soggy said:
Kore, ret pallies have a hard enough time catching up with people, so once they do i think its fair that they can actually kill them.
Yes, that is true. Their damage however is far too high. It is much better to be able to rely on when you deal damage and have that damage scaled accordingly than to pray that you will get enough time on target to apply heavy enough burst to kill your opponent. If you give paladins HoF then their time on target increases thus their damage increases. Balancing this does require the correct numbers however and giving them enough utility to get on target, hence this next quote.
Kore nametooshort said:
[quote name='Grabco']RET paladin is intersting, they lost ToT but they gained the heaviest burst in the bracket. Could be very situational and interesting for trap and eventual arenas
hmm exactly, thats why i propose nerfing them so hard, im just not sure if its too hard or not. If their dps and burst becomes something like that of a rogues would HoF + HoJ be enough ToT to be effective? Would it be worth trying to incorporate part of either Pursuit of Justice or Long arm of the Law into the ret specialisation?[/QUOTE]
warrior nerf? they already are the most gimp class at 19!
Yes, they are in a similar boat to rets, their damage is too high but their utility and mobility is too low. Increase their ToT and they become OP. I think that if you think about the changes i have proposed you will see that it is a net buff, same with rets.
feral druids are good are fine
I would disagree. I can see where you are coming from, they are a viable source of dps, but their lack of burst and utility make them seem like a rather powerful dot that has been applied to the enemy rather than a player. Give them burst and utility and they become a more interesting class. They
might need to have their dps scaled back a wee bit to compensate for the burst, but i think they'll be fine as they are.
Counterspell is a balanced ability.
I strongly disagree. In 1v1 try duelling a mage as any caster and you will see this. In group pvp try playing a healer that gets locked out for 8 seconds, it is too long and allows too much to be achieved during it while the healer is next to useless. In this bracket it is unbalanced to have a game breaking ability on a 24sec cooldown.
All damage is currently balanced out with healing/ other classes damage( besides hunters as i have said many times).
Damage output is not balanced. Compare a ret paladin to a shadow priest and you will see this. Other things than damage are also unbalanced such as mobility and utility. If you fix these (take the ret or warrior example again) and damage becomes even more unbalanced.