Showing posts with label retribution paladins. Show all posts
Showing posts with label retribution paladins. Show all posts

Friday, March 12, 2010

The inherent risk of replenishment

Replenishment is an interesting little buff. It has been added to a variety of talent trees over the course of Wrath of the Lich King, from the most overpowered to the ones in greatest need of a buff. The first three trees it was added to (Survival (Hunter), Shadow (Priest), and Retribution (Paladin)) were all less than popular during the Burning Crusade, and I suppose part of Replenishment's raison detre was to increase interest in these trees. Replenishment was later added to the Destruction tree and the Frost tree (Warlocks and Mages, respectively), and though I can't speak about the state of Warlock balance when Replenishment was added to Destruction without risking saying something horribly incorrect, I know that Frost has been falling behind the other Mage trees in terms of DPS and is only now coming to the forefront on the PTR. It seems to me that Replenishment was just a band-aid to make Frost seem more raid-viable while Blizzard worked on an actual fix to Frost's DPS, just like how Replenishment was likely added to it's original three sources in case Blizzard wasn't able to make them viable by the time Wrath of the Lich King came out.

There is a risk in using Replenishment in such a way, though. That risk is that replenishment may let Blizzard off the hook when it comes to fixing specs. We saw that risk manifested in Frost Mages, who are still falling behind on the PTR, though not as much as previously. Though I can't say for certain that Survival wasn't as attractive as Marksmanship when Wrath began, I do know there were few talents in the tree that actually boosted ranged damage, and I know that Black Arrow was originally slated to be included in Burning Crusade, but was scrapped because it was too powerful. The fact that Blizzard added a spell to the Survival tree that they once considered too powerful says a lot about how Survival was matching up against the other specs.

Far be it from me to criticize Blizzard's balancing efforts, for they have a lot of things to consider when tweaking the numbers behind class balance. That said, Replenishment seems to me to act as no more than a consolation until Blizzard can come around to fixing a spec. After all, most raids already had a source of Replenishment in the form of a Retribution Paladin, considering their massive popularity during most of Wrath, and considering the prevalence of Replenishment when it was added to Improved Water Elemental (now Enduring Winter), most 25-man raids (the only place where Replenishment was considered a necessity, rather than a bonus) had some source of it already. Point is, giving Replenishment to Frost Mages didn't really mean much in the grand scheme of things; it was little more than a symbolic affirmation that Blizzard recognized that Frost Mages were falling behind and wanted to improve them.

Blizzard could have accomplished the same thing with an actual buff, however; something like adding Glyph of Eternal Water earlier. Now, I don't know the logistics of how Blizzard goes about buffing and nerfing classes, but it seems to me like giving a minor buff to a class would be a better option than adding Replenishment. It would allow Blizzard to dip their feet, so to speak, in the buffing pool and get an idea of how much buffing the class needs to be even with everyone else, it would actually improve the class in a tangible way, and it would give the same affirmation that adding Replenishment to a class gives.

Of course, Blizzard probably would have buffed Frost Mages if they thought they really needed to be buffed. Perhaps Frost Mages weren't falling behind at that point in time, or perhaps Blizzard didn't see keeping them competitive as a necessity, considering their survivability and thus viability as a solo-ing and PvP spec. (Perhaps one of the commenters could enlighten me on the state of Frost Mages around the time when patch 3.1 was released.)

Regardless, the fact that Frost Mages fell so far behind shows that adding Replenishment or a similar effect to a spec isn't enough to make that spec worthwhile. Many people think Rogues should get an effect similar to Bloodlust/Heroism in order to make them more popular, but considering how many shamans there are in the world, how much would that really help? After all, like Replenishment, the Rogue version of Bloodlust would need to be subject to the same cooldown as the Shaman's Bloodlust, meaning if there were already a shaman in the raid, the Rogue's Bloodlust would be a pointless addition. The key to making classes and specs attractive is not adding homogeneous buffs, but to either bring the class up to speed with everyone else or add something that makes the class unique (or both). Adding a carbon-copy of another class's buff to an underpowered class is nothing more than pointless consolation, an easy way out for Blizzard.

Friday, July 24, 2009

Why Burning Crusade wasn't that bad for class balance

A lot of people liked to complain back in the day about how the not-pure-DPS classes still fell behind their counterparts in DPS. Feral and balance druids, ret paladins, and others were denied slots in raids because their damage, and thus their perceived contribution to the group, was low. Damage meters were a big part of this accusation, but they missed the bigger picture. DPS classes who couldn't do high DPS brought something even more valuable to their groups; group buffs.

Let's take, for example, Leader of the Pack, a feral druid talent. Back in the day before raid-wide buffs, it increased the melee and ranged critical strike chance of all group members by 5%. This was a pretty big deal, and it made feral druids a good addition to any melee-DPS group within a raid. However, because cats didn't perform well on the damage meters, they were generally not viewed as valuable group members beyond tier 5 content.

Like I said before, damage meters miss the point when it comes to measuring a DPS class's contribution to a raid, and I'll explain why. Let's say you put that cat druid in a group with four other melee DPS, none of which are cats. Not only is that cat contributing his own damage to the raid, but also the increase in damage that LotP is giving his group members. Let's assume that the four other group members all do 1000 DPS without the cat in their group. Now let's say you add that cat to the group and all their DPS goes up to 1050. That cat could be doing 800 DPS on his own, but because he is responsible for an increase of 50 DPS for his four other group members, he is contributing to the raid just as much as they are.

Paladins were really unappreciated in this manor. The could increase everyone's critical strike chance against the target by 3% with Improved Judgement of the Crusader (now Heart of the Crusader) and could increase everyone's damage by 2% with Improved Sanctity Aura (now simply Sanctified Retribution). They also allowed holy paladins to actually use their judgments, since they could use Crusader Strike to refresh the duration of judgements other than their own. This meant they had endless raid utility, but because their own damage was so low, they were overlooked.

I actually find the Burning Crusade system to be more fair than the current system of "bring the player, not the class" where everyone does the same amount of DPS and each group buff has multiple sources and now affects the whole raid. In the olden days, hybrid classes couldn't do as much damage as the pure-DPS classes, but their could fall back on their healing and/or tanking abilities to help them while solo-ing. This gave them more solo-ablity, while the pure-DPS classes (rogues, hunters, mages, warlocks) needed to rely on their high damage output to kill the mob before it could kill them. Hunters and warlocks could use their pets, but they still had no way to heal themselves reliably or take a lot of damage. Thus it was only fair that they should be able to do more damage than the hybrid classes.

Now all the classes can do the same amount of damage while they are out on their own, but the pure-DPS classes have no defensive or healing abilities to fall back on when things get desperate. As a druid who can fall back on both defensive and healing abilities, I feel bad for classes who can't get themselves out of a jam as well as us hybrids. We druids, as well as paladins, shaman, and priests, can heal ourselves when things get out of control, and while death knights and warriors can't heal themselves that well, they can still use their tanking abilities to get themselves out of a jam. The pure-DPS classes have no skills of that nature, and when things get out of control, their only options are to rely on their pet or flee.

So, should we go back to the old system? I think that the new system of everyone doing equal damage is too ingrained in the player psyche for Blizzard to change it without the hybrid classes feeling cheated. I do miss the days where every class brought something unique to the raid, but those days are long gone. BTPNTC is here to stay. I suppose this can only be expected; balancing the different group buffs around one another was probably just too difficult for Blizzard.