However, as we have said, the goal was not to nerf Ret in PvE. Ret paladins may have been slightly behind in Ulduar, at least until they got very good weapons. We think the Seal changes will elevate Ret's sustained PvE damage over where it is on Live. If we're wrong, we have knobs to turn, such as increasing the amount of the dot or ways to apply it. We understand many players are concerned about short fights or fights where you have to retarget. To be fair, a lot of classes have the same problems. If anything, we are adding more ramp up time to more classes as a way of toning down PvP burst. The Feral druid who has to peel off of Hodir at 4 cps in order to free an NPC is going to be pretty frustrated too. Deciding when it's worth it to do so or when you're better off not changing targets is one of those skills that makes you better or worse at the game.
Movement fights are a slightly different issue. We make you move in PvE because it's a challange. You're not supposed to be able to trivially overcome it.
It's also not fair to characterize all of the Ret changes as for PvP only. As one example, we have struggled with the damage recoil on Seal of Blood for some time. Players didn't seem to particularly like it. It felt like a liability in PvE and it didn't add a balance offset to the abilitiy in PvP. So we removed the mechanic.
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