Hammer of Sigmar our execute just got turned into a hard hitting but heavy RF spending ability(i'm fine with it, but miss the execute 100% component)
Meanwhile DoKs have an aura for the entire group whenever u attack chance to apply a slow debuff for 20% movement speed reduction.
Their version of Hammer of sigmar seems untouched ( still 100% crit whenever u are drowning in blood )
They got a ability with 5second CD and 5sec duration 25% crit damage increase
They have a slow that slows for 60%.
If they kill someone with the execute they get a 50% movement speed increase for 5 seconds.
On the lakes i used to be able to Kind off catch up with (bad) Squig herders & shamans due to judgement slowing a little bit.
But now those odds have shifted even more, especially agaisnt players who know what they are doing.
The new changes to WP this week were all fine imo, but instead of focusing on extra damage components like an armor debuff which is very useful.
Perhaps a bit more mobility would have been well appreciated !

Thank you
And for the people who are going to reply with ' the game is not a solo game! ' That is correct, but even in group settings this can be a hinderance, for two classes that should kind of mirror eachother, one sure seems to outshine mobility/slowing wise by a long run
If you design a class, be it healer archetype, to have a fully fledged melee build, which they are obviously trying to achieve with armor debuffs. healing debuffs, strong damage. then a bit of mobility shouldn't be out of the question; as any melee should have. especially when the ranged in this game esp sham/sh have such good mobility & kiting potential.