#0 - July 16, 2009, 7:02 p.m.
I am pointing out here specific examples of design mentioned in the latest Q&A Series. Even though this Q&A was written to address Warrior concerns, several class wide goals were mentioned with how situational abilities and macros affect the class. I wish to urge the community and Blizzard into discussing how some current classes do or do not follow these goals. I wish to outline examples relating to Paladins.
Q u o t e:
We like situational abilities. When specs don’t have situational abilities, it’s easy to fall into a very fixed rotation. We call this the metronome. Push button 1, 2, 3 on your keyboard over and over until the bad guy drops loot. We have made more of an effort in all the classes to have certain moments that require players to pay attention a little more and then reward them when they both cause those situations to happen and then execute on them.
Can this be construed as a comment that Blizzard is not happy with the current state of Protection Paladins? Interesting how these comments are made in the Q&A for a class that doesn't exhibit these issues, but was entirely blown over on the Q&A for a class that does. Perhaps I will simply assume that there weren't enough questions pertaining to that very specific subject.
How about situational abilities for Retribution? It was mentioned before that Retribution would be given a more dynamic rotation, something that took actual skill to complete. My mind envisioned a system where maximizing DPS was done through clever juggling of resources, global cooldowns, and perhaps even quick reflexes.
Instead, Retribution plays in PvE the way it currently plays. Art of War does not force a decision in PvE as your main goal is to maximize your damage. With the frequency of Art of War procs and the nature of a duration based buff, the Paladin will cast Exorcism at the exact same time as he does in live. Pressing Crusader Strike more often does not change the fact that the system is still a FCFS mashfest.
Q u o t e:
I think if anything, abilities like this need to be more prominent. You should be less effective at your job if you ignore them, and ideally you’d also be less effective if you just macro’d them in. We like macros (obviously, or we wouldn’t have them in the game), but we like for them to simplify chains of things that you have to do often without making decisions in between point A and B. We don’t like it when playing your class becomes how clever your macro can be to the point at which you are pushing one button to play your class. That’s not playing an RPG -- that’s programming a robot.
If macroing a rotation is supposed to be less beneficial than actually pressing the buttons yourself, then will we see a change in how Protection Paladins work? Currently it is possible to macro the rotation to maximize your TPS in the same way that you would maximize it without the macro. In many cases, the macro can actually AID by reducing human error. (Note: I do not condone using a macro for Tankadins, I am only shining a light on the fact that it can be done with no adverse effects in TPS)
Those who disbelieve the notion that Protection Paladins have only a single rotation may find more information on the maintankadin forums here:
http://maintankadin.failsafedesign.com/
A TPS analysis thread is posted in the Advanced Forums which includes an in depth analysis on Paladin rotations. The results show the 969 as the highest available TPS. This rotation simply alternates between the 6 second cooldown abilities (Shield of Righteousness, Hammer of the Righteous) and abilities that are treated as having nine second cooldowns (Judgments, Consecration, Holy Shield). Alternate between an available 9 and a 6 and you will consistently maintain your highest available TPS without ever clashing or having to wait through a global cooldown.
Q u o t e:
It could be in the future that we shift most of rage generation to damage done and have little or none in damage taken (and we would have to change a lot of other mechanics to make this work obviously).
Could this design goal for Warriors also be construed as a classwide design goal? Should ANY tank require the need to take damage to gain resources? Any rage change would immediately affect bears in the same exact way, but what about the current need to place at least 1 point in Spiritual Attunement?
