LVL 85 Dungeons too hard? (Source Re: Lvl85 H. Paladin Numbers/Abilities Thread)
It's not quite that extreme. The problem currently is that some players
are tackling Uldum or Twilight Highlands in level 83 gear, or worse,
their LK epics (just had to throw that in there
). You will probably want a good mix of level 84 and 85 gear before
doing the level 85 dungeons, and certainly the heroics. Eloderung says
that he or she now has a decent mix of dungeon gear so the quest gear
issue should be skewing things less. There are still overtuned or
undertuned bosses and abilities for us to contend with though.
6% vs. 10% spellpower in Cataclysm (Source Re: 6% vs. 10% spellpower in Cata)
The 10% spell power isn't offered by a ton of specs (nor are there any
other specs that we want to add it to), but the buff makes a really big
difference to casters. The 6% buff is there so we could make sure you
weren't totally without any kind of buff if you lacked one of the 10%
Mastery Stat (Source Re: Lvl85 H. Paladin Numbers/Abilities Thread)
Well, they are shiny and new and pretty much give you exactly what you
want, so that response isn't too surprising. It's good that mastery is
attractive and fun. We just don't want non-mastery gear to be viewed as
junk the way some classes view some stats on Live.
Spamming the same spell (Source Re: Lvl85 H. Paladin Numbers/Abilities Thread)
Right. It's a skill curve thing. If there is a right time to use
something and a big penalty for doing something at the wrong time, then
there is a bigger difference between good and less good players. If you
can pretty much do something whenever, then there is less to learn about
your class, less to perfect and ultimately less reward in investing in
understanding the character.
Holy Light / Flash of Light spamming (Source Re: [Paladin] Holy changes in Cataclysm)
We just don't agree that it worked. What generally happened was either
the set bonuses, glyphs and librams all aligned to make either Flash of
Light the best spell or Holy Light. In rare cases we got lucky and
paladins could choose to gear either for a FoL or HL spam, but they were
still choosing one spell over the other. They really weren't using a
particular spell for a particular job, so the toolbox felt small and
they were hitting the same buttons all the time.
I can almost promise you that a Holy paladin in Cataclysm will use Holy
Shock, Word of Glory, Flash of Light, Holy Light, Divine Light, Holy
Radiance and Light of Dawn on every challenging dungeon or raid run.
That sounds a lot more fun than spamming Holy Light with the occasional
Holy Shock on cooldown.
Mana costs (Source Re: [Feedback] Paladin)
Mana needs to matter more. Ret (and Prot) generally need to be able to
hit all of "their" buttons without being resource constrained, but then
should only have enough mana to situationally use things like Holy
Light, Exorcism or (untalented) Consecrate.
It's fine to cast one Exorcism at range to pull or something, but it's
not something we generally want you doing outside of Art of War procs.
We're pretty reluctant to put a cooldown back on the spell though.
AE Healing (Source Re: My holy paladin feedback.)
We just don't believe the healing situation and the AE healing situation
in particular is as dire as many of you are suggesting. We balance the
encounters around the class capabilities, so if many groups are
struggling on certain ones, those will be adjusted accordingly. We
generally don't give classes new abilities because they have trouble on
certain fights. If you're finding that you are just constantly behind
the curve on every encounter, even the trash, then you are probably
doing something wrong (attempting these dungeons undergeared is
something we are seeing a lot) or your class has some kind of systemic
bug that is affecting all of the healing you do.
Overall, the dungeons probably will end up more challenging than they
were in Lich King. Even if we eventually end up with 10 minute chain
pulling 5-player dungeons in Deathwing gear, there is no need to start
out that way.
Holy Mastery (Source Re: Lvl85 H. Paladin Numbers/Abilities Thread)
Incidentally, we looked at mastery for Holy paladins today and decided
we were happy, for now, with the power it offers, so reforge away if you
think that makes you more powerful. We might always tweak things in the
Changing Light of Dawn to only use Holy Power (Source Re: Lvl85 H. Paladin Numbers/Abilities Thread)
We thought about a similar implementation a lot, but just worried that
would make Light of Dawn harder to use. With a long cooldown, you at
least can save it until you think you need it. Sitting on 3 Holy Power
(and being unable to use Word of Glory during that time) might be
Haste/Crit/Overhealing in Cataclysm (Source Re: Lvl85 H. Paladin Numbers/Abilities Thread)
That's an interesting perspective. Typically LK paladins tell us that
they like haste because it lets them get a heal out *right now* before a
tank dies, but don't like crit because it often overheals. To use a
tired cliche, it did feel a lot like Whack-a-mole because you needed to
heal ASAP but how hard you healed someone wasn't nearly as important.
FoL could often bring someone to full and a HL crit would be tons of
overhealing. (I am talking only about the stats in how they affect
healing per se, not extra effects like Illumination.) In Cataclysm you
won't overheal as much (making the free healing from crits more useful)
but you won't be in constant fear of the tank dying in one GCD (making
haste less useful).
Secondary effect on Heroic Leap (Source Re: New Warrior discussion (build 12803))
Adding a secondary effect to Heroic Leap, like a Thunder Clap or letting
you get out of roots might be a good role for a glyph. We don't like to
glyph new high level abilities immediately because then players don't
appreciate what the glyph does for them, since they have never used the
ability unglyphed. It's something we could consider for a future patch.