KMST 1.2.508 - Skill Changes and General Enhancements
EMSKakaoTalk Wrote:The bowman comparison I used was to show the impracticality of the DPM chart. I could have used one bowman class & one thief class to show the same idea.

As far as I remember from what I heard in 10th anniversary festival that happened in Coex last year, Hero was supposed to be the dmg-dealing upfront warrior and paladin was supposed to be the defensive supportive class.

What makes an archer an archer? The ability to fire ranged projectiles at a distance

The same principle applies to the basic tendencies of what a warrior is which is a physical up in front fighter and tankyness. All nexon did was add and tweak variables to the basic tendency to make each warrior find its niche. Your statement does not disprove my point that all warriors are tanky in regards that they are warriors, and stating that defensive qualities of the warrior class is enough to call for a nerf when compared to other class is what i am calling "wonky"

EMSKakaoTalk Wrote:In my 'subjective' opinion, as you call opinions differing from yours "wonky", paladins do deserve that void elemental change nerf. Paladins don't deserve the cygnus treatment, in my opinion.


If you read the cygnus knight post, then go read my other post in saying that void elemental shouldnt be the only nerf. Ill quote myself for you

KillerZero Wrote:I believe paladins true advantage in bossing is the ability to survive almost everything. Not having to fear death goes along way in attacking when you can tank every dr in the game(well at least my paladin can) and almost all attacks for the most part. So when you dont have to stop attacking because you wont die, is where the real damage is dealt. if a paladin had to be afraid of dieing like every other class that solos cvellum or magnus, i can bet that they wouldnt be top tier as you claim. All the solos videos i saw, so many times a paladin should of died and they just kept attacking like nothing was happening.

If they truly thought paladins were too op it should be a small nerfing to elemental resistance down to 50% and some to its tanking ability. Its being called undeserved as by the chart you posted, they are barely 2 classes better than a bishop there.

The reason i called it wonky, is because the reasoning you are stating for pro nerf to the extreme are not logical.



EMSKakaoTalk Wrote:Paladins already have good enough survivability and utility for it to be tanky, supportive class. Heroes have a pretty crappy survivability and I didn't mind heroes being overpowered (I think Post RED heroes are overpowered as well). but paladins?

Hell no. They are literally like gods in bossing ( like how do you die as a paladin, you can just get pet auto hp and go on a coffee break during some boss runs ). With that much of a survivability, if you ask for some okay damage, I don't know, just I really don't know what I can say.

Your okay with another class being over powered but not paladins,(there some fallacy here). But lets not regard that. IM AGREEING WITH YOU that Paladins are OVERPOWERED. The part being where we disagree is where the nerf should be cut at.Read the part where i talked about paladins true strengths and where i think nerfs should be applied.

EMSKakaoTalk Wrote:With the 50% elemental ignore thingy like KoC, paladins will be dealing similar damage to other classes and will still be with the highest survivability. Unfairness I call.

and this last part is exactly where i was stating your logic comes from and why i called it wonky. 'Your class is tood good, so let your class be nerfed to the ground, its totally fair!' What im calling for is actual balance nerf, rather than nerf it to the ground where you are coming from.
Reply


Messages In This Thread
KMST 1.2.508 - Skill Changes and General Enhancements - by KillerZero - 2014-07-10, 06:07 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)