2014-07-26, 03:36 PM
Avatarded Wrote:In a time before every boss had an auto-kill, Hero had an identical shield mastery to Paladins, an they were just as tough as paladins but did substantially more damage. Paladins were designed to take the elemental advantage over their foes, and all bosses had 50% elemental resistance, that is, on top of their PDR. Every boss still bosses possess some elemental resist (in the range of 25-50%) and stripping paladins of their ability to bypass this limits their usefulness-- as even mages still possess this ability. Paladins found that they only used threaten to lower the defense of the boss because their damage was so poor to begin with.
While heroes don't possess shield mastery anymore, they can still hit their defense cap without majorly impacting their performance, by scrolling top/bottom/helm/shield for defense, and getting their range up with potential. Meanwhile, with all the defense ignore with gear, threaten equivalently has had it's returns diminished to the point of it not being worth it to cast. A final note about threaten, I miss it's old animation, as I was my guild's "Woo girl".
On a note about paladin's utility, they are called upon to sacrifice 20% of their own substantial armor, and half their block chance, to offer damage reduction (and block chance) to the party. Where Heroes and Dark Knights are asked to pay nothing for their team buffs (except a temporary bit of hp/mp). The palaidin's buff is a maintained aura. For as long as I'm helping you out, I'm hurting myself.
Someone already mentioned it in this thread, that whatever were the standings of these jobs in past years shouldn't matter in the slightest when balancing them right now, because thats what they are trying to finally accomplish, balance. Those flaws you mention in the palladin class should be addressed aswell as those of the other 2 classes instead of pretending they are justified because other jobs have it easier or this job had it hard before.
My point was, before Nexon can attemp to balance these classes they have to either make clear whats the concept they have for each of them or just give each of them the same stuff to make them equally strong. I personally lean more towards the idea of giving the 3 warriors different identities by making Heroes hit hard but vulnerable, DrKs tank for their party and sustain to them aswell and Pallys utility that could strip bosses of their strengths, The main problem I seee though is the comunity. The moment they see Heroes hitting harder than DrK and Pallies they will say "screw you" to these other jobs despite their perks and bandwagon to Heroes, while others will cry they got shafted by making Heroes the strongest regardless of their weaknesses.

