The ErosionSeeker -> RE: =DF= Paladin Armor Discussion Thread (8/28/2014 17:09:33)
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The biggest issue that I (and probably most people) have about Paladin is that the class doesn't really give any bonuses to fighting undead, but it punishes you for not fighting undead. Heck, it punishes you for not fighting against dark enemies, too. We can see its issues from the skills: -overly specific -element locked -overly reliant on RNG -imbalance of skill distribution About a third of the class's skills are things like +20 to dark, 20% to do something, or cripple you for no reason. Good skills: Heal Ultima Combo Spear Toss Zeal Meh skills: Mana Regen Spinstrike Phoenix Channeling Spirit Redundant / obsolete skills: Protection of Darkness Blinding Light Weaken Pacify Bless Swords of Light The trait that all of the good skills share is "doing something significant". -Heal regens 20% of HP at a very affordable 35 mp / 3 cooldown -Ultima is a guaranteed 240% damage -Spear is minimum 200% damage -Zeal is minimum 225% damage So why are the meh skills meh? -% chance to recover random mana (I've seen it go from big numbers like 200 to pitiful rolls of 12) is not useful, and classes having both HP and MP regens are dangerous for design -There is no point for Spinstrike to be DA, and there is no reason to use it over other skills -Channeling Spirit devouring all MP is costly, but the 9 turn cooldown to everything makes it an incredibly gross skill to use. The bad skills just... don't do anything. 20% chance to do anything is pretty lame, but to do insignificant or even basic things that other classes have at a 1/5 chance? That's just cruel. It's no better to know that every single one of these skills are on the NDA side, and each one is almost painful to see. It's certainly not my place to say how the class should be, but since a lot of other people made their remarks on the other classes before revamps, here goes... I think the way that classes such as Paladin and DragonSlayer should work is by being playable against almost anything, but they give added bonuses to fighting against what they're supposed to be used against. -pure defensive skill: +140 MPM for 2 turns (like most other classes, maybe more to be in-theme with Paladin being a protector of the people) with +30 Darkness for 3 turns -an aggro/defense skill: Blinding Light can be used to refer to actual bonus to hit penalties, which means something like a -40 BTH with a bonus against undead, like an added -20 or something. The Spinstrike animation seems like it would be ideal for this. As for stunning, Pacify sadder than the tears of a clown. -an actual multi skill: One of the coolest things that I thought that AQW's Paladin Highlord had was Light Wave, an enormous crushing beam that hit everybody on the screen while dealing multiplicative damage and simultaneously reducing enemy damage. Obviously that can't be done in DF, but Swords of Eternal Light is like a gross version of SoulWeaver's Banishment, and it deals laughable amounts of damage. -skills in theme with Paladin lore Channeling Spirit, and the Light Spear, are pretty good examples of skills that remain in-theme with the skills of other Paladins. The actual effects of the 20% activation skills are okay, but they should be 100% activation on top of not being all stuck on one side.
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