World of Warcraft Patches to 1.9
Xehn writes "The much-anticipated 1.9 patch has been released and can be downloaded via the Blizzard Downloader." Among many new features the Patch includes a complete revamp of the Paladin class, and the inclusion of the first unlockable 'World Event': The Gates of Ahn'Qiraj. From the patch notes: "Players will now be able to buy and sell goods with greater effectiveness using the Linked Auction House system. Auction Houses in Orgrimmar, Undercity, and Thunder Bluff will now share the same pool of Horde player-created auctions, and Alliance players will find the same to be true when visiting Ironforge, Stormwind City, and Darnassus Auction Houses. This system has been expanded to support the neutral Auction Houses as well."
as many changes are directly because of whining by the PvP crowd of WOW which isn't the majority no matter how much they or even Blizzard would pretend otherwise.
:) Paladins are probably the worst implemented class in WoW. Simply put they should probably never have been put in WoW as player conceptions based on past Blizzard products and those of competitors portray an idea that is far from what was implemented in WoW. In WoW Paladins are the hardest things to kill for those with little skill in PvP and probably the easiest character to play badly.
Depending on how you count them this is the third nerfing of Paladins and probably the most effective. The new fear is that someone will find a way for his Paladin to dual wield shields
Before commencing on the changes to the class Blizzard asked the community through multiple threads what they thought was wrong with each of the Paladins talents and abilities and why. They got an earful, some were inane comments while others delved into the numbers to explain their position. Come the first preview patch on the Test Realm and it was evident to many that the developers chose to ignore all the responses they received. The primary evidence was a talent named Blessing of Kings. One of the major issues with Paladin players was having this 5 minute Blessing as the top tier of one of the talent trees. Two revisions of the new Talent tree and it finally moved. There were other obvious indicators of developers not acknowledging the issues but this was the most glaring.
Come patch time and Paladins will find a major change. The one and formost speciality of Paladins was their ability to heal under stress. This was because of a talent called Spiritual Focus, when bought fully provided a 70% chance to heal while being wailed upon. This was one of the first talents many Paladins obtained and found in many builds. Now a new Paladin will find previously class defining talent further down the holy tree and the complimentary talents even further down. In other words, what was once the defining ability of a class will not be for only a few of the class.
The second defining ability of Paladins were their shields which gave them short time immunity from about anything, upwards of a dozen seconds. Paladins had two of these and could use them back to back on themselves is necessary. Multiple Paladins could use them on allies for protection from somone important who pulled to much aggro. After incessant whining by PvP players who could not play a FPS without cheat codes this ability now cannot be used on the same target more than once per minute.
Many classes have gone through revisions that greatly enhanced the playability of those classes or fixed glaring issues with one of the three talent trees each class enjoys. Beastmaster Hunters became more viable in 1.7 and Feral Druids became truly viable in 1.9. Druids of other talent trees also enjoyed improvement. Not so with Paladins, in fact many priest players, whose class gets reviewed in 1.10, are now afraid of being "Paladinized".
Paladins can rejoice in knowing they are not the only class to suffer in 1.9. As PvP ruins most PvE play in games it is found in Hunters will enjoy considerable changes in 1.9 No longer will pets have unique abilities because of who they were before training. Players sought out special pets, sometimes at great time expenditure, to give themselve something fairly unique and an advantage. This has been lost as pets are now differentiated only by type and skin texture. Type being wolf,cat, and etc. Skin texture as the only difference between any two wolves will be the texture, same for cats and so on. Used to be you could find pets with fast pursuit speeds, odd attack types, or even slower speeds. No more. Beastmastery specialist top tier power, Bestial Wrath, got the nerf stick as too many cloth wearing PvPers complained it wasn't fair that a pet could kill them. Even food was apparently causing too much benefit to players so that
* Winners compare their achievements to their goals, losers compare theirs to that of others.
The other day I was playing my paladin and partied with some random guy to work on a quest. He mentioned that he loves partying with paladins because they can buff, heal, and tank. I came up with a quote that captures the essence of the class:
Other than that, I am looking forward to linked auction houses. As it stands right now, all of my characters use Ironforge as their base of operations. While I have a good computer and don't get lag running around, I do get lag when initially loading all those textures and junk from the hard drive. All the memory and GPU in the world won't help you load about 400 MB of data from a hard disk. So, spreading the load around between capitol cities will certainly help. Hell, Darnassus might actually be useful for something now.
Gates of Ahn'Qiraj: meh. Sounds cool at first, but we already have raid instances so it's nothing new. Apparently it will take a few hundred players to unlock the instance. The word "clusterfuck" comes to mind, especially considering that horde and alliance are supposed to work together to git'r done. As if Ironforge and Orgrimmar weren't bad enough, now we're going to have some massive world event that will not only turn our framerate into a slideshow, but likely crash the server as well. Anyone remember the huge battles on the Dark Iron server between PA and PvP? This will be ten times worse.
Still, overall, it sounds like a good patch and it just got done updating my files. I am looking forward to this so bye bye, I have an addiction to support :-)
24 beers in a case, 24 hours in a day. Coincidence? I think not!
So is this thing gone yet? If it were, I would consider playing WoW. As it stands, I cannot support a company who uses anti-cheating software such as this and sues reverse-engineers. No, I'm not trolling.
Why call them paladins if they can't swing a sword or a mace or whatever? Call them Priests in Plate or Hateful Healers or something. Paladins are traditionally (in game terms) the folks who the men of the cloth turn to when they need someone to go out and _hurt_ something. Why rely on the expectations and the weight of the _name_ of a familiar gaming Job when you're not willing to work in the familiar idiom of that Job? Why pass up the chance to bolster your "lore" with a little creative license? If you want Paladins to run around half-naked with a sword in each hand, fighting for some greater cause using the art of War Dancing--fine! They're still un/holy warriors fighting for a higher power. By calling Doctor Tank a "Paladin," you're giving new players the idea that they will be able to play one out as a traditional paladin. I'm not saying that they should be in a party to do _all_ the damage or to manage Hate (through Provoke, or whatever WoW uses)--if they were, why have Warrior classes?
Everything I read about WoW makes it out to be the most nonsensical number crunch yet, wrapped up all pretty in the famous Blizzard brand name.
I knew that paladins were best at healing, buffing, and assisting other players going into the class, so I knew what to expect
This statement on its own makes some sense. After all, Paladins do have a dearth of talents that allow them to buff multiple ways. In addition, if you outfit a Paladin with a decent set of cloth, you have a functional secondary healer. If you play them in a creative manner, Paladins can be extremely flexible and helpful in a party.
but I can see why people who choose paladins thinking they'd get a 'holy warrior' are irritated with what they've gotten in exchange.
This I don't understand. Overall, paladins, on their own, stand up as a class. They won't be the first to finish off a mob, but they will last a lot longer against higher level mobs than most classes. If you do your homework, you're going to find a lot of alliance players complaining that paladins do not do enough damage; however, the flip side of the argument comes from horde players saying that they're impossible to kill. So, if the alliance players get their wish, paladins become death dealing nightmares and if Horde players get their wish, paladins become a class that can't heal or deal damage.
This also goes for anyone who gets angry about warriors not doing the most damage, or how x class cannot do y. Warriors aren't supposed to deal the most damage, they're suppose to tank (or take damage) and maintain aggro (keep an enemy's attention). This is the reason why I stopped wasting my time with the Blizzard forums, as it is simply 2% of the player base constantly whining about how their class was not powerful enough.
Class balance does not mean: "my class is more powerful than everyone elses'".
Respect It.