Here's a summary of the current changes to Paladins, some comments on some of the trickier ones, and requests for feedback!
As usual, the focus is on bugfixes, but there's room for some balance changes and some QoL adjustments as well.
- The tooltip for Forte for Paladin Oathkeeper on the Character tab of the Character Sheet disagreed with the toolltip on the Powers tab (the latter was correct). The tooltip has been updated. The functionality of the Oathkeeper's Forte has not changed.
- Aura of Vengeance can now crit.
- Paladin Oathkeeper daily Sanctuary should now properly grant CC immunity.
- Fixed a bug where Aura of Divinity would not always increase the effectiveness of Paladin Auras as intended. Also updated tooltips for some auras to show the amount of the increase.
- When a Paladin took the feat Sheltered Healing, the tooltip on Cure Wounds incorrectly stated the total amount of healing received. The Cure Wounds tooltip has been corrected to give the actual enhanced healing amount, as stated in the Sheltered Healing tooltip (which was correct). No functional change is involved; this is purely a tooltip correction.
- Fixed a bug where the Paladin Daily Sanctuary had slightly different casting behavior depending on whether you cast it by pressing it, or pressing it and holding.
- The tooltip of the Paladin Oathkeeper feat Spirit of Austerity incorrectly stated it reduced the Magnitudes of Smite to 450 and Bane to 240. Tooltip has been updated to the correct values of 600 for Smite and 310 for Bane. This is not a functional change.
- Removed a 1 second self-root from Divine Champion that made it feel like it had a 1s cast time, even though it technically had a 0s cast time (which was what the tooltip showed).
Power Functionality Changes
The paladin powers Cure Wounds and Lay on Hands will now target only players. They will no longer heal companions.
Divine Shelter Magnitude increased from 265 to 300.
The Paladin Encounter Divine Touch has been reworked.
* It no longer uses Divinity (instead, it has a cooldown).
* It no longer splits its healing. Everyone in the AoE gets the full effect.
* Instead of having a shield for its additional effect, it does an additional heal to the most injured nearby party member.
* Magnitude for both the AoE heal and the additional heal is 600.
Paladin Justicar feat Intimidating Presence has been reworked.
* It no longer takes away the shielding from Divine Champion.
* It also does ongoing damage to nearby enemies while Divine Champion is active.
Paladin Oathkeeper's Emissary of Warding feat adjusted to give half of the value to all Oathkeepers. Note this is a net buff, not a nerf.
* Main powers affected by Emissary of Warding have their magnitudes increased by 20% (from 300 to 360 for Divine Shelter, and from 1000 to 1200 for Hand of Divinity).
* Emissary of Warding bonus shield decreased from 50% to 25%.
** If an Oathkeeper crits, they have 1.2*1.25 = 1.5 shield bonus, as before.
** If an Oathkeeper(or even a non-Oathkeeper Paladin) fails to crit, or does not have the Emissary of Warding feat, they gain 20% from the base heal being higher.
Net effect should be to make Paladins stronger overall, but open up additional feat choices. It should also help Paladins be more competitve at lower gear scores (before they've gotten a high enough crit rate to fully utilize Emissary of Warding).
Since Divine Shelter is a real workhorse for Paladin healers, we wanted to bring it up a bit closer to Healing Word so that Paladins were more competitive. On a pure numbers basis, it's still not the same as Divine Word, but there are some good things about shields as opposed to HoTs that hopefully will put Paladins overall in a good place.
Additionally, the changes to Divine Touch should help healing Paladins top off players who were low on health, which was always a bit tough given their core shielding mechanic. I kind of liked the "big Magnitude heal in exchange for splitting the healing value", but I was very much in the minority -- most people did not seem to like it. So rather than just increasing the Magnitude of Divine Touch I reworked it as above. Note that currently it's a big Magnitude heal with a long cooldown. If people would rather have a smaller Magnitude and a smaller cooldown, let me know and I can do that. I went the route I did because in my mind it fit better as an emergency/reactive tool rather than as part of the regular healing rotation (similar to Cleric Intercession, say), but I'd be interested in any feedback you all might have.
The changes to Emissary of Warding should mean that Divine Vessel (its competing feat) is now competitive. On paper, Divine Vessel is quite a bit better, but of course Emissary of Warding is a lot easier to use. Hopefully at least a few people are tempted by Divine Vessel now, although I'm sure lots of people will want to stick with Emissary.
With the Justicar capstone feats, we had a similar situation: Unyielding Champion was very attractive, and Intimidating Presence much less so. Hopefully Intimidating Presence is a lot better now. Well, it's definitely a lot better. Hopefully it's enough better that it will be attractive to some people, at least in certain situations!
There have also been some improvements to the blocking animations (especially moving while blocking), and to the readability of the stamina/divinity HUD meters.
We've also been trying to clean up CC immunity across the game. Hopefully there will be fewer cases where CC immunity fails for no obvious reason. Some of these repairs are systemic, but there are lots of case-by-case problems that could still be lingering. Please give any feedback on these: basically anything along the lines of "I expected my CC immunity to work against specific enemy/power X, but it didn't" is useful.
Please tells about any other bugs you find or feedback you have! Don't forget, numbers changes are generally easy to do, big power reworks take longer (so we can only do a few, and often at the cost of a bunch of smaller bugfixes or numbers tuning that might be better overall), and getting rid of a power and replacing it with a totally different power is probably not practical. But if you're not sure, don't worry too much about it -- make suggestions and I'll do the best I can with the time that's available!
edit: I accidentally wrote "Divine Touch" instead of "Divine Shelter" in a couple of places, which made things extra-confusing. Updated.
Changes that have come in past the original set of changes.
Increased Magnitude of Paladin Encounter power Divine Touch to 900.
Paladin shields with smaller shield values will no longer overwrite shields with larger values.
Paladin AoE heals should now heal all allies (including companions), but always heal players first.
Paladin Oathkeeper power Bond of Virtue's functionality has been replaced with:
* 300 Magnitude Aoe heal for allies
* 300 Magnitude additional heal for the lowest HP teammate
* 0 Div cost, 12s cooldown
Paladin Radiant Slam At-Will
* Can now be queued to attack non-stop, with no gaps, like other At-Will powers
* Cast time and Damage rebalanced around new, faster attack cycle
* Overall much higher damage output
* Now considered area-of-effect damage
* Applies heal more quickly 3s -> 2s
* Increased # of ticks 5 -> 6
* Damage Reduction improved 10% -> 15%
Divine Palisade and Unyielding Champion Update
We’ve modified the baseline Divine Palisade such that it provides a 60% absorb ratio by default. Unyielding Champion no longer affects Divine Palisade, but continues to improve Divine Champion.
Divine Palisade Mechanic
* Base absorb ratio increased from 50% -> 60%
* No longer affects Divine Palisade
* Decreases cost of Divine Champion by -10, and, increased absorb ratio on Divine Champion 40% -> 60%
Divine Reciprocation Feat
* Threat Bonus decreased 3.0 -> 0.5
* Tooltip updated to note this power only 'Slightly Increases Threat Generated'
* This power was generating extremely large amounts of threat compared to all similar powers (because the base threat generated by Divine Touch was so high). Even with the changes, this feat should allow Divine Touch to be a very strong threat generator.
Aura and Divine Champion Update
We've modified how Auras are balanced, and as such, Divine Champion no longer simply 'doubles' the effect of each aura. Auras now have unique bonuses when under the effects of Divine Champion.
Aura of Protection Class Feature
* Stat changed from Deflect -> Defense
* Defense base bonus increased 2% -> 4%
Aura of Wrath Class Feature
* Critical Strike base bonus increased 2% -> 4%
Aura of Restoration Class Feature
* Incoming Healing base bonus increased 5% -> 10%
* Aura of Divinity bonus increased 2% -> 5%
Aura of Life Class Feature
* Base heal magnitude increased 25 -> 50
* Aura of Divinity magnitude increased 100 -> 150
Aura of Valor Class Feature
* Threat Reduction base bonus increased 5% -> 25%
* Divine Champion threat reduction bonus increased 5% -> 15%
Aura of Vengeance Class Feature
* Damage magnitude base increased 20-> 25
* Divine Champion total magnitude increased 20 -> 40
General Changes that Also Affect Paladins
We've made some general changes to CC immunity, threat, and blocking, that are important to Paladins.
Characters who give themselves CC immunity (e.g., by blocking) should no longer cause the buff from the combat enchantment Refulgent Fortification to fall off.
Class Powers - Crowd Control Immunity Update
* Various class powers that granted 'immunity to some crowd control' effects have been standardized to provide consistent immunities.
* 'CC Immunity' should now provide broader general protection against most knockdowns, knockbacks, stuns, slows, etc.
* This resolves issues where one power would provide immunity to a power, while a different power would not. Now both should provide immunity, or neither should.
Tank Threat Baseline Rework
We have reworked the threat multipliers for all tank paragons. Tank powers that do not have "Increased Threat" have had their threat generation roughly tripled. Powers that had "Increased Threat" generate about the same amount of threat. Effects that increase your overall threat generation have been standardized. Class powers that increased your overall threat generation do so by +33%, with diminishing returns for each unique application. Items that increase threat do so by +6.6%, also with diminishing returns. At-Will powers that increase threat generation have shorter durations, while Encounter powers that increase threat generation generally have longer durations.
This will hopefully expand tank power choice and make it generally easier for newer tanks to play the class. It also makes Daily powers and healing more valuable for threat generation. We will monitor this change to insure we haven't created new issues and adjust threat values and mechanics as needed.
Block Priority Update
'Blocking', absorbing damage with stamina, now occurs before shields are consumed. This was previously the case only with the Paladin's Block power, but now applies to all Blocks (including those of other classes), Divine Champion/Palisade, etc.