Hello!
This post is mainly made as a way to get mine and some prominent members (Augstakas, Huckleberrie…) of the retribution community’s thoughts about the retribution paladin rework out there to the devs, hopefully it gets read.
My name is Masky. I am a long-time retribution paladin main who has raided with the spec on and off at a decent level since Legion. Throughout the years I have done my utmost to minmax this spec to bring out the strengths of it. Historically this has been a careful execution of a burst window, either in the way of Crusade, or in more recent times talents like Final Reckoning and/or Execution Sentence. This has been a greatly enjoyable playstyle for me, and as I understand it many others, as it has been extremely rewarding to execute properly.
Like many others I was very excited for the retribution paladin rework as the spec had been suffering from some glaring faults for a very long time. I was excited to get a broader defensive toolkit and some much-needed QoL updates. But I was also very excited to see the direction blizzard would go with retribution paladin’s damage profile as it had been in an awkward state since the start of Dragonflight. Now that we’ve played with the rework for some time, I would like to give my opinion on what’s good about the rework, and what could be done better.
What’s good?
By far the biggest win for retribution after the rework is the defensive capability of the spec. The spec got a huge boost to its passive defensiveness and was given another great defensive cooldown to use. This makes the spec very enjoyable to play in difficult content as you can easily help your teammates out with Blessing of Sacrifice while staying healthy yourself, as well as just being a sturdy part of the team that doesn’t need too much help surviving. On top of this the spec was given some small QoL changes like a longer divine steed, and divine steed no longer being on the global cooldown. This makes retribution in general feel pretty good play, with a clearly defined weakness in snappy movement and forced displacement of your character.
What’s bad?
As I am a DPS player, my biggest concern with this rework is the new damage profile that retribution has been given. The spec does damage in 1-minute windows with the major cooldown Avenging Wrath (talented into Avenging Wrath: Might over Crusade to make it a 1-minute cooldown) and the talent Divine Toll (talented into divine resonance), combined with the 30 second cooldowns Execution Sentence and Wake of Ashes. This cooldown window is satisfying to play and quite fun. The problem I have with it is the lack of skill expression. The window is largely focused around performing your Execution Sentence window properly, with the end of Avenging Wrath being more of a filler part of your cooldowns. However, because the cooldown of Execution Sentence is 30 seconds it is tuned quite restrictive. Because of this, combined with the fact that you have have a smaller Execution Sentence window every 30 seconds that is very reliant on RNG for your holy power generation, the skill expression in the Execution Sentence windows is quite small. A well-performed Execution Sentence window and a poorly performed Execution Sentence window are on average very similar. Because retribution is a very simple spec at its core, this lack of meaning in the major cooldown windows makes retribution have a very low degree of skill expression. This can be backed up by statistics, for example with a box graph handily provided by Warcraftlogs.
As you can see, the box graph of retribution is very narrow. This means that the performance of the lower percentile and the upper percentile do not differ by much. This is a result of the 1-minute windows relying on a 30 second cooldown for their damage (as well as some other factors which I bring up later in the post).
With the rework, our abilities were homogenized into holy damage dealing abilities. They also increased the power of our generators. This resulted in the nerf to the scaling of our mastery as it now affected more abilities more heavily. This together with some new talents and the addition of our wings giving us critical chance stat instead of an increased chance for abilities to critically strike made direct damaging trinkets and effects much stronger for retribution than stat-increasing trinkets and effects. This has resulted in retribution preferring Versatility as a stat. Because of the nature of Versatility, it has very poor scaling with actual stat rating. This has made retribution scale quite poor, opting instead to use items from previous tier like the Eranog ring and the Onyx Annulet as they have strong direct-damage effects. All these direct-damaging effects gives retribution a very out of your control rng-heavy damage profile as you’re required to both proc the effect, as well as critically strike with it to perform well. This is quite unsatisfying to play as your performance varies drastically from pull to pull, entirely dependent on how lucky you got with rng-procs from items, some of which are from previous tiers.
Besides what I’ve presented here, retribution suffers from some uninteresting talent choices. Particularly the capstones Divine Arbiter and Searing Light, but also talents like Vanguard of Justice. Divine Arbiter and Searing Light are very boring talents, they provide no meaningful gameplay changes instead serving as just default damage increases depending on the content you’re doing. This leaves our capstones feeling entirely like a choice between Execution Sentence and Final Reckoning which is a very boring choice as Execution Sentence is practically useless in AOE scenarios. Vanguard of Justice is a cool talent, provided you have the resource generation to support it. Currently there is a strong retribution paladin build used when you do not have access to windfury totem that uses Crusading Strikes and Vanguard of Justice together, this leaves the player often sitting AFK for several seconds at a time waiting for resources to be able to play the game. This is obviously not an enjoyable playstyle. These troubles are mostly design problems with the spec tree itself, and as I am not a class designer I cannot provide any meaningful solution, only the things I find frustrating. This together with some nasty bugs (Execution Sentence damage not scaling with Versatility) has made the rework, while still stronger than before the rework, quite a disaster in terms of fun and agency over performance.
To fix some of these issues I suggest two simple solutions:
- Buff the amount of damage contributed to Execution Sentence, make it into a 1-minute cooldown to match Final Reckoning and fix its bug with Versatility. Buffing Execution Sentence would make skill expression more pronounced as a well performed Execution Sentence would contribute much more to your damage on average than a poorly performed Execution Sentence would.
- Revert the nerf to our mastery and tune us accordingly. Having our mastery as a strong stat that scales extremely well with stat rating would help us immensely to keep up as we get later into the expansion with better gear. This would also help us perform better in AOE which retribution is currently falling behind in.
Along with the above changes, I would love to see some changes to the problematic talents I mentioned to make them more fun and engaging.
Thank you for reading, if you have any thoughts about what I’ve written here I would love to hear them.