Thesis: Give paladin cleanse a four second cooldown and a lot of paladin issues will be solved.
By giving us the ability to cleanse more, we can prevent some CC and cut down certain comp's DPS. This will solve a lot of issues for paladins.
From my understanding, the change to cleanse is something that was meant to let players decide what to cleanse, instead of spamming it. However, there are just too many crowd control effects out there that affect not only the paladin but also her teammates. Fears, polymorph, counterspell, silence, strangulate, pet web, repentance, hammer and fist of justice, freezing trap, frost nova, entangling roots, totem roots, chillblains, are just some of the effects that can mess up a paladin's teammates, especially since paladins are typically playing with hunters warriors or death knights.
To give cleanse a shorter cooldown will also mean the paladin has more opportunity to remove harmful debuffs like diseases and damage over time spells. This change will directly help how paladins can easily fall behind on healing. A shorter cleanse cooldown is not overpowered because shadow priests and affliction warlocks have dot protection.
I argue that by reducing cooldown on cleanse, it is not game breaking because:
1) Paladins are still vulnerable to being killed by just about any burst.
2) Paladins will still be vulnerable to crowd control (slightly less vulnerable if the paladin's teammates are cleansed enough to apply pressure or crowd control back)
3) Cleanse is still on a global cooldown, which though not major, can still build up to a decisive victory or decisive defeat if not used in a good situation (such as dispelling instead of healing, or healing instead of dispelling)
Here are some facts about how the four second cooldown can help paladins:
1) Paladins who can dodge crowd control effects are rewarded by being able to assist teammates in dispelling their CC.
2) Cleanse would help heal indirectly by cutting SOME DPS, such as shadow word: pain, frost bomb, frost nova, affliction warlock dots, death knight diseases, flame shock, moonkin druid dots.
Giving the paladin a shorter cleanse cooldown actually makes the paladin an even more attractive target to kill. This would mean that unless peels are properly coordinated (which are difficult against rogues) the paladin will still have to use a lot of valuable cooldowns to survive, thereby weakening them, and hampering their ability to heal their teammates later on in the fight.
I would show some charts and graphs and type out some further thought experiments to defend my argument but I am not being paid to do so, thus I will leave this idea here. Tear it, criticize it, or applaud it however you like.
Thank you for reading.
Edited by Aoedin, 12 April 2013 - 07:44 AM.