Paladin's ACB

Discussion in 'Closed' started by Ayane, Dec 18, 2020.

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  1. Ayane
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    Ayane Well-Known Member

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    So I've been playing a paladin lately (got it to lvl 191 now) and I find the advanced charge blow rather disappointing.

    Despite seemingly being the main multi target skill I actually barely use it and even use rush/hammer more.

    The skill looks good on paper (350% damage and hit 6 mobs, can outdamage blast against 2 enemies) but in reality it's pretty trash. Here are some issues with it:

    1.
    The range is extremely short, it got the same range like slash blast. So despite being able to hit 6 mobs it can't even hit 3 targets in HT consistently and sometimes only hit 1
    Even when grinding you won't be able to hit 6 usually but only like 3 or so, and brandish/crusher outdamage it.
    Even the bucc snatch/Ds are superior cause they have long range
    2.
    Usually each boss is weak to another element so the damage of acb gets reduced significantly. In HT left side hitting the wing with blast deals around the same damage like doing acb on arm+wing, while blast can hit it without standing on the narrow platform so you'd fall less. In Zak arm you can also just hit the top arm with holy blast instead and hit it consistently instead of the unreliable acb. Same with cwk where you can hit the mage boss with holy.

    3. Acb is bugged with ice, the short stun overwrites your long freeze so it can be better to just use rush/hammer instead.

    I'd suggest either giving it long range like blast or to increase the damage to 450%, and also to fix the bug with ice element.
    What do you think?
     
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  2. xDarkomantis
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    xDarkomantis Well-Known Member

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    I mentioned this before here. From the time I made that thread until, I still think that the ACB range (and also splash range) should be increased as well as a damage increase to ACB. However, I think ACB should be potentially increased to 20 SP and locked behind a questline.
     
  3. Donn1e
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    Donn1e Donator

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    I don't see it as an issue?
    It does have short range, but the splash range is huge so I don't get darko's point.
    You dont want pally to be another hero/drk, and ACB is a great skill for grinding/clearing, never felt it was too short for clearing darks in ht or grinding maps.
    If you make it stronger with better range then whats the point of making a hero when you can have a warrior with both multi target and single target? it should remain a secondary attack that requires good positioning to use properly.
    Also you mentioned DS+Snatch being better which is untrue, because it has no i-frames and you can only use it when bubble is up when you want not to fall.
    The freeze bug should be looked into tho...
     
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  4. StarSaber
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    StarSaber Donator

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    The bug with stun overriding ice gets annoying, wish it could get fixed, mainly due to it hitting 6 targets so it hits a target you may not want unfrozen. It's mostly an inconvenience.
     
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  5. LichWiz
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    LichWiz Well-Known Member

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    In relation to the skill bug, i think you'll get a faster and more proper response if you'll make a bug report instead of a general feedback thread. :)
     
  6. Ayane
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    Ayane Well-Known Member

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    The thing is that Paladin was originally meant to be the warrior multi target class that is good against a lot of targets(while hero is better against 1-3) and yet it's probably the worst warrior against multiple enemies cause ACB is bad
    Ds+Snatch beats ACB in HT right side even though you need the bubble, since it can hit 4 targets consistently when they are not on cancel (while ACB hits 1-3 randomly) and is also better at zak arms. DS+Snatch is also stronger than ACB in CWK, and DS is a lot better in clearing darks cause with high range you can 1 hit all of them, while with ACB you need to get close and you get dispelled.
    I think Paladin is actually the worst melee class in terms of multi-target damage since Buccs got long range attacks and shads are also a lot stornger with their boomerang step
     
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  7. PaddysPub
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    I've touched on the subject of increasing ACB's range with staff before, but it was concluded that due to client limitations, the skill's initial range is pretty much hard restricted to the normal attack swing range like slash blast is. A custom client would have to be used to increase its base range, along with new animations to fit that new range. I just don't think at this point in development that it's a feasible change. It's basically a more powerful version of slash blast, since it chains hits off of the first few enemies initially hit. The only real changes we can do to it are damage increases, but even then it might make blast useless if the damage is increased too much.

    I've noticed the effect with the stun on both of the paladins I've made and trained with, and maybe that could be tweaked, though I'm not sure what type of change that would entail. I'd love to see stuns not overwrite current elemental effects, myself.
     
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  8. okki
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    okki Donator

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    bump.. paladin main here.. the suffering is real..
    i feel very useless during zak arms due to the lack of range and damage
    only feels alittle great when my hammer is up
    T_T and if possible also make blast damage higher? so that paladins will not end up as crash mule

    #saynotocrashmule
    #paladinlivesmatter
     
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