Fast Facts
Name:
World of Warcraft
Acronym:
WoW
Developer:
Blizzard
Publisher:
Blizzard/Activision
Release Date:
11/23/04
Country:
USA
Genre:
RPG
ESRB Rating:
Teen
News
World Of Warcraft: An Update on Paladins: 12/22

I spoke with the developers about a few things today, and I wanted to update you accordingly.

I primarily approached them regarding the endgame role of the Paladin. I mentioned that many members of the Paladin community are dissatisfied with the role they play in raids, and expounded upon the many points you've brought up concerning your class in the endgame content.

Regarding raids, it's a simple social fact that if a class has a heal spell, they'll be asked to heal in a raid. Every class which can heal others effectively thus does so in endgame content. You're not alone in this switch of "role"; it happens to other classes that play far differently when leveling up. Healing trumps all in the minds of many.

Just because you're not the only class that can heal, however, does not mean you -- as a Paladin -- are not a valuable asset in raids. Paladin heals generate far less threat by design (Shaman do not have this luxury), allowing you to heal and keep healing. While the sheer numbers of an individual heal in your arsenal may not be impressive, combined with the mana efficiency, threat reduction both passive and applied, and survivability, you're a long-lasting, invaluable healer. Your auras are stronger than the Horde equivalents. Your buffs can be applied with surgical precision to give players precisely the edge they need. The Tranquil Air Totem has got nothing on Salvation. You can easily pick and choose who gets the threat reduction and who doesn't -- the Shaman has to be exceedingly careful to place it nowhere near the tank. The breadth of blessings used increases with every Paladin added, thus increasing the benefit significantly. You're not just there to augment others -- you're keeping your fellows alive while being low maintenance. No, you're not up there in the thick of it, but neither are a lot of classes that normally do so outside of raids.

I asked about Holy Shield as well, and why +holy or +spell damage didn't apply to it while applying to other abilities. The response I received is that, under certain easily achievable conditions and combinations, Holy Shield was devastating with + spell damage applied. Rather than decrease the effectiveness of the base ability and still have the problem later on, they changed it so + spell damage no longer applies to it. I'm aware this is unpopular -- as is any reduction in power -- but please understand that we don't make such calls unless they're absolutely necessary. They tested these changes time and again and the results with Holy Shield were unbalanced. I realize this sort of change is particularly unpopular with Holy Shield's move to a 31-point talent, but I do want to stress that the talent trees are primarily about giving players more options as they go deeper into a tree rather than becoming more powerful.

View the thread here