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Let's make Paladins not suck like a donkey's rectum!
#21
FenixR Wrote:And yes that was a nerf to Combat Orders. The amount of damage some classes get by the use of Combat order its vastly superior to that 5% mastery you are giving.

I just don't like the whole "make skills Lv32/22 thing", it just seems uneven and ridiculous.

FenixR Wrote:And what you did to blast was supposed to be a Buff?

Supposed to be the same thing. The old blast with combat orders was 346% damage, 54% critical rate, 30% defense ignore.
New one would be 350% damage, 55% critical rate, 20% defense ignore + 10% defense ignore from the super threaten skill.


FenixR Wrote:Also no on the "No Shield" Defense mastery, otherwise how the pineapple do you block those attacks? With your head?

Because paladins walk around naked with just a sword and a shield, right?

FenixR Wrote:Yes on the passively increase to weapon attack on blessing armor, no on reducing the Duration and increasing the number of guards.

It's the same thing what. Current is 30%, 12 guards, 90 seconds. New would be 30%, 15 guards, 60 seconds.
Since when would 15 guards last you an entire minute in most situations?

FenixR Wrote:Dont the Old guardian reduces Elemental damage? I though reading in the tooltip in the past...

Nope.

FenixR Wrote:Achilles Damage reduction applied to both, so no need to really do anything to it. (Even more so if guardian did increase elemental defense not sure)

I meant to say status resistance. (YES, PALADINS 100% IMMUNE TO pomegranate LIKE STUN. DEMON SLAYERS ARE LIKE 60% RESISTANT TO THAT)

And Paladins really need more magic defense, I still take a good chunk of damage from magic attacks. (1 damage physical, 1.2k~3.4k magic from bosses)


FenixR Wrote:Charges giving you passive "Damage Boost" without being on its a "No" in my book.

It's not like elemental damage will actually benefit a paladin.

FenixR Wrote:Also i want elemental reset to be its own skill, and make it so Restoration gets and increased Cooldown but be able to use it without the need of MP (Maybe even increase the % healed to 50-60%)

Restoration sucks. It used to be 80% heal with a 30s cooldown, and even then, it was only good when you ran out of pots or didn't have a priest to heal. The delay when using it is god awful, especially if you lag.

If anything, just remove lightning charge altogether and make it the reset skill. Dual charging did nothing but nerf paladins in the long run.
AND IT'S NOT LIKE ANYONE USED LIGHTNING BEFORE.
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#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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#23
IllegallySane Wrote:Best way to make Paladins not suck? Give Paladins the ability to absorb up to 25%~50% of all party damage (not including 1/1s for sanity sake), where at level 1 the Paladin takes 50% of all incoming damage, but eventually caps out at ~5%-10% damage taken. PALADINS ARE NOW TECHNICALLY TANKS.

So say at Empress, the whole party gets smacked for ~10k damage each. With a Paladin they only take 5k damage. Up to 5k x 5 party members = 25k gets redirected to Paladin. 5%-10% of that = Paladin takes an additional 1,250-2,500 damage on top of whatever he'll take from the hit itself, BUT PARTY SURVIVES WAY BETTER.

THIS IS WHAT I WANT FOR MY PALADIN!!!! But the hits taken should be treated as posion ticks. As in no invincibility frames, no activation of guardian. Undecided if your defencive stats should come into play after theirs. I want to say no just because since your only taking like 10% of the redirected damage. Oh but it cant actually kill you. Just leave you at 1 hp. And if the skill fails to activate, party all party members recieve damage they should have taken with out this skill.

PS Nexon,
You can make me weaker if you give me this skill Biggrin
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#24
valhala556 Wrote:THIS IS WHAT I WANT FOR MY PALADIN!!!! But the hits taken should be treated as posion ticks. As in no invincibility frames, no activation of guardian. Undecided if your defencive stats should come into play after theirs. I want to say no just because since your only taking like 10% of the redirected damage. Oh but it cant actually kill you. Just leave you at 1 hp. And if the skill fails to activate, party all party members recieve damage they should have taken with out this skill.

PS Nexon,
You can make me weaker if you give me this skill Biggrin

OP'd, just stick a paladin somewhere far away, and your whole party is taking loads of damage less.
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#25
ShinkuDragon Wrote:OP'd, just stick a paladin somewhere far away, and your whole party is taking loads of damage less.

He mentions the skill would fail to activate in the very next sentence.
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#26
Atuan Wrote:He mentions the skill would fail to activate in the very next sentence.

what i said still stands though, you'd have to have the skill be an AoE skill, so that if the paladin goes to far, people lose the buff.

i.e.: BaM's auras. and we're back at why do bam's have blue aura.
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#27
War Cry
Temporarily attracts the attention of up to 10 enemies within range. Also, damage dealt to party members is halved, while the caster takes 50% more damage. [Cooldown: 300 seconds]

-> In other words, a two-part skill that allows the Paladin to pull aggro off of party members and hold it (for maybe 1 to 2 minutes when maxed?), allowing only AoEs cast by enemies to hit anyone other than the caster. Even then, the AoEs will only deal half the usual damage to everyone else. Naturally, implementing this would mean that the Paladin ns the risk of dying every time this is cast, so they'll need crazy high defense and HP from other skills.

i.e. Make them serve a purpose in parties as a tank, and not just to keep themselves alive the whole time.



Alilatias Wrote:The elemental weakness/resistance system should work like every other game and become percentage-based.

Yeah. I actually thought of that exact same idea some time ago, when I was still playing NosTale, which has percentage-based resistances. Negative resistance in NosTale represented elemental weakness, while positive was just resistance.

Come to think of it, maybe Nexon should take a page from Square Enix and add elemental absorption (heals HP if struck by an attack of that element), but only for bosses. Heck, it could even be a buff the boss casts periodically when its HP is low. While they're at it, they could make a boss fight extremely irritating (without all the crap they're doing now) by having a boss rotate resistances, weaknesses and absorption. Like, that one boss would use attacks of an element it's currently resistant to, and it would be weak to the opposing element temporarily (e.g. Fire-based attacks = weak to Ice), and it would switch to a random one every 5 minutes or so.

Now I'm going off-topic...
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#28
I just had a passing thought that I figured I'd post here. How about they take every single elemental charge, and put them into a single skill? Here me out on this...

Elemental Charge: While holding the key key, the player can activate one of the four elemental charges using the directional arrows. Left for Fire, down for Lightning, right for Ice, and up for Holy.

They can then go and make all the elements deal the same damage, and have all of them upgraded by the skill that would be Divine Charge in fourth job, plus it'd give them an excuse to finally ditch the dual charging idea. Oh and they might want to make holy do something more useful as its effect, like 20% ignore defense or something.

It'd also give them plenty of room to give Paladins a more party oriented skill set with the SP that would have gone into two charges that aren't even used that often later on because nothing is weak to them.
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