’s discuss! What do you think of these? What’s your idea for Phase 4 for us?