Q: Any plans on making Ret paladin damage less random?
A: In 5.0 we moved Divine Purpose to a talent, so if you skip that one then the main source of RNG will just be Art of War procs, which should be a lot less random than today if that suits your play style.
Q: Any chance we can go ahead and change Judgement to produce Holy Power baseline for 4.3? It's so needed. And it's a shame to have wait to get the tier bonus just to have stable rotation.
A: We currently plan for Judgment in 5.0 to have a 6sec cooldown, 30yd range, and to generate 1 Holy Power. In 4.3, the set bonus should be fairly accessible, to get the Holy Power generation.
Q: Is Inquisition on a ret pally going to see some changes, currently it's needed for decent DPS but has such a short duration, to a point the ability feels awkward.. People liken it to Slice and Dice, but Slice and dice has such a nice long duration even with a single combo point, and feels so much more natural to keep it running.
A: We're currently considering a glyph for Inquisition which would significantly increase its duration, at a cost of slightly reducing its effect. We're interested in hearing feedback on how people would feel about that sort of glyph.
1) Divine Purpose moved from a talent to... a talent. Frankly, DPS is the easiest role to theorycraft. Numbers can be definitively crunched (at least for a Patchwerk model). A definitive 'best for DPS' can be determined between two mutually exclusive options . Yes, the occasional individual boss mechanic could break the rule, but infrequently, otherwise it changes theorycrafting and a different 'best' talent is determined. If Divine Purpose, on average, provides more DPS than the 2 competitive options, it becomes a 'no brainer.' That's not a play style decision.
To be fair, numbers defining a 'best' option is at least very difficult to overcome (if not insurmountable) issue with any DPS impacting talents. Claiming it to be a playstyle choice when Blizzard so often trots out the fact that they're aware folks will number crunch to death and then the vast majority of the playerbase will swap for as little as a 1% gain seems disingenuous.
With the 'Judgement provides HP change', it also runs into overflowing the resource pool. You're at 2 HP and Judge to gain your 3rd HP. DivPurp, if it occurs, is wasted as you are already capped on HP. This leads into #2...
2) Holy Power still has its most significant drawback: resource pool size. 100 energy/rage/runic power works because they can tailor things to grant as little as 1/100th of the pool, up to and beyond 1/3 or 2/3 of the pool. HP provides 1/3, 2/3, or all of your total pool at a go - hard stop. It cannot be 1/10th, 1/4, or 1/2. 2/3 contains its own issues (at 2 power, generate 2 more, thus 1 wastage).
We all saw the tier gear go from 50% chance to provide HP (the closest you could get to providing less than 1/3 at a time) to a full HP as adding further RNG was a maddening prospect. Granting another guaranteed HP by Judgement is all well and good, but the mechanic is coarse and cannot provide fine gradations. It's harder to tune or give situational bonuses than the other resources. Look at boss buffs that give greater mana/rage/energy/runic power generation - there's no way they could provide HP (barring some clunky 1 per X seconds, which again runs into capping issues) without being vastly imbalanced.
3) Back to the math. Not just comparing Glyph to Glyph, but we can calc the DPS benefits (extra HP/free GCD) of + duration versus lost bonus damage. Balancing lost holy damage to gained HP/GCD would be hard. Even if they hit this sweet spot and the glyph is truly a playstyle choice - how would this not alter over an X-pac?
We're dealing with a percentage modifier here. As Holy damage goes up, the percent makes more impact, thus loss of some of Inq's power becomes a greater DPS loss. The better our gear, a trade-off glyph becomes either worse or better, depending on ratio of physical to Holy damage.
Kinda puzzled they didn't mention a simple solution, such as doing something like they discussed about Warlock DoTs not clipping. A refresh within X seconds doesn't clip. Example: refresh Inq anywhere at/under, say 6 seconds, and your timer becomes (HP * 12) + remainder. Refresh over 6 seconds (again example number) and you get (HP * 12) + 6.