About Paladins:
Some of the things that effect paladins in general, patched in the last few weeks.
1-CH change, immediately making warriors higher hp much more valuable(and paladins skills much more trivial) on high end raiding.
1a) along that line, you increased a warrior AA, that's VERY nice for raid mobs(resilience) to make it even stronger on high end raids.
2) Divine stun, arguably one of the aa's that makes paladins unique- Changed from a stun, to an interrupt? npc casters. that went from being useful(nice aggro, 1second stun maybe 2?) to something next to useless, npc casters on WR cast EXTREMELY fast.- not even mentioned in a patch message
3) Upgrading sound of force(making that aa less useful than a lvl 62 spell? the aa that used to be one of paladins top 2 "unique" skills.) to, a stun, but NOT an interrupt?(mobs will stop hitting, but not casting?)
2-3a) taking divine stun, and switching it to basically 2 components, divine stun, and the improved sound of force, takes 1 ability, splitting it into 2, perhaps the same overall effect, but separated, taking more time/effort that used to be bundled, leaving less time for other skills/stuns/melee agrro, etc.
4) took arguably the most "class defining" aa- holy steed. had plans for a really interesting, unique "pet type" aa for it, then considered a weapon of some sort(was probably too difficult to balance to make worthwhile/yet not overpowered), and changed to a an undead aggro aa.. Ok.. might be useful in some very rare situations, so at best a highly situational aa, seems more useless than even situational from my perspective, paladins have many other tools to grab/maintain aggro.
5) Fixed? pacify- Pacify was a handy spell when it didn't aggro on resist, still much more situational than fd pulling, there were still alot of spawns too close to be pacified, etc. Now, high end, it's a very risky pulling tactic, that many times is trumped by advanced CC techniques(pretargeted root/mez etc.)
Now i understand that you have tons of different things to look at, when managing such a broad, deep server, and that your perspective is much more complete than any players, but that you also have alot of things to juggle, trying to give you someones more narrow, yet probably more detailed(due to not being as broad a perspective).
I have discussed these matters, and spoken with, or at least broached the subject with many players, from GotW, Ruin, unguilded, and noone i had spoken to found paladins overpowered several weeks ago.
These are a handful of changes within the last few weeks, ranging from major- to at least worthwile noting that lowered paladins strengths in many different facets of their game.
The reason i'm writing this, being a Shaman, is this change not only effects paladins as a class, but, since Khalid also happens to be the primary Main Tank for Ruin, these changes, especially bundled together, has a pretty detrimental effect on a significant portion of your playerbase(the entire RUIN guild.) Please overview these changes as a whole, and how they effect things, and not just pick apart this post, emphasizing the weak points of my overall point in this post, and ignoring the strong.
Just 1 players 2 cents, nothing more.
Thossur 65 Auger <Ruin>
Some of the things that effect paladins in general, patched in the last few weeks.
1-CH change, immediately making warriors higher hp much more valuable(and paladins skills much more trivial) on high end raiding.
1a) along that line, you increased a warrior AA, that's VERY nice for raid mobs(resilience) to make it even stronger on high end raids.
2) Divine stun, arguably one of the aa's that makes paladins unique- Changed from a stun, to an interrupt? npc casters. that went from being useful(nice aggro, 1second stun maybe 2?) to something next to useless, npc casters on WR cast EXTREMELY fast.- not even mentioned in a patch message
3) Upgrading sound of force(making that aa less useful than a lvl 62 spell? the aa that used to be one of paladins top 2 "unique" skills.) to, a stun, but NOT an interrupt?(mobs will stop hitting, but not casting?)
2-3a) taking divine stun, and switching it to basically 2 components, divine stun, and the improved sound of force, takes 1 ability, splitting it into 2, perhaps the same overall effect, but separated, taking more time/effort that used to be bundled, leaving less time for other skills/stuns/melee agrro, etc.
4) took arguably the most "class defining" aa- holy steed. had plans for a really interesting, unique "pet type" aa for it, then considered a weapon of some sort(was probably too difficult to balance to make worthwhile/yet not overpowered), and changed to a an undead aggro aa.. Ok.. might be useful in some very rare situations, so at best a highly situational aa, seems more useless than even situational from my perspective, paladins have many other tools to grab/maintain aggro.
5) Fixed? pacify- Pacify was a handy spell when it didn't aggro on resist, still much more situational than fd pulling, there were still alot of spawns too close to be pacified, etc. Now, high end, it's a very risky pulling tactic, that many times is trumped by advanced CC techniques(pretargeted root/mez etc.)
Now i understand that you have tons of different things to look at, when managing such a broad, deep server, and that your perspective is much more complete than any players, but that you also have alot of things to juggle, trying to give you someones more narrow, yet probably more detailed(due to not being as broad a perspective).
I have discussed these matters, and spoken with, or at least broached the subject with many players, from GotW, Ruin, unguilded, and noone i had spoken to found paladins overpowered several weeks ago.
These are a handful of changes within the last few weeks, ranging from major- to at least worthwile noting that lowered paladins strengths in many different facets of their game.
The reason i'm writing this, being a Shaman, is this change not only effects paladins as a class, but, since Khalid also happens to be the primary Main Tank for Ruin, these changes, especially bundled together, has a pretty detrimental effect on a significant portion of your playerbase(the entire RUIN guild.) Please overview these changes as a whole, and how they effect things, and not just pick apart this post, emphasizing the weak points of my overall point in this post, and ignoring the strong.
Just 1 players 2 cents, nothing more.
Thossur 65 Auger <Ruin>