On 11/23/2019 at 4:23 AM, Ali_gmud said:
I'd like to see some class selection love given to paladins.
1. Cavalier - lose a lot of healing and spell output but gain a lot of extra melee output from their horse, or something to that description.
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Templar - lose a lot of healing and spell output but play as bruiser melee, that can build up power the longer they stay in combat.
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Champion - more holy spell output less melee output, more of a holy mage type, similar to a cleric in certain aspects.
Just throwing out ideas, but I've been saying for a while that paladins need some love.
Reminds me of the three paths I suggested for them a while ago.
The main issue I see with paladins is the lack of versatility: just about every fight as a paladin will go the exact same way while using the exact same tactics. Open with charge, flamestrike/wrath until you have to flee to heal dance, and repeat until the enemy either makes a mistake you can capitalize on or runs away because you can't stop them from doing so (your one lag skill is a one-off and you lack the burst potential of a dispel magic + spell combo). The vast majority of battles feel exactly the same for the paladin's player, and since all paladins have exactly the same skills, fighting any one paladin is going to feel much like fighting another for the opponent's player as well - all that changes is how effectively the paladin's player manages the heal dance.
Because of this, paladins are, in a word, boring. Boring to play, boring to fight against. They need either something to mix up their fighting style, or something that grows over time and rewards the investment along the lines of a malform/sader weapon. An idea I recall being floated a while back was doing this with the paladin's Goliath mount: make it a mob or a permanent spell that grows in power every time the paladin kills an evil opponent. Whatever it is, they need something to shake up the combat style.
I also think they need something to help them deal with rogues, because right now they're arguably the worst class in the game to fight a ninja or thief with - you have no AoEs to force them out of hiding, no faerie fire or poison-like abilities to keep them from hiding, no reliable lag to take advantage of their lack of lag protection, and no defense against blackjack/strangle.
Also, assuming this hasn't been changed, cabal charmies should be exempt from heroism. ;)