Paladin Class Feedback

Discussion in 'Closed' started by Luna, Oct 5, 2018.

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  1. Gaia
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    Gaia Well-Known Member

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    why nerf threaten when its already 20%, just fix the skill.
    Making charges party skill whould be too op and make other jobs even stroger
    Dont think they can code this total crash change o.o
    If you lv up rush you will move longer no need to change
    I dont know how making blast rush monsters whould be something usefull and making it hit 3 monsters whould be way overpowered
     
  2. Matt
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    Matt Administrator

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  3. Gaia
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    Gaia Well-Known Member

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    Idk about this but i remember it working % based before the update 45, BF hiting around 6.7k~7.5 damage with power guard on and with out achiles.
    I even made a report that time https://royals.ms/forum/threads/paladin-skill-bug-threaten.109302/#post-749252

    Well if it cant be % based at least charge it to be -500 damage or change the acc drop to 30 sec
     
  4. zakarune
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    zakarune Member

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    While I played shadower back on GMS, I also had an ALT paladin at level 165, On this server, Paladin is my main. Before I start I want to say that I am just submitting some opinions. Hopefully nobody takes a heart attack.

    Final attack - Alright, So I understand this is for PALADIN and not warrior and 2nd jobs however, Paladins use PS and SB for 110 levels man, Lets please put an end to this, Make FA deal its full % damage to all targets hit instead of dividing and splitting the damage. Look up all the guides that tell you that this skill - 2nd jobs MAIN attack enhancer- it worthless and avoid it. Some people in the past even claimed this was a bug and Nexon was to lazy to fix it.

    Threaten - We all know the issues with threaten, I also understand this is " Mapleroyals, the nostalgic maplestory server" however with these issues, Isn't it about time to talked about a new skill? With Fighters having Rage to boost attack power and with Spearman having Hyper Body to boost HP , To me - Its common sense that pages should get a skill that buffs party defenses and maybe elemental resists? This way paladin would be a bit more party friendly and we don't have to deal with our current Threaten issues.

    " Armour " Crash - Or W.E its called, I feel like being an echo chamber by saying the CD is too long and only getting lower CD for each skill point just seems like a waste, Tho I understand theres not much you can do with this type of skill. Just seems like a 1 point wonder to me and would rather max shield mastery lol.

    A cosmetic request - New updated animations

    So I know the thread is aimed at making the paladin more available and all that good stuff, I want to take a second to talk about making it a lot more fun. While I cant tell anyone for certain what patch it was ( I believe it was maplestory ascension / v101? ) This update added sick new animations to the enhancements and charge blow that looked amazing. The thing is, The charge blow animations was given extended RANGE, that's something a few people have been asking for in this thread so why not kill 2 birds with one stone? I know paladins are a " get the job done " class that does not care about being flashy but i think it was be great update to have.

    I know this would open the door to a lot more requests like it and I don't know if you would be willing to go down that road but it is just an idea i'd love to see happen.
     
  5. Quyzbuk
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    Quyzbuk Member

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    Can we increase the success rate of Threaten? 50% feels low, especially compared to other debuffs like freeze and stun. I hope you'll do this for our favourite spooky ghost skill.
     
  6. blue1767676
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    blue1767676 Active Member

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    I think the ideas of paladin's skills and outfit are unique and outstanding, however the dmg% setting of the skills are ridiculous, ruining such a good class.

    As experienced paladin player,here are my suggestions of simple ways to buff paladin without losing the original characteristics:

    (1)Massively increase the dmg% of elemental and holy charges.
    (2)Slightly increase the dmg% of charge blow.
    (3)Add weakness on most kinds of bosses.
    (4)Reduce casting time of heaven hammer.
    (5)Increasing dmg cap

    Reasons:
    With (1) : white knights would get through the hard time of 3rd job more easily, for the time being 130% dmg with slash blast is too hard to train without being leeched.

    With(1)(3) : Paladins will really surpass other 2 jobs of warrior on 1v1 with blast, which should've been the speciality of Paladins.(like krex,zakum body,some stages in HT...)

    With(1)(2) : In multiple targets situation,the dmg of paladins would not be such a joke just like now,but still weaker then other 2 warrior jobs(zakum hands,HT,CWKPQ...)

    With(4) : HH may become a little bit useful on multiple situations, not just for ToT mobbing.

    With (5):This is a weird but important one, idk if this is a executable change. With this change paladin players will no longer worry about being too rich(especially for blunt player).At the meantime, u buff the other weak job marksman with snipe.

    Hope Royals could really do some decent changes to paladin,making Mapleroyals become better!! Thx!!
     
    Last edited: Jan 26, 2019
  7. Gaia
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    Gaia Well-Known Member

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    [QUOTE="
    (1)Massively increase the dmg% of elemental and holy charges.
    [/QUOTE]

    That whould be bad.
    I have a pally lv 165 and a hero lv 160 both using same equips, the pally does about 105k on krex using stoppers while the hero does 90k.
    pallys are already stronger 1v1 we just need all bosses to have some kind of weekness.

    Also its not really necessary but whould be nice if the 3rd job charge blow could be spamable and acb just the normal damage increase.
     
  8. OrcaGel
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    OrcaGel Well-Known Member

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    Paladin's are sometimes stronger at 1v1 so buffing our 1v1 (charge buffs buff both 1v1 and 1v6) is a bad idea? Why?
     
  9. blue1767676
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    blue1767676 Active Member

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    As u say paladins is already better than the other 2 warriors when it is single target with weakness,but I think the difference should be more significant.

    Take ur example : 105k vs 90k fighting Krex
    But it is like 30k+30k+30k vs 60k+60k+60k fighting arms or cwkpq, the difference even more.
    Not to mention when there is SE, in that situation paladins become weaker.

    So I think it is acceptable letting paladins become much more outstanding on 1v1 between warriors.
    By increasing dmg% of charges(say 20%) ,we bring out paladins in the 1v1 situation at the same time we slightly buff the ridiculous charge blow.

    How do u think? but yes, adding weakness to bosses is the most important thing to do.
     
  10. Tect
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    Tect Well-Known Member

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    just wondering but since u propose buffing the damage, does that 105k mean normal damage or crit damage? cos if its normal damage and u buff it more, then with se wouldnt pallys be even more hindered by the damage cap?
     
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  11. patnais77
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    patnais77 Well-Known Member

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    Yeah, that's why he's proposing to increase damage cap as well.
     
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  12. Gaia
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    Gaia Well-Known Member

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    105k normal damage, with crit it does around 135k
     
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