Archive for February, 2010

Shoot first, ask questions later.

February 5th, 2010 Comments off

Blizzard again in their infinite wisdom have chosen to out of the blue nerf paladins again via an immediate hot fix.  Last night paladins sacred duty was dropped from 4%/8% stamina increase to 2%/4%.   I do not understand why paladin fixes are hot fixed right away.  They never wait till the following Tuesday, when they can release a mini-patch that would include updated talent descriptions and give players a heads up.  I was already off of the game when the rolling restarts took place.  It is my understanding based on various forum reading that this had many a tanks looking at gear trying to figure out what is going on.

Is the nerf bad?  Not really, I lost ~1K health.  It is the fact that they continually patch first and tell later with paladins.  I do not know how many other classes have been tinkered with and tweaked on the fly with no heads up to the player base.  I feel this is a bad practice that if continues will leave a horrible taste in many a players mouths.

Here is the blue post

Quote from: Crygil (Source)

We are making some adjustments to tank survivability based on what we’re seeing in Icecrown Citadel. We feel this is particularly important in preparation for upcoming Heroic attempts. This is tricky and occasionally subjective, so we might very well make more adjustments as we get even more data.

Paladin (Forums / Talent Calculator)

  • Sacred Duty now provides 2 / 4% Stamina, down from 4 / 8% Stamina. The cooldown advantages of the talent remain unchanged.

Death Knight (Forums / Talent Calculator)

  • Frost Presence now provides 8% Stamina, up from 6% Stamina.
  • Icebound Fortitude now provides 30% base damage reduction, up from 20% damage reduction. For a geared tank with high defense, this translates to 50% damage reduction, up from 40%.
It’s important to note that we aren’t trying to single out paladins here. We like the tank balance of warriors and druids at the moment, and we have a larger sample size of warrior tanks that we can compare. Another solution would have been to buff warriors, death knights and druids and then increase boss damage accordingly. Obviously, that would have been a much larger change with greater risks and a longer delay.

Though Ardent Defender is always a possible target for changes, we like that this talent provides such a distinction between warriors and paladins. Rather than have all the tanks have the same health, armor, avoidance and cooldowns, we’d rather have four unique tanking classes rather than just superficial or artistic differences. Yes, that design is harder to balance, but we think class distinction is ultimately more interesting, which is better for the long term health of the game. The goal remains to have all four tanks be viable for any encounter, assuming sufficient gear and skill, and any differences in performance on individual encounters to be minor. “Minor” is obviously a subjective term.

Please note that the death knight change will result in a small survivability increase in PvP, which we think is appropriate. We chose it partially with that in mind.

As you can see DK’s actually had gotten a buff. My DK tank, under geared, now has more health then my ICC geared paladin.  Granted, that comment is misleading,  my paladin has more effective health.  However in ICC, with the debuff chill of the throne, I do not know how much my shield stopping 2.5K makes a difference when the DK has 4 emergency abilities to be used regularly on short intervals.

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