That's not exactly a good metric to use. I'll admit that part of the issue with Hallowed Ground is that it's one of those "identity" things that got a pass when they implemented PLD (hence why in the JP version the ability is called Invincible after its FFXI counterpart). Expecting it to be used frequently as is would be beyond unreasonable since it negates all incoming damage with no attached downside (no damage penalty while active, no loss of all aggro upon use).
Now whether people would be willing to lose Hallowed Ground in place of something that can be used more regularly remains to be seen. I spoke out against HG back in 1.23 because I've seen invincibilities get out of hand before, so I'd shed no tears if HG were to leave us.
You're ignoring differences in gameplay. PLD is designed as a traditional tank with cooldowns that are supposed to be used during oh shit moments. WAR is designed partly around active mitigation, which is why Inner Beast works the way it does. PLD defensive cooldowns and what WAR has in their place serve very different purposes. Or at least, they're supposed to serve different purposes.Frequency of availability makes CDs "better". There is a reason Vengeance and Inner Beast are the "best" defensive tools.
Oh if only someone were to come up with a better version of Cover.Cover is there for thematic purposes and is almost useless.
Agreed. This was a bad idea from the start and IMO has always been a waste of a slot. The only fight that justified its existence was Shiva EX when in bow mode. Then with 3.0 WAR gets more mileage out of it because of how it negates the downside of Raw Intuition.Awareness is difficult to calculate in terms of eHP and you can never predict what damage it prevented. Unless it's used in a scenario where crits are 100% guaranted.
I think part of the problem here is that doing anything else with Sheltron invalidates Bulwark on some level.Sheltron shoots itself in the foot with its timing and bosses not stopping auto-attacks while casting potentially popping the block with an auto only so you eat that 23k buster and blocks never precede crits. Again, damage type limited CD.
It could have easily been a "block every attack for the next 10 seconds" type of ability, but at that point they might as well just redesign Bulwark to work like this and replace Sheltron with something else. That might not be a bad idea, actually...
This is an obvious knock on Clemency, so I'll present to you the choice. You either get hybrid utility with its inherent downsides/opportunity cost (and Clemency to be anywhere near balanced absolutely needs to have an opportunity cost if it can be used on party members), or you get an instant self heal on a 20-25s cooldown.Doesn't matter if you can pretend to be able to heal yourself for 1200 potency and or pad your HP by 10% if the reaction time for those is retardedly long. Paladin doing anything trying to cast those will first have to wait 2.5 seconds GCD, then cast for 3 seconds.
This doesn't paint the whole picture. The truth of the matter is that PLD was designed around a certain paradigm and playstyle, but the game has made that paradigm ineffective partly through developer decisions (DPS race-focused encounters) and partly through the player-created metagame (circumventing tank staples by being able to pump out more damage than intended for a tank via WAR triple Fel Cleaves et al).The reason there is a blatant problem with PLD: PLD is taxed by lower DPS and 0 raid DPS contribution for an imaginary defensive advantage that does not exist, nor is needed in the current meta.
Depending on how far they went with the changes (really wish they would talk about this in detail instead of making us wait for patch notes), this is either a step in the right direction or a band-aid on a bullet wound.The issue was so deep that SE had to change the tank's main damage stat, re-evaluating and looking at tank traits, AND shifting from sever DPS checks to mechanic checks in the upcoming savage instead of just simply buffing PLD and/or nerfing the other tanks.