Please nerf Ringing clarity and not the other features of ret

Welcome to this forum post.

In this post we will discuss the current issues with the conduit ringing clarity.

Right now, ringing clarity is an RNG conduit that allows ret paladin to cast divine toll up to 3 extra times based on a proc chance decided by conduit ilvl.

Currently, there is an extra RNG in this button since the ringing clarity proc will not always be 3 extra judgements, but can be 1 or even 2 extra instead.

Right now it is possible to pray to the lords of RNG and press 2 buttons to kill another player in a pvp setting from 30 yards away. (divine toll > final reckoning).

Please, when considering ret nerfs, look at this ridiculous potency conduit rather than give a flat damage decrease for ret across the board.

Being a 1 trick pony is not fun, and being forced into having to play this build because of a flat nerf to ret would not be fun either.

The entire upset that players have with ret is due to this one ability causing issues.

And please, 2 more things.

  • Make some kind of change to the necrolord class ability since it is absolutely worthless in every setting compared to the 3 other options.

  • Redesign blessing of seasons so that it is possible to either pick the season that you want at a reduced effectiveness or completely change it, this ability is extremely clunky and I do not know a single player that enjoys pressing this button.

Feel free to reply below with your opinions.

10 Likes

Agreed with this.

For the ringing clarity nerf, i had an idea to rework the conduit. The conduit should give 100% crit chance on main target instead of the RNG one shot 3 judgements proc.

That way it would be a reliable, cool and fun ability

2 Likes

100% agreed.
It is too RNG.
Worst case scenario is does nothing.
Best case scenario is a oneshot.
That is not good. Make it either a consistent extra amount, or preferably just simply rework the conduit.

your prayer will fall on deaf ears you should know this by now blizz don’t even read this forum

3 Likes

And half useless as single target option in pvp, because crits are weaker there. Also it strikes multiple times to generate HP. They could just make it 300% more dmg, but they made it “ringing” so you can generate multiple HP from hitting just one guy. Something should be made so it still can generate more HP, still would be at least “okay” to press in single target, but without literally exploding people immediately.

Anyway, they should not touch Ringing Clarity unless they also nerf other classes with their bursty nonsense like rogues or hunters, because Ret is nowhere near as OP in terms of damage as some other classes - Ret burst can at least be predicted and countered. Actually minus Ringing Clarity with stacked damage multipliers Ret doesn’t have OP damage at all.

I agree that they shouldnt nerf ret other than the ringing clarity conduit

I mean sure let’s nerf something for all 3 specs because it happens to be good for Ret

1 Like

They could just make it ret specific u know?

No they can’t, that’s not how covenant abilities work.

Ret is not even OP in current situation. It’s just balanced for current state of PVP:
https://www.reddit.com/r/worldofpvp/comments/k6r2gy/just_a_casual_26k_aim_shot_opener_in_arena_oh_and/

They should give even more damage and healing boost through trinket instead of buffing damage reduction from versa, then 1 shots would surely happen less often /s. Ret can at least be seen while he is pumping up to one shot somebody.

1 Like

For the first time ret can be good , and not trash tier , and u all want get nerf .

Enjoy ur class u have other class are more op than US

Rogue can one shot u
Hunt
Priest
Monk
Etc

Yeah, in current state of pvp Ret is probably just fine, because everything else is just an unbalanced mess, so it’s just another spec that can one shot people, but at least it cannot do it by pressing only one or two buttons, and also it cannot be invisible or is not exactly too mobile, so I think it’s still the least “cheap” PVP class right now.

I think that part of the problem are PVP trinkets that increase damage+healing from versa by 40%. That extra damage contibutes to burst problems, not only for Ret, but also for every single other spec. And also you have this extra healing. That means Ret is one of few specs that can actually have both nice things from this trinet - damage and healing, because Ret has heals.

I really don’t understand why these trinkets doesn’t increase dmg reduction that versa provides. I personally think that only thing they should need to increase would be damage reduction (and I’m not even sure if it should be by versa, because doing some flat reduction like 10% would make PVP easier to access for PVE players, because they don’t need to stack versa in their PVE gear to not be running piece of meat), because some specs doesn’t have heals and cannot even utilize this bonus to full extent - while others actually can. Fights would be a little bit longer, but one-shot nukes would be way harder to execute and also I think that it would be more fair, because every class has use in reduced damage.

1 Like

If you want to nerf Ringing Clarity, then okay, if it would be done for ret. For Holy, for example, these extra procs are essential, because without them DT isnt that strong.

1 Like

Y’all are getting upset like I’m not trying to prevent a flat damage nerf to our entire class when we have an outlying DUMB conduit doing our burst by itself. I don’t care about being OP I care about being forced into 1 covenant which takes up a conduit slot to be strong in arena.

I’m crying out that we don’t get a flat nerf so that other options are available and we aren’t pinholed into playing a weaker version of the current build.

IF u nerf ret , nerf rogue hunt sp mage monk dh not just ret that all

1 Like

They should change the Ringing Clarity conduit to:
Ringing Clarity: Divine Toll has its cooldown reduced initially by 10 seconds and an additional 10 seconds and 3% less mana cost for each target hit less than the maximum 5 targets.

This makes the Divine Toll ability as follows:

  1. At 5 targets hit Divine Toll cooldown is 50 seconds and has a 15% mana cost.
  2. At 4 targets hit Divine Toll cooldown is 40 seconds and has a 12% mana cost.
  3. At 3 targets hit Divine Toll cooldown is 30 seconds and has a 9% mana cost.
  4. At 2 targets hit Divine Toll cooldown is 20 seconds and has a 6% mana cost.
  5. At 1 target hit Divine Toll cooldown is 10 seconds and has a 3% mana cost.

So basically, even if you hit 1 target always, the damage is about the same as when hitting 5 targets over a minute cooldown or so, this makes the ability scale its worth at every amount of targets without making it bursty or OP, or low on PVE.

It’s also a dps increase (as it should because you’re using a conduit slot) since it offers initial 10 seconds reduction for AOE and if the situation is ST only like for bosses, then you have the 20% increase to a TV every 10 seconds.

And buff Ret’s st as atm we hit like wet noodles.

Its litteraly already a different conduit for each class so… yes they could

I think I know how they could resolve ringing clarity. Maybe it shouldn’t use ALL the charges at the same time but become some kind of DOT? So it’s not 4 hammers at the same time, it’s 4 hammers but after first one next ones hit every 2-3 sec.

Then bursty ringing clarity becomes a little bit more sustainable damage, people are not one shotted but should better use all mitigation skills they have because this hammer is gonna strike again and again.

It’s still ringing, still powerful, not much changes actually - but it’s not 1 sec ultra burst that blows people through the window. And in PVE it would have literally 0 negative effect.

Also they should fix the seal that you get whenever that you use Judgment like if i use Judgment and then within a few secends. I then use the Divine toll then i’ll risk that it’ll not increase the timer and that’ll just be a dps loss.

I did some math and DH’s The Hunt is waay more crazy than even 4x DT when DT is not empowered. But with wings, seraphim and Final Reckoning it actually can get out of hand.

IMHO wings are immovable for Ret, but also this 20% damage is not THAT much of a deal. Seraphim isn’t some ultra damage booster too. But Final Reckoning and it’s 50% on top of everything thet I mentioned before is actually too much I guess (but is it actually even stacking with DT? DT is not Holy Power ability?). Also let’s remember about ES that now stacks damage from ALL our abilities. So if someone SOMEHOW survives 4x DT - he will certainly be dead when hammer falls. Spreading DT ticks in time would help to mitigate some of the devastation made by ES that comes after that.

If I were Blizz I would increase Final Reckoning’s AoE nuke power by about 25% (right now it’s like 2x Divine Storm, and also empowers future divine storms), increase passive effect damage by about 20% and increase of passive dmg boost for holy power abilities to maybe 15% - and make this active boost still be 15% but for all affected targets and for 8 sec instead of one shot.

The idea is to make it strong ability on it’s own as part of less wing-dependent build that wants to empower sustained single target by this holy bolt and empowering TV (by passive reckoning damage boost). Active should be there mostly so it’s not fully passive ability and also has some burst usage in dungeons for example. If FR gave me solid, sustained single target I would probably use this over wing builds sometimes, because it would be just more reliable in less predictable situations - better to struck something with these holy bolts than count on this ULTIMATE Crusade or Sanctified Burst that may be wasted if you step into some CC.

Blizzard literally packed Ret with too much burst nuclear weaponry at the same time. ES + FR + wings + seraphim + some trinket + ringing clarity. We are able to stack SIX(!!) burst enhancing things at the same time. Good players are going to burst people into oblivion with that even without using Ringing Clarity. And funny part is that this burst is not even worth much in PVE, because sum of all damage at the end of the day matters most there.

Even worse thing is that we are actually EXPECTED to stack all of these to actually kill people (so one shot or no kill, basically), because our sustained single target on it’s own is too weak to kill AFK spriest. Stronger version of FR passive would probably help a lot with that.