Slaytons thoughts about rets future pvp
Posted: October 21st, 2008, 6:45 pm
Heres a post from other forums that i thought really hit home.......
Retribution has zero viability when 3.0.3 hits. This is a very painful repeat of our pre-release and tBC history and probably the end of the Retribution. I don't think it will survive 4th year being the PvP underdog.
Retribution is on the longest run of underdog of any class in WoW history. Since day 1 of release all the way until now on live it is “lolret”. Denied spots in raiding, laughed out of PUGs, deal last in arena… list goes on. Did you know that Retribution S1 and S2 sets were the only sets without resil? Yes, it took 6 month of petitioning to just fix that. Season after season Retribution is absolute bottom of the barrel spec, nowhere to be found in any competitive arena play. There are only 20ish Retribution Gladiators total in all 3 seasons that got there as Retribution.
Retribution is about the only spec that relies on others to perform key PvP functions - interrupts, snares and healing debuffs. While other classes look for synergy, Retribution looks for "please make it work for me" partners when forming comp. Typical arena team would face decision - why have a retribution on the team? What do they bring? In S3 answer to that was - to stop effing druids with JoJ and stop melee train with BoP. Yes, about the only reason to have Ret on 3v3 was so your warrior can catch and kill druids easily. Considering how popular druid comps were, literally more than a half of all teams above 1800 in S2 & S3 had a druid healer, that wasn't such a bad decision. Now what happens if in S5 druids are no longer prevalent PvP healer choice?
Ask this question with WoTLK in mind - Why do I want to have a Retribution Paladin on my team? Right now answer is burst. You take this burst away and all you are left with is lolret broken class passed by in favor of other. In PvP raw sum of total damage you can do is largely irrelevant. Due to healers designed to be able to counter damage delivered by bosses and all non-fatal damage gets healed, as a result your DPS will be countered by HPS, without any effort I might add, since Retribution does not have MS healing debuff effect.
In PvP you look at damage dealing abilities from following point of view - pressure, burst and time on target. Pressure is an ability to deliver enough damage to get healer to use mana-intensive heals and abilities, if you can apply and keep pressure healer eventually runs out of mana and target dies. If you are not pressuring healer into full-time healing they end up regenerating mana and/or using offensive abilities. Pressure is closest metric to PvE DPS... but Pressure alone never kills anyone in PvP .
PvP Burst is any large damage that leads to a kill. Against competent healer burst needs to be fairly large chunk of damage in fairly short time. Any burst that does not kill or cause use of cooldowns to survive is failed burst, and gets counted toward pressure.
Retribution is clearly not a pressure class. Inability to stay on target due to vulnerability to kiting and CC, and lack of healing debuff makes Rets the worst pressure class in the game. For Retribution time-on-target is fairly low, but that gets offset by controlled nature of Burst. Now when you are talking about lowering Burst and compensating elsewhere you are still talking about DIRECT PvP NERF regardless of the fact that DPS (PvE metric) may stay the same. You will never find Retribution on a drain team, time-on-target and healing debuffs are just not there to make it work!
You have to realize that ability to quickly kill is the only thing that Retribution bring to the table. If Retribution gets into your face you should die in a short time frame. You can counter Retribution by kiting, minimizing time on target and preparing for the Burst., but if you fail at that you deserve to die.
But what do I know? Lets see what professional PvP player think about Retribution, that is when prize money on the table. Recently Montreal Arena Tournament even concluded, they were using 3.0 ruleset (that is before any Retribution nerfs were put in place!) $15,000 top prize. Few Retribution teams were brought into the play, but none made into finals or semi-finals. If Retribution, in complete pre-nerf state was a problem, you would thing PROs would take advantage of it to get prize money and fame?
Read details what happened here:
http://www.arenajunkies.com/showthread.php?t=46965
Top 3 teams were Rogue Mage Preist. All fights against Retribution teams Rets got CCed and kited.
When professional Arena PvP players determine by competition that there is no problem with Retribution, perhaps Blizzard should listen? After all, these people make living from Arena PvP.
Blizzard - design by QQ.
Retribution has zero viability when 3.0.3 hits. This is a very painful repeat of our pre-release and tBC history and probably the end of the Retribution. I don't think it will survive 4th year being the PvP underdog.
Retribution is on the longest run of underdog of any class in WoW history. Since day 1 of release all the way until now on live it is “lolret”. Denied spots in raiding, laughed out of PUGs, deal last in arena… list goes on. Did you know that Retribution S1 and S2 sets were the only sets without resil? Yes, it took 6 month of petitioning to just fix that. Season after season Retribution is absolute bottom of the barrel spec, nowhere to be found in any competitive arena play. There are only 20ish Retribution Gladiators total in all 3 seasons that got there as Retribution.
Retribution is about the only spec that relies on others to perform key PvP functions - interrupts, snares and healing debuffs. While other classes look for synergy, Retribution looks for "please make it work for me" partners when forming comp. Typical arena team would face decision - why have a retribution on the team? What do they bring? In S3 answer to that was - to stop effing druids with JoJ and stop melee train with BoP. Yes, about the only reason to have Ret on 3v3 was so your warrior can catch and kill druids easily. Considering how popular druid comps were, literally more than a half of all teams above 1800 in S2 & S3 had a druid healer, that wasn't such a bad decision. Now what happens if in S5 druids are no longer prevalent PvP healer choice?
Ask this question with WoTLK in mind - Why do I want to have a Retribution Paladin on my team? Right now answer is burst. You take this burst away and all you are left with is lolret broken class passed by in favor of other. In PvP raw sum of total damage you can do is largely irrelevant. Due to healers designed to be able to counter damage delivered by bosses and all non-fatal damage gets healed, as a result your DPS will be countered by HPS, without any effort I might add, since Retribution does not have MS healing debuff effect.
In PvP you look at damage dealing abilities from following point of view - pressure, burst and time on target. Pressure is an ability to deliver enough damage to get healer to use mana-intensive heals and abilities, if you can apply and keep pressure healer eventually runs out of mana and target dies. If you are not pressuring healer into full-time healing they end up regenerating mana and/or using offensive abilities. Pressure is closest metric to PvE DPS... but Pressure alone never kills anyone in PvP .
PvP Burst is any large damage that leads to a kill. Against competent healer burst needs to be fairly large chunk of damage in fairly short time. Any burst that does not kill or cause use of cooldowns to survive is failed burst, and gets counted toward pressure.
Retribution is clearly not a pressure class. Inability to stay on target due to vulnerability to kiting and CC, and lack of healing debuff makes Rets the worst pressure class in the game. For Retribution time-on-target is fairly low, but that gets offset by controlled nature of Burst. Now when you are talking about lowering Burst and compensating elsewhere you are still talking about DIRECT PvP NERF regardless of the fact that DPS (PvE metric) may stay the same. You will never find Retribution on a drain team, time-on-target and healing debuffs are just not there to make it work!
You have to realize that ability to quickly kill is the only thing that Retribution bring to the table. If Retribution gets into your face you should die in a short time frame. You can counter Retribution by kiting, minimizing time on target and preparing for the Burst., but if you fail at that you deserve to die.
But what do I know? Lets see what professional PvP player think about Retribution, that is when prize money on the table. Recently Montreal Arena Tournament even concluded, they were using 3.0 ruleset (that is before any Retribution nerfs were put in place!) $15,000 top prize. Few Retribution teams were brought into the play, but none made into finals or semi-finals. If Retribution, in complete pre-nerf state was a problem, you would thing PROs would take advantage of it to get prize money and fame?
Read details what happened here:
http://www.arenajunkies.com/showthread.php?t=46965
Top 3 teams were Rogue Mage Preist. All fights against Retribution teams Rets got CCed and kited.
When professional Arena PvP players determine by competition that there is no problem with Retribution, perhaps Blizzard should listen? After all, these people make living from Arena PvP.
Blizzard - design by QQ.