Howbadisbad
Soulsand
- Joined
- Mar 28, 2011
Double post
I'll share here, some new skills are in the works, so be prepared to test them heavily when they are out. Also, if you feel Pyromancer is now good to go, we want to take another look at the functionality and purpose of the Paladin. What works on it? What doesn't? How do they function in group fights primarily, and what of theirs needs to be changed?
I'll look over your recommendations for Bloodmage. I need to play around with it myself as well; I don't know this class too well.
On another note, Beguilers and Bloodmage could use some work. Beguilers have far too much CC, Deepfreeze is really unnecessary for them to have ontop of Piggfy. Either the CD of both need to be largely increased, or one of them needs to go. Bloodmage constrict is way too powerful. A 15 second slow on a 20 second CD, along with their dots and Chant healing, they are fairly well unstoppable. Constrict needs a lower duration and possibly a higher CD, and something needs to be done about their healing, either lower healing, or higher mana cost.
Constrict:
use-text: '%hero% used %skill% on %target%!'
max-distance: 13
speed-multiplier: 2
duration: 7000
We've made 3 new skills for paladin.I played paladin last map, the class is a great concept however when used it is only valuable in a few situations. In the pvp tournements Paladin was an invaluable asset, but for one reason only. They are forces to fight the Paladin to win, and Jo where to hide. If you are forced to fight a Paladin very few will make it out alive. In a normal environment paladins are fairly worthless unless you have a cornered target. Without the ability to make an enemy fight them they are fairly worthless. However, if granted that ability to make someone fight them they are a brick wall against the air flow. They need a damage reduction nerf, possibly endurance, but I think armor might also need a nerf. Other than that Paladins are fairly well balanced, but of course thats a big job to deal with on it's own.
We've made 3 new skills for paladin.
Reckoning - AE forcepull with dmg and slow (need to adjust how much).
Conviction - Group buff for damage reduction for X seconds.
Supremacy - Group buff for damage increase for X seconds.
What skills should we remove for these and what should the duration be do you guys think?
Test this before stating it - use the test server. The purpose for you to be on this team is that you provide us with VALID and TESTED feedback, not speculation - this goes for EVERYONE.Someone informed me yesterday that there might be a glitch with the skill piggify and masspigify. Apparently if the person who is riding the pig right clicks the pig then i disappears. I have alot of HW tonight so i am not sure if i can get on to test this so if u guys have time test this out.
I want to keep in Revive but it appears to be a semi-useless skill.Reckoning- 75 dmg, 3 sec slow, 15-20% mana 20 sec cd
Conviction- 20% damage reduction for 7 seconds 10% mana, 15 second cd
Supremacy- 15-20% damage buff for 10-15 seconds, 10% mana, 20 second cd
I say remove Endurance, Manashield, and Revive. Are you trying to make Paladin more support? If so, perhaps a armor nerf in exchange for more mana regen/healing power?
Edit- I like the constrict change
I want to keep in Revive but it appears to be a semi-useless skill.
Assume nothing @Alator / @Danda tested Piggify and they could not reproduce that.If yur going support based I can see keeping revive, but it's pretty useless in most situations. Maybe mess with it a little, possibly a faster revive with a faster cooldown.
Also for Piggify, we tested it and you can remove the pig by right clicking it. I didn't report it because I think there was a bug report about it already.
I want this to be the ANTI-bard style buffs. Something that lasts longer?Reckoning- 75 dmg, 3 sec slow, 15-20% mana 20 sec cd
Conviction- 20% damage reduction for 7 seconds 10% mana, 15 second cd
Supremacy- 15-20% damage buff for 10-15 seconds, 10% mana, 20 second cd
I say remove Endurance, Manashield, and Revive. Are you trying to make Paladin more support? If so, perhaps a armor nerf in exchange for more mana regen/healing power?
Edit- I like the constrict change
Reckoning:
use-text: '%hero% used %skill%!'
damage: 75
radius: 10
duration: 3000
slow-amount: 2
I want this to be the ANTI-bard style buffs. Something that lasts longer?
Code:Reckoning: use-text: '%hero% used %skill%!' damage: 75 radius: 10 duration: 3000 slow-amount: 2
If you pay attention to chat you can avoid shieldreflect
In large battles this may be quite difficult though
What if we made shieldreflect a 5 second duration, but it only reflects melee damage, or nerf the magic damage reflected to 25-50% (like a better bladegrasp I guess), to give paladins more of a weakness to casters.
EDIT: Can't seem to do anything on the test world, Can't break blocks or move past 150 square.
Well, I didnt mean an "anti-bard" class.. I meant the buff style will be opposite of Bard.I can take care of that later today, the test world that is. As far as ShieldReflect, I think that if we leave it the same and go with Kainzo's idea of an Anti Bard, it will even the playing field a lot.
Well, I didnt mean an "anti-bard" class.. I meant the buff style will be opposite of Bard.