I wanted to get everyone's thoughts on possible adjustments for the Paladin class. [Advanced Charge Blow]: - Damage increased by 50~100% at max level (400~450% from 350%) - ACB Range increased Note: Bumping up the ACB damage should allow Paladins to be more competitive with Heroes/Drks in multi-target situations (i.e. Cwkpq bosses, etc). Also, increasing the ACB range will help Paladins, particularly BW users, to more reliably multi-target from a distance (i.e. Zakum arms, etc). [Heaven's Hammer]: - Delay After Usage removed/reduced Note: A number of Paladins have noted that the delay after HH can be particularly bothersome since they're locked out of using skills. Removing/reducing the delay will make it more comfortable to use. [Blunt Weapon Mastery]: - Mastery increased to 65~70% from 60% Note: To help stabilize the damage output of BW Paladins. [2H BW]: - Attack speed increased by 1 Note: This suggestion is to help 2H BW be a more decent weapon to pick up instead of it being outright inferior to a cheap 1H BW+shield.
ACB range increase would already be enough. Does bw have a smaller range than sword? (1h sword vs 1h bw ofc). They’ll be new content eventually for a decent 2hbw I feel. Imo paladins are the best warrior of the three atm though, and are on the healthier end of the dps charts. In addition they have the greatest utility with crash cancel. I don’t see buffs anytime soon, however, the ACB range buff was a buff that was being asked for a very long time. Would be nice if they had a better zak skill option for arms.
They're very strong 1v1 and have weapon cancel. I really don't think they need another buff, but blunt weapon increase sounds good.
I think you have good intentions in trying to promote class diversity, but paladins laugh at drk and hero in single target situations like krex. If you take away the edge hero/drk has on zak/ht arms, why ever play these 2 classes? Pally is very strong right now. I don't think any of this is necessary. The only thing I wouldn't mind is a discussion about the damage cap...but I find it hard to believe that will be changed.
I belive the ACB range increase would be really good for paladins paladins since could help a lot in multi bosses (i.e. zakum, cwkpq, etc) those cases paladin is "nub" as a lot of people told me when I tried to joing on pt (zakum not so hard as cwkpq since CRASH helps) I don't think paladin "laugh" at drk and hero mainly using bw but btw, not considering the Zk and Ht, but on cwkpq is the hardest for paladins.. since each boss bottom is a different element weak so (warrior boss=light/ Archer boss= fire/ thief boss=ice), if i use gelt and use ACB with fire my damage still really low close to drk/hero (not considerong dps since i use bw), also i would hit a "OK" damage in one of 3 bosses and the others i will hit really low (less than 1 line of drk/hero and paladin just jus 1 line) also if i use blast i only gonna hit 1 boss thats why a lot of smegas recruiting for cwkpq dont even answer me when i say that i am paladin.. so I think at least add dmg on ACB or BW mastery would help at least on it.
ACB would definitely help Paladin's, but the patch that added an elemental weakness to every boss in the game was very significant. Would it be fair to barely be behind the other warrior's on multi-target while destroying them on single target? Against Zakum arms I would do very well with ACB+Heaven's Hammer and fall short vs the other Warrior's, but against the body I would be able to create a faster run with weapon cancel and deal ridiculous 1v1 damage. Even with a lack of mob control I feel that Paladin's are stronger than Hero's and Drk's against Zakum. Here is a list of bosses that Paladin's are better than Drk's and Hero's in an average party. Black Crow Kacchu Musha Anego Toad Krexel Showa Bosses Zakum Shaolin Papalatus Pianus Bigfoot There could be more too. Maybe Paladin's are better at Horntail since I never had a pc that can deal with gfx. I think that's a fair amount of bosses in multiple level ranges to be above average in. I don't think another Paladin buff is warranted unless it's for 2handed BW. I understand there's still a stigma against Paladin's and that will definitely dissuade people from inviting you to parties, but they are very proficient now. Also Paladin's are better than or on-par when it comes to grinding. At the lower levels (121-170) they're much better grinders.
As a long-time Two-Handed BW Paladin player I don't think the class needs any real buff. I am especially opposed to the idea of making Two-Handed BWs faster, as I have expressed multiple times in past threads. At most I could see the damage output of BWs become more stable with an increase in Mastery, but only if it was applied strictly to Two-Handed BWs, considering Crushed Skull is already good. The latter is technically impossible to achieve, as far as I know. A slight range increase to ACB could be nice for utility in general.
Paladin is a really broken class if you think about it. Their multi target skill is the poorest of all warriors, single target is meh, but if you wanted to make a single target DPSer you'd make an NL anyway. Then there's other issues like damage cap which basically means that after level 180 or so there's no point continuing leveling or getting better gear since you will always hit the same damage. The only unique ability is total crash, which you could just use a mule for. Till the devs figure out what's the role of Paladin and other meme classes like MM and Bucc there's no point discussing buffing or nerfing anything.
If u fund properly a pally his single target dmg isnt "meh", its quite decent, i think its 4th in that area... Sair-nl-shad-pally... The real problem with them is they have a low limit, pretty much all jobs can always get stronger no matter how funded they are.. Pallys on the other hand can get to a point when upgrading his gears is pretty much useless... Bcs theyre hitting 199999 almost every hit.... At that point se is useless for them... and im not quite shure... But i think with around 100b of fubdings(wich is not that much if u think in long term) they dont even need apples to hit dmg cap most times... wich many ppl sees like a good thing, "cheaper strong job" i see it like a downside... U will have a lack of motivation sooner or later.. Pallys imo are the best job in middle game.... But one of the worst in long term/late game matter. Thats why i think the only thing they need is the remove of dmg cap... Is not like that benefit any other job... (maybe buccs a little bit too, but pretty much nothing for them) and even with that they just will outdmg shads... Theyre going to be still under nls and sairs dmg
Other than that ofc nls single target dmg is way better... But a pally can get close of 70% of his dmg with much more hp and being waaaaaaaay cheaper(in mid game terms) Disclaimer:when i describe "mid game" im not refering lvl 150 or something. I mean less than 40b in fundings
People kinda overestimate the 199k thing, they saw the krex video and think all paladins are like that with super godly equips and gelt In reality hitting 199k without crit is quite difficult (at least not against holy weak stuff) You'd need around 18k range to hit like that (blast on fire/icd weak is 1131% damage) which is pretty much impossible without apple unless you got some really op gear that cost hundreds of billions Even with apple and echo you'd need close to 12k range clean to get 18k which needs you to be lvl 190+ and have like 70b funding at least
they overestimate the 199k just for how it sees...but in that video u also can see 199k withouth crits....that gelt was a waste... ask ppl like haplopelma or sadmickey(rip) they hit 199k on crit with sttopers XD and even withouth can hit over 150k.... btw ..again im not quite shure...but 10.5k range(wich is like 50b in fundings) + echo + apple is enogh to hit almost cap many times(no se)
Even at 190+ where gelt and SE aren't as relevant, a Paladin would still out dps most classes. The damage cap is a big limiter for Paladin's, but being able to consistently stay within that 199k area isn't something many classes can do. Some people act as though most 190+ classes are constantly hitting above 199k at full buffs, they're not.
they do.......a nl can deal if deal 30k per line hits 10 lines per sec...will outdmg a pally...myself being a drk , i hit 60k per line on avg its true that crusher takes 0.87secs meanwhile blast takes 0.67(both with si) but if i get a critic i can deal way over 220k....and i get a crit on 1 of every 5 hits....thats pretty much same that palla...but im multitarget....a shad with just stoppers can deal 2 lines of over 100k in the same time , is true thatis impressive see that 199999, but its not that great actually
I should have clarified when I said most, because I know NL's and Corsair's will always be above Paladin's. You can hit above 199k, but how often are you doing in the time it takes for Blast to finish? Crusher is slower than Blast by a significant amount. Do you think you can contest that Krexel Paladin video if you're sure that Drk's are similar or steamroll Paladin's in 1v1? Any reason you feel his Paladin has a better kill time than most of his other classes?