Isaaclite
TNT
- Joined
- Apr 17, 2013
So, I know that this has been addressed several times in other threads, but I'd like to know; are there any plans for "nerfing" paladin?
So here's a layout of paladin's current stats (I might be wrong for some)
Pros
Cons
Here's some suggestions I have on making paladin less op, while keeping a support/tanky feel to it:
Edit: And my initial question: [USERGROUP=38]@Balance Team[/USERGROUP] are there plans to nerf paladin soon?
So here's a layout of paladin's current stats (I might be wrong for some)
Pros
- Best armor, and highest hp of all classes
- 5th best weapon damage
- Absolution=one of the much stronger/higher tier heals, because it heals a lot, AND removes dark effects (which i believe is the key to countering classes like necro)
- Has good CC (I'd say in top 5 or 6 of all classes)
- Divine stun OP
- Layhands=arguably one of the best skills of all time
- Within top 3 for team fight classes
- Within top 3 for 1v1ing (honestly, I feel like the only class that can take on paladin 1v1 is a bloodmage)
- Can reflect back ANY damage (shieldreflect)
- Uses mana and stamina
- even has a revive
Cons
- Might run out of mana quickly (depending on wisdom), but even without mana, paladin still has it's bulkiness, weapon damage, and skills like bash and disarm (whereas some casters become completely useless)
- No ranged attacks, only melee
Here's some suggestions I have on making paladin less op, while keeping a support/tanky feel to it:
- Lower weapon damage by 5 (paladin shouldn't be dealing that much damage...)
- make it so that absolution only heals 40% and removes dark effects if used on self. But if used on a teammate, then heals normally
- increase divine stun cooldown
- Reduce shieldreflect damage to 50%
- Give new skill, Holy Channel: For 6 seconds, 50% of damage that all allies within 8 + 0.1 blocks (per charisma) would take, gets channeled to the user instead. In addition, the user gets slowed by 30% during this time, but also takes 30% less damage from all sources
- Give new skill, Blowback: User charges into a single enemy target within 6 blocks, and knocks it up and away a few blocks. Deals small amount of damage (would be good as a supportive/defensive skill. In the case that a caster/ranged ally is getting targeted, the user can quickly charge in a short distance and push back the threat a short distance.)
- So about layhands.... I feel like this skill should not heal to full hp... but if this were changed, it would probably displease many people. So instead of changing the effect of the skill, I propose that we alter the costs. As of now (on the wiki it says) layhands only costs 250 mana... and is an instant cast.... We should make the mana cost require exactly 50% - 60% of the user's total mana, and stamina as well. Reason being, is that once a paladin uses layhands, he or she still has mana/stamina left over to use his/her other top tier skills. This shouldn't be how it is. Layhands should be a skill where once used, you would have to sacrifice using other skills, due to the costs. Right now, with its current cost of only 250 mana, its literally almost like free health. You just have to have alot of wisdom points, and mana regen won't be as much of a problem. Paladin should be a class in which you must choose carefully which skills to use, and keep careful watch of mana/stamina bars, in order to have enough for layhands later in a fight. There's been so many instances where I've seen a guy get killed by a paladin (test and live), and then they say somthing like, "Wow... you used layhands..."
Edit: And my initial question: [USERGROUP=38]@Balance Team[/USERGROUP] are there plans to nerf paladin soon?