Double freedom double bop judge dispel all pruned

Yea hpal had way too much mobility. Really solid freedom change. Now the outlaw caster disc/Druid/dragon teams will have an easier time catching up to them and landing cc.

Hpal could actually compete with priest this season so I’m glad we are removing a bop aswell.

Also judge dispel was opressive! Really nice pruning that talent.

Hpals gain an honor talent which only functionality is to be able to see stealthier players during bubble! Awesome high skillcap honor talent that everyone will play!

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It was a much needed change. Hpala doesn’t need 20 bubbles for its team when the best cd I have is a 20% wall on a 2min cd that does nothing. Meanwhile my healing output is also worse.

Maybe you should try druid and you’ll come back crawling to hpala after 1 match

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Its a blizzard meta shift,they always come in with the sladgehammer
Maybe too much of a nerv but

yes Hpal is OP atm.

I’m glad for these changes, impossible to land kills as MM vs holy pala

Maybe it is a bit problematic when you play physical dam dealing comp and face Ret + Hpal + X?

Happens quite often in shuffle. Good luck going through triple BoP, double LoH to full in deep damp, double sacrifice that feels like permanent, every1 is on freedom while u r slowed by 90%. Don’t forget they both run around spamming Searing Glare off cd haha :smiley: Blows my mind how something like Searing Glare even exist. Ofc they had to make the forbearance changes so it is extremely noob friendly and can just throw it all with no counterplay.

When u face double pala playing warrior it feels like you’re afk the whole game basicly just existing. I would imagine it is same for WW.

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One season rdruid can’t afk 50 yards and autowin with lifebloom and all the Druid players lose their minds!

Yeah I’m more annoyed about the double freedom removed.

Hpal has no reliable cc avoidance tools so your movement and positioning is what helped you avoid cc.

Now with only 1 freedom it’s gonna be giga aids to try and dodge crowd control while the enemy team is trying to setup.

Double vanish can stay but double bop was extremely too much . Sadly rip hpala.

I can see Searing Glare being problematic with how overloaded the rest of pala kit was.

But now that that kit has been nerfed, why is SG problematic?

It requires awarness, positioning and it open ls up hpaly to interrupts.

I think game needs more stuff like this.

SG is like top 3 worst designed spells in TWW, monk knock up and mage roots up there as well. The fact you cannot trinket it and you just have to take hands off your keyboard since pressing anything is a waste of a cd is a wild gameplay.

You misunderstood me, I think SG is extremely problematic when rets run it and especially when there are 2 paladins in 1 team. For some reason, rets are currently casters in TWW. Like the average ret gameplay especially in a melee lobby is to run circles around the map (spam spacebar to jump) while doing nuclear damage from 40yards (permanent wings) while having the biggest arsenal of defensives cds. If anything goes wrong, anyone drops low jk Searing Glare you’re fine. The problem is rets in SS never play to win the game they just run around and automatically win in deep damp bcs LoH to full HP, SG spam and immunities. Boring design.

Your healer can just insta dispel it or you can interrupt it or you can line it. The holy pally has to compromise his positioning by running ontop of you to get it off anyways haha.

But yeah searing glare should dr with itself and be trinketable.

Can you explain to me which nuclear damage abilities that are 40 yards as ret?

You don’t have to nit pick here, every game with a ret, the ret will be top damage, unless it’s a full caster lobby (still doable). Ever since the rework in DF the class is very autopilot. If you have awareness your team is lowkey immune to death. LoH not being affected by damp is an absolute game changer especially in Shuffle where you’re in 70% damp in 3 minutes. It’s not like I am making stuff up, there’s plenty rets in top 100 (highest ret r3 ladder) which is crazy for how dead the game is.

It’s a cone type of spell not like you have to stack on on top of people to land it and anyway pvp in TWW is just a massive blender of 6 people spamming pve which makes SG ideal.

You’ll usually hit 2+ players so if you get an actual dispel (won’t happen 99% of the time) one guy is still forced to afk.

at least that yes.

It should be an only Hpal spell used to avoid cc nd sht but unfortunately that’s not how the game works.

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I am not nitpicking. You could have said everything else and not written a lie in the middle of it and I wouldnt have cared.
Or do you believe adding a lie in the middle of it is a good way to argue/bringing out your points?

I know. I dont like it. Its very very very boomer friendly.

Meaning:
I did not argue or call out anything related to rets being strong or whatever. Just the way you added a lie in the middle of it. Plenty of people do it these days, did not expect you to do it. Thats all.

bop removal was needed, it created a none counterplay scenario into some comps/ situations especially when Rmpala worked or thug Pala.

everything else is kinda too much.

double freedom removal could only work when every other class gets pruned too when it comes to mobility/ passive slow effects

my guess is, they are trying to slow down the button bloat, and going back to legion/bfa utility wise

same for thorns, it´s a passive now, what reduces the “Counterplay” but removes a Keybind and make the game easier for newer players.

they also should remove 1 charge of ps from disc and 1 charge of vanish from rogue, less defensive or “answer” to the burst dmg from the oponent means less “ping pong” and a faster paced game what is also clearer and needs less addon overview.

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Thats… Try RDruid and you will discover new chemical element called Misery, in its pirimodial crystal form… than you gonna be gratefull for paladin.

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