#51 - Nov. 2, 2008, 7:27 a.m.
Q u o t e:
Ghostcrawler - I'm not understanding why the winged bubble move was such a big deal? Bubble in and of itself is overpowered, but that's OK because it's on a 5 minute cooldown. It sort of seems like it's possible that you're letting people's anecdotes guide this decision.
The problem was that the cooldown was irrelevant. The paladin could wing + bubble, then go in with a stun, DS, CS, JoC and maybe Consecrate, all within a few GCDs. If the poor sap on the receiving end was below 35% (now 20%), which was likely, he would get hammered as well. If somehow the target was still alive after all that, or had an ally, the paladin usually had enough mana to heal himself to full. Then, even if the battle was over, the paladin had enough mana to just go on to the next target (minus bubble). In Arenas this didn't matter of course, because with a death that early, the match is usually decided. This strategy was the entire PvP problem with Ret in a nutshell. It didn't take a lot of skill and was impossible to counter. Most other classes can't open with that many abilities at once (ignoring the bubble defense and healing potential). Players complain about rogues stun-locking them, but at least that takes some skill from the rogue to do things in the right order and usually requires an element of surprise.
Q u o t e:
nooooo don't feed the trolls =) I can't believe it when people accuse the developers of lying. That's completely absurd. It requires a delusional mind to make a statement like that.
I know. I'm certain I'll regret asking, but if there's anything we can do in the future to have players avoid feeling blindsided by nerfs (or any changes to the game) it would be nice to know.
Q u o t e:
You did say several times that ret was fine and there were no plans to change it however. You then said that nerfs would be "surgical". You also basically said you wanted ret to stay as is for as long as possible because ret pallys were "having fun".
I almost always say "We think they're fine." I'll be more careful in the future to caveat more, but I do it so much that I made the mistake of assuming players knew that. Ditto with "There are no plans to change them." That was the truth... at the time. We had convinced ourselves that the bugs were the problem.
The nerfs were surgical... and in retrospect so painless that they actually didn't fix the problem. :( Paladins were having fun. I heard from several of them who said that Ret finally played how they always dreamed it could. I think they were legitimately talking about the mechanics too, not the fact that they could roll anyone. We knew paladins would take it very hard, so we waited as long as we could to make sure it was a real problem before nerfing them. If we could have solved things any other way, we would have. I know it sucks. Believe me, I know.
And even if I had promised to never, ever change anything, is that really a promise you want us to keep just for the sake of doing so? Nope, the game is in flames, but I gave my word, so just suck it up. I know that's not what I asked, but I think that is why I am so perplexed by the effort to somehow catch us as if that will make us undo the changes.
Q u o t e:
My biggest question and I would REALLY like an answer is how do paladins go from fine in beta AND the ptr to blantantly OP and out of control on live only a few days later? How many months of testing did you have data and player feedback on about ret but again it was fine then but not on live. Makes no sense to me....
I have answered this a dozen times as well, so it surprises me that people who follow the story haven't heard the explanation.
We had several bugs that we thought were inflating Ret's damage. The most notorious one happened where players re-equipped weapons to stack buffs (think about that before you exploit bugs in a beta next time). There were a couple of situations where talents were increasing crit damage bonuses much higher than we expected. And there were a few numbers wrong in some of the new scripts we put into place to handle the new Seal / Judgement / Hand system. We thought that once those were fixed that Ret's damage would drop dramatically, and we even told players not to worry because Ret's damage would drop when those bugs were fixed. Unfortunately (really unfortunately) we were wrong, and fixing the bugs didn't have as much of an effect as we thought. By then, 3.0.3 was already out on Live. We thought it was better to make hotfixes right away to see if we could adjust the damage without overhauling all of the mechanics before Lich King shipped. You know the rest of the story from there I trust.