Good morning all players,i'm a pally fanatics,i think we should let pally be more characteristic,not only seek a good DPS(almost have hero and nightlord),then here is my suggesstion about 1/27~28 update: 1.fixed the max att range 199999。 2.Increase pally weapon mastery to ?%。 3.HH let mob hp=0 instantly。 4.Fixed the threaten skill(-20%wd,-20%wa,-30%acc etc.. to any boss and mobs)。 5.Increase charge blow range to 180。 6.When use charge weapon,let it be weapon att and magic att at the same time。(when boss using wd or md still can deal damage) Choose some adventages to update thank you GM。
An alternate idea I would like to add to this. Maybe it wont be popular or even possible due to client limitations but here it goes: I see a Paladin as it is in most games a type of support class. Their damage compared to other warrior classes is abysmal of course which should receive a decent buff. I would propose something along the lines of Elemental buffs (along with a decent damage buff for pally's) that can be used to infuse other players in the parties weapons so that they can then do fire, poison, ice and lightning that will boost their damage towards bosses. This would be a cool implementation that would make them a class more prioritized in parties against bosses that are weak to certain elements. Not all pally buffs I feel should be damage based and this if possible would be a cool addition to a decent damage buff to pallies instead of a straight huge damage boost to be on par with other warriors. Just a thought.
Although possible, That would require coding a new set of abilities from scratch as well as design it graphically with in-game animations (Which would take a while to code, design, and test). I have no information about the developer's priority list but I believe there are other things that require more immediate attention like fixing more bugs and things that don't work atm.
Hello everyone! I just read everything from the start and this has been very interesting so far. Personally, I'm not sure if I'm truly in favor of a pally buff (even if I voted yes) but I can think of three things that could be easily fixed: - Many times when using ice charge, a few mobs won't freeze at all no matter how long you keep attacking them; - Charged blow short range makes it harder to hit zakum arms consistently; - Blast % dmg should be higher, to compensate the fact that it only hits once per hit. As for the rest, we all know magic crash and threaten are not working properly (magic crash not at all). Dual charging would be interesting to have, but I don't think it could be implemented in the version this server is running. Someone suggested increasing all 4 charges' % dmg which would do the trick, but that won't make pally all of a sudden an essential attacker for bossing raids. I can't think of anything else at the moment. I hope more people are going to join this conversation by suggesting realistic ideas to make this class a better one. Thank you!
Magic Crash removes the mobs MAGIC_DEFENSE_UP buff correctly at the moment, you might be thinking it should do something else? Threaten works as it should in this version however Nexon gave it a completely incorrect description which is impossible to implement in this version.
if pally damage gets buffed then theyre just another hero, for better diversity their utility needs to be buffed. keep their damage as it is now- serviceable but inferior to hero just like BM is inferior to NL. ideas for utility include- give them post-bb magic crash to stop cancel weap att, CO (hard to code), post-bb shield mastery that makes them take 1 dmg instead of 1000+ (for a safer seduce mule)
To the people saying pally doesn't need a damage buff, they do. Lol... I don't think anyone is asking for them to out DPS heros. But a slight buff would work. Pally is the weakest dps class in the entire game. I'll have to look for the spreadsheet, but basically even mages out DPS them on single targets if they have their summon attacking as well. The only other class that is close to their weak damage is Shadowers. But they have meso explosion which makes them far more useful.
Make magic crash dispel any sort of boss buffs like weapon cancel and stuff. It would make the class very useful.
Yes, I always thought magic crash was supposed to cancel enemy's weapon defense instead, I guess I was mistaken!
I'm totally for a Paladin buff, but that's an exaggeration. Due to how the magic formula works here, every class can out-dps any mage in a 1v1 situation easily. Having 1 INT = 1 M.ATK and having magic capped a 1999 is a huge flaw in how the game was designed in earlier versions. Off topic but I just had to correct that.
I'll look for the dps spreadsheet. Basically it was end game damage with each class having similar gear. Pally was the weakest overall. Sair or NL were top depending on SI and SE. Hero was top melee. Mages with summon out were on par or stronger than pally.
- Ice skills at all aren't working 100% since new source. - Agree that the range is too short, could be better since the other warriors are. - Blast is stronger than both warrior endgame skills: (according to hidden-street) Blast Lv30: 580% damage Brandish Lv30: 260% x2 = 520% Spear Crush Lv30: 170% x3 = 510% It's only worse if you face more than one enemy, since it's a single target. Could be changed, if possible, to hit 2 or 3 mobs instead of 1. Magic Crash removes the Magic Defense of regular mobs, it doesn't work on bosses's Super Defense (either hero's or drk's Crashs do) It would be awesome if it could work on such bosses, warriors would be the #1 pick on every boss group (specially Fighter's Armor Crash)
First, about the freezing aspect of ice charge. This happens with all ice skills (I/L's Ice Strike, Xbowman's summon). The thing about this bug where they don't freeze is just a visual thing. The freeze did take effect. It's just not visually showing. If you leave the room in any way (either via cc, cash shop, or portal) and then enter back into the map, the enemies will be frozen when you return. Second, you are right. Charged blow could use a range buff so it's a little larger than just a copy of Slash Blast's range. Third, The Blast damage % is good where it is, it's just not good because of the single target. If it hit even 2 enemies, it would make paladins actually able to do bosses with multiple parts. You've got some really good points. I would personally like to see Magic crash work where it gets rid of weapon/magic immune, and stops the bosses from using them for a short time. I'm just excited that there's some changes hinted. I'm looking forward to seeing what the devs have in store for us.
This is the only one I can find right, there was a different one I saw before. But it's pretty much stating the same thing, Pally is the weakest single target dps class in the game unless you count Bishops as well. F/p with their summon will hit more and a i/l is basically on par, equal damage. http://i.imgur.com/jIvDJvT.png
The amount of funding it takes to reach those damages for each class doesn't seem fair. I know for the amount of damage it says for Paralyze/Chain Lightning it requires 1999 magic, which is impossible to get, while for the amount it says for Blast, with the few Paladins I've met, I've seen some doing at least ~100k already. Or even the number for TT, I've seen a lot of Night Lords do that amount. Are you sure this chart isn't from the early early Post-BB era? Because then it would make sense; although mages didn't get much of a buff skills wise, with the changes in the magic formula that already gave them a good boost making the gap between them and other classes smaller, so that with similar amount of minimal funding, I'd see a both F/P and Paladin doing ~70k.
Yes I totally agree with you and godys regarding magic crash skill and sader's equivalent. Concerning the proposition of a higher dmg% for blast, the other warriors' main attack hit more than once the enemy in a single hit, therefore their overall damage is more stable than pallies'. So I thought increasing blast damage by a few % would help pally's average damage overtime.
I hadn't thought about that. But, blast only has one hit in the animation, so it wouldn't make sense to have it hit multiple times. I know that sounds ridiculous, but I just don't feel comfortable seeing multiple hits from one stab of a weapon. It's basically what GMS is like now. Every attack hits multiple times no matter how short the animation is. It would definitely help with pally's average dpm with blast, especially with bw pallies. But something as small as the animation can be taken into account as well. So you've swayed me. I'll agree on a higher damage % for blast just for the sake of average DPM.