Holy Paladin Feedback -- Build 21655 -- 5-May

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Community Manager
#1 - May 6, 2016, 6:15 p.m.
Blizzard Post
Please feel free to reply to this thread with feedback you have on this specialization in the most recent version of the Legion Alpha.

You'll find class designer notes on this build here.

This thread and subforum are for class feedback. We may not be attentive to other threads on this subject. Please confine discussion in this thread to issues related to this spec only.

Thank you!
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Game Designer
#8 - May 10, 2016, 5:22 p.m.
Blizzard Post
The full transfer was a bug with Light of Dawn that appeared in the last build; it should be fixed for the next one.
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Game Designer
#12 - May 10, 2016, 7:20 p.m.
Blizzard Post
We wouldn't be surprised if the initial tuning of Virtue turns out to be aggressive, but try it out and see how it plays. We were hesitant to go with a longer cooldown because he feeling of having any significant amount of time with 0 Beacons would be very unusual and possibly offputting. Slightly lower uptime might be needed though, once people get used to the power of the talent and the ability to optimize around the downtime by using non-Beacon spells like LotM, Judgment, or Bestow Faith during that window.

After all the recent changes, Holy has 2 medium-cooldown rotation spells baseline, up to 6-7 with talents. This is fine and generally intended with 7.0 talents. In fact, it was a problem when Holy couldn't add enough rotational complexity during alpha, which was part of the reason for recent talent changes. There is still ample room for builds that want to juggle fewer cooldowns.
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Game Designer
#15 - May 10, 2016, 10:49 p.m.
Blizzard Post
One of the problems with Beacon of the Savior actually was that it was likely too good where it was good, while being too weak in most typical situations. It would have had to be tuned around the volume of free healing it provided in a "full DPS" rotation, which was actually quite high in alpha, for people who tried it. We wanted something that, while still having stronger vs. weaker use cases like any talent, wasn't optimized around uses that were so incompatible with normal play.