Wut??
So everyone’s been QQing about retribution paladins. Oh, they are unstoppable/unbalanced, blah blah blah. These morons wouldn’t know a balanced class if it shat on them. I’m so sick of kiddies and their moronic blathering. No one complains about how unbelievably powerful ice and arcane mages are? How about how OP locks are? Not a peep. What a bunch of retards. Anyway… I digress…
Ret pallies have been improved somewhat. We still need a few skills like range closers and buffs to some abilities. But as it stands we’re where we should have been at release 3 years ago. Blizzcon came and went and the devs said “ret pallies are fine and we’re releasing them as is”. Ghostcrawler, the dev who’s been in communication with the pally forums for some time stated that we may receive some balancing, but its not going to be severe.
Today, a hotfix on the Live servers doesn’t quite seem to follow that line of reasoning. Divine storm, our 51 point talent has been changed to Physical damage from Holy damage. So now our ultimate talent is a copy of a baseline warrior ability and is now affected by armor mitigation. Which means, its effectively useless against most melee targets. Hurrah. Some suggest that this is an unintended nerf and that its really a bug. Doubtful. Blizzards attitude to ret pallies has always been bait and switch. Oh here’s some abilities that are useful and can make you actually want to play your class….. but you can’t have them. Instead of fixing the myraid of problems with the class, ret pallies get GCD removal of Auras. Great, i can change my aura without triggering my global cooldown. Shouldn’t that have been that way say like 3 years ago?
I don’t know what to say aside from this is the same typical bullshit that has been going on from the start. Thank god I’m not getting the WotLK expansion.
Captchas
Captchas (http://en.wikipedia.org/wiki/CAPTCHA) are getting impossibly difficult to read. Captchas are those images with words and numbers that are wavy, have lines through them and are skewed. You frequently encounter them at login pages, registration pages, and other pages requiring human user verification. They used to work great, but they’ve been slowly becoming more difficult to read. I assume that “bots” are getting smarter and determining what the Captchas are. The problem now is that the images distort the words/numbers/letters so badly I can’t tell what they are. I’m sure I’m not the only one.
At what point does it become a hiderance and not a security mechanism. At the moment its starting to border on security theater. Ok yes it helps keeps bots out, but surely there are better ways? I mean when I have to reload the page or captcha 3 times before, me, a human, a sentient being with a brain unparalleled by any thing else on the planet, can figure out what it is… its time to call it quits on catpchas and find a new mechanism.
The Goblin In The Tuxedo (Repost)
My attention has been recently called to this post (The Goblin In The Tuxedo), which underscores all the problems with WoW. Although its a rather dated post (from march or april of this year), it really articulates what so many of us have been trying to say. Areans killed WoW and World PVP. Anyway, its a rather interesting read so i’m reposting it here. Its long so you’ve been warned.
In the wake of the Season 4 ratings announcement, a couple of things have become clear. One, that Arena will remain the source of the best PvP gear in the game. Two, that Blizzard is doing what they can to try to shape it into a “viable eSports platform” (to quote a recent developer interview). Clearly, the Arena will remain the focus of PvP for the indefinite future.
Before the release of the Burning Crusade at the start of 2007, PvP in WoW referred to skirmishes in the open world and organized encounters in instanced maps called battlegrounds. World PvP could mean anything, from a level 60 killing a lower-level character to a chance encounter between level 60s in a high-level zone that escalated to a mini-war as each side called in more friends. A fundamental element of world PvP is that it was random, unpredictable, and often unfair–leading to stacked retaliation on the part of the victim through his friends or even other strangers in the zone. On a PvP server, these battles could become exciting and dynamic, lasting for hours (and the rivalries created could last indefinitely afterward).Battlegrounds were an organized method of getting two factions together to fight in large-scale battles. The epitome of this was the raid-level battleground, Alterac Valley. The original versions of this map could last for hours or even days, with the tide of the battle moving back and forth. Alterac Valley used to be considered so important that people would wait in queue for hours, and if they were in an instance when the queue popped, their party members would understand if they left. The battleground’s playtime has been significantly shortened since then, but its scale remains.
Today, while battlegrounds and world PvP do exist, PvP is now encompassed by the Arena. Introduced in the Burning Crusade expansion, it consists of rated duels within small, instanced maps. After the expansion, it became clear that certain class combinations were superior to others, and that many classes had significant strengths in some formats. Over the course of three seasons of Arena, the scale of PvP has been reduced to cookie-cutter class compositions running around a pillar, the only differences between teams being the names over their heads. The funneling of MMORPG classes of different races and specs into small instances for the purposes of eSport has caused a large amount of controversy when it comes to balance, particularly for classes that have struggled to achieve the success of other classes based on representation statistics available online. There is also a contingent of people who prefer large-scale warfare on an MMO-scale, since this is, after all, an MMO based on a well-known franchise of real-time strategy games.
The problems that arise from running MMO classes through staged duels can be summed up as follows:
- Because classes are based on different roles due to their PvE roots, some classes don’t survive when matched up against classes whose role is stronger in a small-scale PvP setting. Certain classes don’t hold up well in the Arena environment itself, such as hunters and mages. Large numbers of players are enduring an uphill battle that other players don’t have to face.
- Race choice, originally an aesthetic decision with special abilities to add flavor to your character, suddenly become major decisions that can determine how far you can push through the upper echelons of Arena battle.
- Classes are able to choose different specs of talents that alter the way they are played, but in the Arena, only certain specs have viability in a small-scale PvP setting (regardless of how fun that spec is for the player).
- Balance changes for the Arena affect other areas of the game. For instance, Blizzard tested a change to the Life Tap mechanic of warlocks that would have significantly altered their itemization requirements and playstyle in a PvE setting. Only when warlock Arena representation began to recede during testing did Blizzard abandon the change. Shamanistic Rage was changed into a physical effect so that it could not be dispelled by enemy players, but the duration was halved, affecting enhancement shamans in PvE. Neither are (or would have been) game-breaking changes, but they are noticed and resented by players not participating in the Arena.
- Establishing instanced duels as the top form of PvP in the game ignores three continents of open land already populated by both factions. World PvP is significantly diminished. The scale of PvP is reduced to five people waiting around a goblin in a tuxedo.
- Certain professions are locked out of the Arena because they are considered overpowered in a rated, small-scale setting (many engineering items, for example). However, other professions like enchanting or blacksmithing–which can produce a stun-proccing mace–are allowed.
- Arenas ignore all established lore. There is no regard for faction or setting. Members of the Alliance fight other members of the Alliance undisturbed in the ruins of Lordaeron, for example–an impossible situation.
- Cheating to ensure a high rating, and selling ratings to undermine the ratings system.
- Community elitism based around Arena ratings.
This year, two competing MMOs are set to be released that have a lot to offer large-scale PvPers. Because of its recent PvP stress test, Age of Conan is currently the most talked-about, and later this year, we will see the release of Warhammer Online, perhaps WoW’s biggest challenger given the history of Warcraft itself (the first game was originally supposed to be a Warhammer game). Both of these new MMOs will encourage large-scale world PvP in ways WoW does not–city sieges, realm control, ransacking, trophies, conquering towns, and huge rewards for killing enemy leaders. Guilds in Age of Conan can build their own fortresses and battle against other guilds. Warhammer features a tier-based level of control for a realm that leads to outright invasion of the enemy capital, and Mythic has brought back keeps from Dark Age of Camelot. Keeps are NPC-guarded forts that players can fight over, complete with siege weapons and bosses. Guilds can claim the keeps and place their tabard for rewards, so these locations act like miniature battlegrounds taking place day and night in the game world.Because of Blizzard’s focus on smaller-scale battles, the Arena has potentially pushed WoW into a corner when its larger-scale competitors are released to fill the niche that Blizzard has left unaddressed. The problem will manifest when players are able compare a typical evening of PvP activity between WoW and other MMOs and find WoW lacking. Age of Conan players will be leading large-scale sieges on enemy fortresses using group formations to provide buffs, while WoW players will be waiting around a goblin in a tuxedo. Warhammer players will position their tanks in keep entrances to block out invaders while their teammates dump hot oil from above, while WoW players will be waiting around a goblin in a tuxedo. The worlds of the others games will be alive and full of activity, compared to WoW in which most PvP is taking place in instances, and much of the world is empty except for those who are leveling, ganking lower-level players, or doing daily quests.
The much larger scale of battle in Warhammer will mean your choice of class and specialization will be less of a factor in determining your ability to contribute to the war effort (in fact, everything you do including PvE quests will contribute victory points to your realm), because the dynamics of a large battle mean anyone can find a fun, useful role. This remains true in WoW battlegrounds, where a shadow priest, balance druid, or enhancement shaman who would normally have difficulty in the Arena is able to have a good time in Alterac Valley. Unfortunately, the Arena has compartmentalized talent specifications into “PvE spec,” “PvP spec,” “utility spec,” and so on.
Competitors are also implementing features to address common player problems. For example, dual-targeting was recently added to Warhammer which means you can have a hostile target and a friendly target selected simultaneously, reducing the targeting work that some classes must do in large-scale combat such as healers (and some spells will utilize both targets). Guild control is improved to make it not a chore to run one, and guilds can even form named alliances with each other. WoW still ships with many of the same interfaces and controls it had in 2004, to the point that addons exist to replace not just unit frames, but the quest log, inventory, profession dialogs, and more. It all makes Blizzard look slow and conservative when it comes to keeping up to date with the playerbase and its needs. Warhammer will ship with 20 scenarios (instanced PvP zones equivalent to battlegrounds for players who want a quick PvP game), and starting at level 1, a player can just click a button in the interface to enter a queue. In four years, Blizzard has only released four battlegrounds. The Arena runs just three maps.
WoW’s reduction of PvP scale has given its competitors a huge opportunity to attract players hungering for PvP on a scale befitting a massively-multiplayer online game. Blizzard has given no indication that the Arena will be de-prioritized in the coming expansion pack, and given developer statements on eSports, it is likely to remain as-is. While the other MMOs will reward players for forming armies, taking cities, and collecting enemy heads as trophies, WoW will demand an army of five members maximum of a particular group composition waiting around a goblin in a tuxedo. Blizzard has decided that this is the route they wish to take with the game to provide for an eSports platform. The exact intended goal is unclear. Televised battles on Korean television? Worldwide tournaments? Is it worth the sacrifice of scale in exchange for pointless, composition-influenced duels?
The information released so far about the next WoW expansion doesn’t offer much in the way of a response to these new competitors. The expansion will offer 10 more levels and a new battleground that is not instanced like the others, which comes off as a tacit admission that the playerbase is wanting more large-scale PvP in the open world. No other info has been released about the new battleground’s objectives or mechanics beyond the existence of siege weapons. Unfortunately, a level 70+, expansion-only battleground is not going to compare to the integrated, tier-based RvR system of Warhammer. Like other battlegrounds, it will be another area in which players are funneled out of the world and collected in a controlled location that has no effect on the world outside of victory buffs, and the Arena will continue to be the source of the best PvP gear, legitimizing it as the “true” PvP game-within-the-game.
The demand for MMO PvP has evolved toward larger scale fights taking advantage of the existence of thousands of players in an online world, but WoW has moved in the opposite direction in pursuit of a reduced-scale eSports platform, hurting non-instanced PvP and violating the original spirit of the Warcraft franchise which was once a very brutal story of “two factions battling for dominance.” Just how many players leave WoW for the dynamic battlefields of Age of Conan and Warhammer will indicate how much of the WoW playerbase is disappointed in its current direction, and how well its competitors fulfill their needs. I personally believe WoW is in trouble, having pushed itself into a corner with the year-long focus on the Arenas and leaving an opening for competitors to snatch up frustrated WoW PvPers who are hungry for huge, lore-based battles. Speaking for myself, watching videos about Warhammer’s player-controlled keeps already looks more fun than any WoW battleground I’ve ever been in, and I’m excited to level a goblin shaman and ransack dwarven cities…
Link to the original thread:
http://forums.worldofwarcraft.com/thread.html?topicId=6136325779&sid=1&pageNo=1
Build 8982
So they reverted the changes in build 8970 that they made with respect to retribution talents. But then we receieve an overall dps nerf. All of our seals have been reduced to decrease the burst damage in PVP. Well guess what, thats a direct PVE nerf because mostly all ret paladins bring is burst damage. As it stands seal of command, a talented seal is out performed by seal of the martyr, a trainable spell. I suppose this is intended. Make dps hurt ret pallies so they’re not over powered. But wait, they aren’t even close to OP. With the recent SoComm nerf, internal <1sec cooldown, divine storm only procs seal of command on one target. Whoopdey shit. Half the point of divine storm was the sheer crazy ass burst damage from multiple Socomm procs. Sigh.
Hammer of justice has received a silence component. Great, but its still a 1 minute ability, and a stun. Its redundant. Clearly there isn’t much thought put into solving ret pally issues. If only they’d just give pallies real abilities instead of half baked ones.
- Fanaticism now increases the critical chance of judgements capable of critical hits by 5/10/15/20/25%. (Up from 4/8/12/16/20%)
- 2-Handed Weapon Specialization now Increases the damage you deal with two-handed melee weapons by 2/4/6%. (Up from 1/2/3%)
- Seal of Command now gives the Paladin a chance to deal [ 56% of Max. Weap. Damage ] to [ 56% of Min. Weap. Damage. ] additional Holy damage. (Old – [ 70% of Max. Weap. Damage ] to [ 70% of Min. Weap. Damage. ])
- Seal of Vengeance now deals [ 19.2% of AP + 9.6% of Spell Power ] additional Holy Damage over 15 sec. (Down from [ 23.4% of AP + 11.4% of Spell Power ])
- Seal of Corruption now deals [ 19.2% of AP + 9.6% of Spell Power ] additional Holy Damage over 15 sec. (Down from [ 23.4% of AP + 11.4% of Spell Power ])
- Seal of the Martyr now deals [ 28% of Min. Weap. Damage. ] to [ 28% of Max. Weap. Damage ]. (Down from [ 35% of Min. Weap. Damage. ] to [ 35% of Max. Weap. Damage ] )
- Seal of Blood now deals [ 28% of Min. Weap. Damage. ] to [ 28% of Max. Weap. Damage ]. (Down from [ 35% of Min. Weap. Damage. ] to [ 35% of Max. Weap. Damage ] )
Thanks to mmo-champion for notes.
Remember the bloody password
I don’t know what the Thunderbird developers are doing. If they are doing anything at all. But the sheer annoyance of the password bug in Thunderbird is starting to drive me mad. It turns out Thunderbird will not remember some passwords and will prompt for passwords it already has stored when a failure to communicate with the IMAP/POP/SMTP server occurs. Its truly maddening because its a simple bug to fix. Not only that, but being a software developer, shouldn’t that have been caught before release? I mean its not THAT difficult to find that bug. I would go ahead and fix it myself but as I’m terribly busy and I’d rather not dig through hundreds of lines of code to find a problem that should have been fixed; I’m going to complain about it for now. Further, its GTK i believe, and well lets just say GTK isn’t the most elegant toolkit available. So to summarize. FIX THE DAMN BUG. Oh yeah, and release a new version of Thunderbird already. My version is so old its getting mold.
Mechanized Hog
Lots of things may be broken in beta still, and the game will probably be released with in an unbalanced state, but hey, at least we get mechanized hogs to ride around in. In spite of all the crap that blizzard has done that negatively affected gameplay, I want to praise the hard work that went in to the game. Its not easy, but every now and again they bring some great ideas to the table. Here’s some pictures of the hog. It is really a vehicle object and acts like one, but works like a mount. There’s even a side car so a friend can jump in and ride along.
One of the most coolest vanity pets ever! Chilly!
Chillin with Chilly
A few more pictures here.
And it begins…
There was a build released yeserday (8970), and ret pallies got hit pretty good with the nerf bat. Of course we are always one or two releases behind than actual development, but I’m pretty sure the trend is going to continue – nerf, community complains, blizzard ignores, more nerfs, ad inifnitum.
- Fanaticism critical strike chance of all Judgements capable of a critical hit reduced to 4/8/12/16/20% (Down from 5/10/15/20/25%).
- Two-Handed Weapon Specialization now increases your damage with 2H weapons by 1/2/3%. (Down from 2/4/6%)
Currently because of a change in the crit rate of mobs, all classes are missing about 3%hit and 3% crit. It looks like they adjusted the mob crit rate to bring it in line with a warrior crit or some such thing. Hopefully they’ll fix it soon
My question is when is blizz going to fix/change seal of justice. Its practically useless. I take that back, it is useless. Stunning a mob randomly with diminishing returns is a waste of a seal and spell. If only they would change it and give us some sort of real spell interrupt mechanic.
Thanks to mmo-champion.com for the patch notes.
The other shoe begins to drop

Well with the new 8962 build out, paladins have gotten a tweak here and there. There is one problem with the new build that irks me. Seal of command is bugged in that it is being affected by armor. If its not, then the seal is not getting the proper modifiers from attack power, Spell power, and/or weapon damage. Seal of command is doing about half the damage is supposed to. Which makes it a poor performer in mana/dps. Right now ret pallies have to suffice with using seal of matyr or seal of blood. Which is not terribly bad, but the fact that the seal does damage to the caster does not make it very viable to pvp and some pve. The ret pally should be a self sustaining dps class with group utility. That is what seems to be the direction of the devs judging from the abilities given to us in Wrath.
I do however feel that a nerf in ret paladin dps/abilities is coming. I really hope i’m wrong. But it happened so many times before. As another poster put it “they give us a taste of what we could be, and then take it all away”. So very true.
And now for some completely OT ranting:
For so long I’ve watched this game become unbalanced, where
warlocks, hunters, MS warriors, and rogues are king. Everything is about Arenas which is a great concept, but utter shit in execution. Its not about person X and their friends doing some fun pvp. No. Its about who can spam the most abilities first. Oh and don’t bother if you’re not one of the ones in blizzards good graces. You have to be one of the chosen few classes who whispers sweet nothings into a certain dev’s ear. Balancing the game around warriors, rogues, and warlocks just because you play them is totally unprofessional and an utter disgrace. I’m sorry, the game stopped being fun right about the time when i was told i can’t play my class the wy i want to. I have to heal and thats all i’m good for.
PVP/PVE on the retribution pally was only for the masochists and the criminally insane. Maybe now there’s a glimmer of hope I can play my class in ALL areas of the game and not feel like I’m only there for refreshing buffs or standing in a
corner healing because I can’t dps. Yes I have a MASSIVE chip on my shoulder. I watched my favorite class grounded into nothingness and then disregarded. Now retrib pallys are finally able to compete fairly against other classes (PVP/PVE) and every wanker who gets outdone by a retrib pally cries nerf. These asinine purile drivel being spouted by absolute morons with no sense of game design and balance. Where are the numbers? No, they don’t bother with
actually testing the game. They just chose to see what they want (omfg, I got beat by X class). I personally don’t have time to test the game, but if I did you can be sure I’d have some raw data to present. Not some whiny little post about nerfing class X. I have played the premade retrib pally enough to know that I can say without a shadow of a doubt, the class is finally up to par. The spells/abilities/talents are there finally. If only it would stay that way.
Image courtesy of Thottbot.com
Build 8962 released
Well there’s a new build for beta out. Build 8962 which made some small changes to the ret tree. Mostly tweaks. I’m only going to focus on Ret changes because I really am not interested in prot or holy anymore.
Tooltip fix for Seal of Command
- Seal of Command changed: promises a critical strike on a stunned/incapacitated target.
- Reduction in mana gain for party from Judgement of the Wise. Was .5% mana gain, now .25% to align it with other class regen abilities (shadow priests, etc)
- Art of War tooltip fixed: Flash of Light casting time is reduced by 1.5 second
Thats all i gleaned from the forums so far since i’m still downloading the new patch.
WotLK Beta (US-English) Forums -> 8962 change list
If you don’t mind getting the patch data second hand some nice person on the forums has posted a patch list where you can obtain all the beta patches released so far (including the new build 8962).
WotLK Beta (US-English) Forums -> Patch & Client Mirrors
Edit: As usual MMO-Champion is right on top of things. You can get all the details for Ret, other spec/class changes, and new content there: MMO-Champion – World of Warcraft Guides and Raid Strategies
Retribution pallys get some love….
I thought it would never happen, but so far it seems that retribution paladins have gotten some actual love in Wrath of the Lich King. On beta, there’s been significant rework of the combat system which makes the paladin less of a chore and more of an class that could be fun and challenging to play.
Notable changes are seal/judgement system has been changed. Judging seals no longer consumes the seal. Seals have been increased to 2 minutes in duration. With the introduction of “hand” spells, blessings have become less painful to maintain. Blessings such as blessing of sacrifice, salvation, freedom, and protection have been made into hand spells. Hand spells do not replace blessings but they last a short time (<20 seconds).
DPS has been greatly increased. Ret paladins have great burst DPS at the moment. So much so that retribution paladins in PVP are dominating when played properly. This causes many other classes to whine though. Unfortunately, I see blizzard coming down with the nerf bat before Wrath goes live.
Additional spells like Art of War, Sacred Shield, Judgement of the Wise, have given paladins the tools to succeed in PVE content as well as PVP. Remarkable job done by the devs so far. I really do hope there are no nerfs. I personally could stand to see paladins get a few more tweaks/buffs.
October 16, 2008
September 29, 2008
September 26, 2008




