EDIT: Thoughts and opinion are mine, AI was just used for better formatting, wording and grammar so it's easier to read and understand, not everyone is a native English speaker with C1 level writing skills.
TLDR: Twisting is annoying, requires too much attention and you can't focus on your other utility and hybrid spec duties.
For now, Divine Storm is a stable capstone which will allow us to focus more on the other parts of Forever gameplay and we can innovate and build further on the spec design in the future.
Schockadin should be a holy spec doing dmg and not a ret spec.
I really don't understand why Blizzard is trying to make Seal Twisting the main gameplay of Ret again.
I played TBC and get that many dedicated TBC players enjoyed it. It rewarded good timing, gave the spec skill expression and helped an underperforming Ret become viable. But it originated from an unintended interaction, not from some carefully designed rotation.
Just because players found a way to make a weak spec work doesn't mean we should now build the entire spec around it.
What WotLK and Cataclysm got right
WotLK Ret had a simple priority system with Crusader Strike, Judgement, Divine Storm, Exorcism and Consecration. It wasn't complicated, but the abilities felt impactful and you actually had time to pay attention to other things happening around you, especially your utility as a hybrid class.
Cataclysm expanded on that with Holy Power and Templar's Verdict, giving you something to build towards. It wasn't perfect either, especially with Inquisition, but both versions showed how Ret could evolve without depending on Seal Twisting.
And why is having a simpler rotation necessarily bad? Good players can still distinguish themselves through better cooldown management, positioning, uptime and utility usage. Not every spec needs some additional mechanic to constantly track just to have skill expression.
I also think we're giving too much importance to the preferences of the most dedicated players. Of course the people who stuck with Ret in TBC and spent hours mastering twisting are more likely to want it back. Their feedback is valuable, but what about everyone who didn't enjoy that playstyle and simply played something else? Those players probably aren't spending their time on forums and Discord arguing about Ret's design.
Being extremely good at optimizing a spec doesn't automatically mean you know what kind of gameplay the broader player base would enjoy.
What I'd rather see
I genuinely don't understand why Divine Storm wasn't chosen as Ret's capstone. It's iconic, has an amazing visual and gives us another much-needed AoE ability instead of relying mainly on Consecration.
I'd much rather play around Holy Strike, Judgement, Divine Storm, Exorcism and Hammer of Wrath in a straightforward priority system. Some will argue that pressing Divine Storm on cooldown is repetitive, but almost every rotation becomes repetitive eventually.
There are also plenty of abilities from modern expansions that could fit Ret, like Execution Sentence, Final Reckoning or Divine Toll. All have great visuals and could be adjusted for Forever's slower Classic gameplay. For example like shaman's Lava Burst and Affli lock's Wrack (inspired from Haunt).
And I don't really like the idea of keeping twisting as an alternative build either. If it's the optimal way to deal damage, people will still feel pressured to use it, and Blizzard will have to balance two completely different playstyles competing for the same spec identity.
Shockadin just feels wrong, Holy Shock is a Holy spell and it should always be, Retribution paladin should be a melee warrior with a fat Two-Hander, not a robe melee caster. Not to even mention that the whole Holy tree is in ruins in expense to make this build work for DPS.
Final thoughts
Seal Twisting had its place in TBC, but I don't see why an unintended mechanic that helped players compensate for Ret's weaknesses should now define its future.
I'm not asking for Retail Ret or even a complete copy of WotLK. I just want Blizzard to build on what made the spec enjoyable throughout the years, with active Holy attacks, meaningful Seal interactions and a straightforward rotation that still rewards good play.
Retribution Paladin is supposed to be a holy warrior wielding the Light, not an auto-attack buffer.
What if we want to innovate? - inspired from WoD seals
This is just a quick suggestion thought on the spot, if we want to be innovative and don’t want to keep an already existing, overplayed style of gameplay.
1 minute CD for all seals or if you consume the seal it has a 1 minute CD, we don't have wings anyway so a combination of a few mini CDs to manage.
Seal of Righteousness - Fills the Paladin with holy spirit for 30 sec, granting each melee attack an additional X Holy damage **also if you manage to land 5 auto-attacks before the buff ends, you consume the seal and get a similar buff to the seal for the next 20 seconds. (**the seal can be shorter in duration to be more punishing to miss/dodge/parry like 20-25 seconds).
Than you are free to use a different seal, allowing you to have both effects active. For example consuming Seal of Righteousness gives you more spell power, since it scales with SP anyway:
Righteousness - Spell Power - can be timed for an upcoming AOE with consecration and HW
Command - Attack power / Strength
Crusader – Holy dmg and Agility (holy dmg scaled with SP so can me some combos)
Fury – more max health? with taunt from Judge only working for tanks or just giving them a normal taunt and make this seal consuming work for other specs too
Justice – Some slow or a root on auto attacks
Wisdom – party wide mana on every auto
Light – party wide healing on every auto or Healing Power so Holy can still have the melee healer fantasy if they have access to this seal consuming buffs
This leaves seals as a large part of the rotation of the paladin and not just some permanent buff you can switch anytime like the Auras. It will just be a buff that stays on you and you can forget for the next 20-30 sec to focus on other things for the rest of the time.
There is also the element of auto-attacks still being relevant without you looking at your swing timer every single auto but forcing you to stay in range of the boss, stay behind him to lower the chance of a parry, stay as long as possible without having to leave for some mechanic in order to consume your Seal effect for the big effect.
If we keep it like WoD, where Judgement consumes the seal and gives you the buff, it will be very revolving around Judgement instead of auto-attacks, which lose their importance in later expansions, I think they should feel noticeable and exciting.
There can also be that people will swap seals after the 4th auto to not consume the seal and not get the 1min CD but with proper tuning, it should be resolved.