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Let's make Paladins not suck like a donkey's rectum!
#22
I don't know that much about Paladins or how their damage formulas work, so I'm going to decline on commenting on the proposed changes (except that I'm going to side with the others on the usefulness of Combat Orders).

One idea I have that probably won't make a huge difference but would still be hilarious to see: Page's Power Guard being changed so that the reflect damage runs off of your damage range, and that the amount of damage you take is added to your damage range when calculating the reflect damage. Never saw the point of having a reflect skill that runs purely on how much damage you take on a class with stupidly high defense to begin with.

In order for it to work that well though, get rid of that stupid 'can't reflect more than half the enemy's HP at once' stuff. If some bosses can one-shot some classes with reflect, why the hell can't we do that too?

Regarding the uselessness of dual charging in terms of elements, I think the element system needs to be revamped, period. The whole community treats the current element system as more of a liability rather than an actual strength. The current system is the reason why dual charging is so weak, that and Nexon making all of the superbosses resistant to everything under the sun lately.

I mean, now we basically have four tiers of elemental damage:
- Weak
- Neutral
- Resistant
- Immune

Yeah, no wonder. Only one is beneficial to element users, one puts them on the same page as the non-elemental classes (or slightly behind), and two hose elemental users over. And it's not like Nexon can create a skill that allows elemental classes to shift 'neutral' to 'weak', believing that such a thing might be broken. The elemental weakness/resistance system should work like every other game and become percentage-based.

Like, for example, they could make a Yeti have:
- 40% weakness to fire
- 20% weakness to dark
- 15% weakness to poison
- neutral to lightning
- 20% resistance to holy
- 40% resistance to ice

A Dark Yeti could have:
- 40% weakness to holy
- 20% weakness to fire
- 15% weakness to lightning
- neutral to poison
- 20% resistance to ice
- 40% resistance to dark

And there could be skills that manipulate those precentages, instead of the cheap Elemental Reset copout that ensures most of the time that elemental classes will still remain weaker than their non-elemental counterparts when fighting the super resistant superbosses.

(I mean, Nexon even made a 'resist physical' stat, didn't they? Couldn't they just freaking scrap the elemental resistances from the superbosses and replace that with a 'resist magic' stat? Unless it got removed recently/ended up becoming the PDR/MDR stat and I wasn't aware of it. In which they should still scrap the elemental resistances crap anyways.)
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Let's make Paladins not suck like a donkey's rectum! - by Alilatias - 2011-11-20, 02:01 AM

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