Paladin Class Feedback

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  1. OrcaGel
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    OrcaGel Well-Known Member

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    This includes 20 strength from the shield, 60 str from overall and the base str of the swords for the 1-handed users?
     
  2. Chrizz
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    Chrizz Well-Known Member

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    No, it doesn't include the str on shield, so in reality 1H would be even slightly better than shown in this chart.

    Str from overall doesn't differ between different weapons, so that's not relevant. At the top it shows how much str and dex were used for the calculations.
     
  3. OrcaGel
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    with the ST dex requirement it does make it harder for those users to downsize their dex to use strength focused equips unlike the rest of the weapons.
     
  4. Chrizz
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    Chrizz Well-Known Member

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    True for mid-game, but the kinds of people who can afford perfect weapons and shields will be able to get enough dex from equips without sacrificing str.
     
  5. Clairisa
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    Oh! A threat to buff the paladin! Don't mind if I do (Ahem and thanks for mentioning me Patnais77 or I may would have missed this)

    Browertime's Recipe to make a Paladin great. (Maylins)

    1. Stackable Lightning/thunder charge. I avoided this buff idea for a while as many of you know for the sake of balance, but it's clear damage is still an issue. Of course if it stacked with the other charges, a nerf in it's damage output is needed (for now). It's original 125% dmg should suffice. Should you feel skeptical, try 120%. This would immediately fix the damage issue for both Blast, ACB, Powerstrike, and Slashblast.

    2. Extending the hitbox of Charged Blow. I said it once and I'll say it again. What's the point of a mobbing skill that hits 6 enemies when you can barely hit 2 (most of the times 1) part(s) of a boss? It's extension is far more important than buffing it's attack right now. I won't lie.... I like the idea of having Charged Blow having that chance of triggering Final Hit (for those who complain it being single liner attack). This way, it's not guaranteed, but if it does trigger, it's effective. It already has the animation of Normal attack, Powerstrike, and slashblash, but if this is too much, the attack box extension is plenty.

    3. Blast's formula as a whole: Oh boy... here we go again. The horizontal Range is nice.... the vertical strike box.... not so much. Should stacking charges be a concern, there's always giving blast a critical hit ratio. It being a single line attack is problematic, but with a natural critical hit ratio on it +SE buff, that would give Blast the push it needs to compete with it's brother Warrior Main attack options. Personally I prefer stacking charges which fixes all the paladin's damage issues and giving the Buccaneer this Critical hit Idea on their Barrage. Just sayan. (wonder how many people will catch this reference before reading this hint)

    4. Heaven's Hammer: Ok.... even I tried ignoring it, but find myself wondering if the hammer is worth using at times against bosses. ONLY because of it's animation delay entirely. It's damage output and ability is broken, for it can ignore all defenses (Like weapon cancel) and hit 15 enemies all at once applying the current elemental effect (freezing w/Ice charge active). the cooldown justifies this.... but the animation time doesn't. I mentioned before the change with Total crash gave Paladins a new role in game. The Guard Breaker. (Cheesy? Maybe! But I like my pizza with plenty of it.) Great idea to add to this factor, but again... HH's animation slows us down too much and makes me question it's relevance, though this one's optional in my opinion. People fail to realize... this hits 15 enemies at once... Ignoring EVERYTHING and combos with Ice charge. This one is debatable, so I leave it to the community. (funny I wanted to say why it needed a buff, but typed my way into seeing why that'd be unfair... Fickled, I know ♥)

    5. Guardian. Hmm this one's personal honestly... I love defense skill (weird I know) and Guardian ALMOST made defensive skills relevant for it's saved me on many random occasions, but 30 SP for a 15% chance of activating's dumb.... That's it? No other benefits like resistance to elemental damage? Resist debuffs? ANYTHING?!! Heck. I'd settle for a +200 to all defense buffs while equipped with a shield (which would combo with Shield mastery making it more relevant too) Being serious though.. This one's for the Hero too. Would 30% success rate be too much to ask for? or even a reduction of the needed SP to 20 for like 20% success Rate.

    6. Total Crash: Plain and simple. The cooldown's too high. Though if you fix the damage issue, this may not be a problem and become tolerable. Never mind. We are good here. Any lower and people still wouldn't want us as an attacker, but as mules instead even more. I'm completely against that idea.

    7: Bosses: Allow me to tell of a fantastic tale. Make Horntail Holy weak. The end. (nothing else needs to change far as other boss's weaknesses)

    There you have it. My formula for making the paladin a bit more appreciated as an attacker. Thank you for hearing out your paladin Fan Base Royals Admins. We appreciate the thought.
     
    Last edited: Oct 27, 2018
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  6. Geyforlife
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    An unintended side effect of this is that bishops will become meta attackers at horntail
     
    Last edited: Oct 27, 2018
  7. OrcaGel
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    Guardian's more of a double-edged sword than a straight avoid buff. Training on normal monsters will immediately become slower with its stun+push effect and walking at mobile boss monsters can also waste time and get party members killed. It is much worse than what it should be and then there's the Guardian bug to make it that much worse.
     
  8. Clairisa
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    Hmm.. good point.

    A bug will be fixed in due time. Your comment about the normal training... I see your point. I mentioned it being a personal desire because I like the feeling of having invincibility and being partly invulnerable, though this would make even unwashed paladins more trustworthy for SED selections.

    Also, my main issue was Guardian costing 30SP for only 15% blockrate. (though I did like the idea of an increase to the blockrate still he brings up a good point with normal monsters) If it were 20SP for 15% block rate, then this would be nice.

    Continuing with Blast:

    I completely forgot another option for it which would compliment the whole Guard Breaker Idea: Have it completely ignore the single targets Weapon Defense is another idea if Critical hit Ratio and/or Stacking Charge are too much.
     
    Last edited by a moderator: Nov 15, 2018
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  9. TiredPage
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    The thing about heavens hammer isnt really the animation itself, its more the post delay it has. It feels like you are unable to move for about 2 seconds which is pretty dang annoying. If something was done about this and if charged blow had better range then it would make many things a lot easier to deal with, especially on bosses with mobs. It's not like this change would make Paladins overpowered or anything either it would just make it a viable option to bring on bosses and make grinding a lot better. (you know, the thing that some people yammer on how that's what paladin excels at even though it doesn't)
    I pretty much agree with everything you say here. Alternatively, Blast could use a 2nd hit that does a fraction of the damage to he first hit I guess? Atleast that way it would make SI more beneficial and fix the problem if they do max damage already but that might be pushing it
     
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  10. Clairisa
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    Curse me and not explaining myself more clearly. Lol. I believe that's what everyone is referring to, when it comes to haven's hammer. At least that's what my issue with it is. Making blast a 2 liner may be too much maintenance. Charged blow could have two changes actually. The extension to its hitbox and making it so it only does one of the 3 swing options. The swing option is for the BW users and the sword is unaffected by this. With the attack animation being guaranteed in the bw user's favor and hit box extended, this would make both variations of the Paladino's preform more efficiently.

    Thank you for shutting that idea down. That's the LAST thing any Maple Paladin fan wants
     
    Last edited by a moderator: Nov 15, 2018
  11. senojytiggij
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    Maybe this is far fetched but some kind of neutral damage charge skill? Would be nice having to no rely on elemental damage all the time
     
  12. Gaia
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    As a main pally since gms:

    1-Make ACB have a fixed range, the same as brandish whould be fine.
    2-Make all neutral bosses weak to holy or have some elemental weekness.
    3-Chance the CD on total crash to 2 min.
    4-Reduce the casting animation of heavens hammer, the CD is fine at 20s.
    5-Fix the skill bugs (threaten only usefull on bosses and it's not working, DC using total crash, monsters freezing forever with ice charge).

    As for increasing ACB damage that whould be overkill on grinding, the person training using apple on the video dont really know how to
    control a mob using a pally, i probly kill faster even without using a apple lol, also she doesnt have max heavens hammer.

    Dont know if its possible but maybe make ACB stroger but working as final attack ,spliting damage on mobs doing 350% damage on 6 mobs
    but around 500% on 2~3 mobs. That whould make pallys decent enough on multi target bosses while others warriors whould still be better.
     
  13. Eli
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    If you can do it faster, test the xp/hour and go right ahead and record it for us too so that we can see.
     
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  14. Fr0zen
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    after reading about the limits in coding the skills to give extra lines and reaching damage cap, maybe nerfing attacker damage and reducing boss and mob hp together so that to scale, classes like paladins dont need to be buffed as they are technically stronger than the "old version", and that the value of each damage is increased (example: dealing 100k damage to a 200m hp boss, vs dealing the same 100k against a a reduced version of 100m hp boss)
     
  15. Muff
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    I don't even play Paladin, but I'd love to see Crushed Skull available from other sources than just CWKPQ and Perion Gach.
     
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  16. Sylosis
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    Honestly as a level 200 paladin player I don't think paladins are nearly as bad as people make them out to be. That being said here's a couple of things I would deem as healthy/necessary changes.

    1. Raise holy charge to 150% from 140% (not sure why this hasn't been done already) also on top of that maybe look into removing holy resistance/immunity from bosses all together.
    2. As has been stated many times in this thread please for the love of god buff the range on acb so its not entirely useless on zak arms while also making grinding less of a hassle.
    3. Increase the dmg cap or paladins will inevitably always end up doing worse end game dmg then a hero/drk even on elementally weak bosses.

    Those would be the 3 changes I'd really focus on implementing if you want paladins to be on the right track. After these changes if paladins still aren't considered "good" then you could look at giving blast a minor dmg % buff but I'm not entirely sure that would be necessary so that's why I only listed those 3 things and nothing else. As for heavens hammer this skill is terrible and useless while grinding. In the 80 levels from 120-200 I have never once used this skill while grinding because its slower then rushing/acbing the mobs. I have however made use of it in zak at least. On zak arms you can hit all 8 which is nice and you can 1/1 the annoying mobs that spawn and fly around. The only minor thing I can think of to make this skill less shitty is by decreasing the delay on the animation. But honestly I don't think anytime should be spent/wasted on making this skill "better". Its simply just a bad skill and there's plenty of those for every class in this game. So there's my opinion on the topic :D.
     
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  17. OrcaGel
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    Although Heaven's Hammer isn't as good as it could be I still used it from 120+ since it's still faster to use in some situations.
     
  18. Clairisa
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    Total Crash: That'd only inspire people to make Paladin mules even more. It'd be even harder for a real paladin user to get in a party since Crash isn't a party skill. It can be done outside the party. 4 minutes is plenty.

    Heaven's Hammer: To be honest... I would deal with heaven's hammer being as slow as it is if it actually hit the boss 3 times to make it worth using in the first place. This alone would make paladins more viable against multiple body parts on bosses like HT and Zakum. Even increasing their damage output to boot since Hammer is only a 20 second cooldown.

    Advanced (Charged Blow) Charged blow itself merely needs a fixed attack swing (or removing the swing dmg differential entirely for BW & Axe viability sake), Extension on it's hitbox, and for the sake of having Advanced in name (like advanced combo) give a small +10W-Attack bonus when maxed (maxed being 10SP in all), or it at least triggering Final Attack.
     
    Last edited: Dec 25, 2018
  19. Clairisa
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    The removal of Holy resistance (not immunities for BF sake) isn't such a bad idea honestly and you're right. Our end game damage is looking pretty bad. When I became a paladin. At level 123, I felt like I was on top of the world with my damage, but that completely changed by level 140+ Even my idea to have ACB give a +10w/att buff would hardly help.

    Having Heaven's hammer strike 1/1 3 times on bossing however.... would make Hammer more viable if you ask me. It's fixed dmg dealing 199,999 to bosses and it cannot kill mobs on it's own either way. This buff was given to paladins in a later update (pre BB if not BB Im not exactly sure) and it would make the delay acceptable. This may seem overpowered, but think about it. We barely can hit 2 arms at a time without hammer. If Charged blow's extension is too much, this would make up for it.
     
  20. xuesenokm
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    threaten : should be available against boss , but effect less compare to normal monster , like 10% ?

    final attack : don't split 250% when use slash blast plz

    elemental charges : make this to a party skill . like pally will gain 130% , melee party member gain elemental attack too but bonus should be less , like 105%-110 % , don't effect range class (like shaman's windfury totem lol , i always assume paladin in ms = shaman in wow )

    total crash : avoid mule ? cool down time change to 10 mins or longer , every time when pally use blast or charge blow and landed damage , the cooldown time reduce 5 - 10 s . so if use paladin as attacker , after 50 - 100 blast/charge blow , total crash can be use again , eventually like 1-2 mins cooldown time . avoid mule and reduce total crash's cooldown time

    rush
    : make warrior moving longer ! or use rush to move even no monster around :D this is the only skill that warrior can move faster

    advanced charge
    : increase range

    heaven's hammer : when i take my shield off , and cast hh , what happend to my character 's legs !!! twisted together !!! make this skill like summon ranger or sniper's puppet : summon a huge hammer in front of paladin and strike the ground , no more slow casting anime and freeze frame when finishing , let the huge hammer do the slow casting thing

    blast : 2 different opinions for blast
    1. like most of us , vertical range increase , in this case , blast should be hit more monster than only 1 , make it 3 will be reasonable
    2. blast should be a powerful single damage skill , like the skill description . increase the horizontal range dramatically and combine with rush . when use blast against monster , rush the monster to the point where elemental blast (lightning orb thing or the holy wings in front of player when use lightning/holy charge blast ) but paladin stand still , hit more monster will be better :D

    bw/sword : sword is stable , bw/axe is unstable , but overall damage should be the same . increase bw mastery or decrease the chance of stab for bw/axe . and we need fast 2h mace too !!
     
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