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Paladin ability Ideas/fixes

John41283

TNT
Joined
Sep 16, 2011
Location
Janesville, WI
I don't think anyone can say a Paladin is OP, but after a LONG duel the other day, I've decided I want to suggest a few things that might help the class be a bit more viable in PVP other than support. Yes, Paladins are tanks, but more often than not I will get rooted/slowed and left alone because I cannot catch/effectively damage any of the damage classes.

HOLY SHOCK
Some kind of ranged attack or stun. I can't tell you how frustrating it is to be chasing someone that is almost dead, who can just outrun/enfeeble you whilst you are powerless to stop them. I understand Paladins are healers, but they are also powerful holy knights, are they not? I was thinking a holy shock- nothing DEADLY just something that can be used at range. If not for damage, perhaps a slow/stun.

INVULN FIX
On another note, I can't really get much usefulness out of Invuln. Great idea, a good opener, but the cooldown is too long to be efficient and the duration is almost worthless- almost. I think the best way to remedy this might be reducing the mana cost slightly but leaving the rest of the ability alone for now, it currently use 65% of your mana- maybe knock it down to 25-30 or so otherwise you really wont ever use it since you'll pop off a heal before you waste your 5+ min cooldown ability. Having a lower mana cost would make it a more viable tool in battle rather than a last resort that you don't have the mana for when the time comes or a predictable opener.

DIVINE FERVOR
I think a limited duration speed ability would be a good addition to run counter to Layhands. Both would require 100% of your mana (obviously, layhands already does) lay is a healing/defensive mechanism, whereas Fervor could be the offensive/chasing ability. If needed- possibly making both skills go on cooldown when one is used and for the same cd amount so as to keep a fair balance. The speed increase could or could not affect the health regen for the paladin if a duration is set or even tap into life for as long as you are moving (sprinting with +speed?)with it active with auto-deactivation once you stop for a moment.

I would say only using one of these ideas, not all of them as that would make Paladins OP and this thread is (ideally) based on simple balance.
 

Troppics

Legacy Supporter 3
Joined
Oct 2, 2011
I don't think anyone can say a Paladin is OP, but after a LONG duel the other day, I've decided I want to suggest a few things that might help the class be a bit more viable in PVP other than support. Yes, Paladins are tanks, but more often than not I will get rooted/slowed and left alone because I cannot catch/effectively damage any of the damage classes.

HOLY SHOCK
Some kind of ranged attack or stun. I can't tell you how frustrating it is to be chasing someone that is almost dead, who can just outrun/enfeeble you whilst you are powerless to stop them. I understand Paladins are healers, but they are also powerful holy knights, are they not? I was thinking a holy shock- nothing DEADLY just something that can be used at range. If not for damage, perhaps a slow/stun.

INVULN FIX
On another note, I can't really get much usefulness out of Invuln. Great idea, a good opener, but the cooldown is too long to be efficient and the duration is almost worthless- almost. I think the best way to remedy this might be reducing the mana cost slightly but leaving the rest of the ability alone for now, it currently use 65% of your mana- maybe knock it down to 25-30 or so otherwise you really wont ever use it since you'll pop off a heal before you waste your 5+ min cooldown ability. Having a lower mana cost would make it a more viable tool in battle rather than a last resort that you don't have the mana for when the time comes or a predictable opener.

DIVINE FERVOR
I think a limited duration speed ability would be a good addition to run counter to Layhands. Both would require 100% of your mana (obviously, layhands already does) lay is a healing/defensive mechanism, whereas Fervor could be the offensive/chasing ability. If needed- possibly making both skills go on cooldown when one is used and for the same cd amount so as to keep a fair balance. The speed increase could or could not affect the health regen for the paladin if a duration is set or even tap into life for as long as you are moving (sprinting with +speed?)with it active with auto-deactivation once you stop for a moment.

I would say only using one of these ideas, not all of them as that would make Paladins OP and this thread is (ideally) based on simple balance.
I agree it can be very annoying getting into a very looong fight with the enemy but as soon as you are edging a win they just run away
 

Thamerwaste

ICE ICE ICE!
Joined
Feb 14, 2011
Location
New Zealand
Personally, I am happy with the current skillset of the Paladin, it suits the needs of tank players.
Prefer offence? Choose another class.
 

TicklesTheMighty

ICE ICE ICE!
Joined
Jul 28, 2011
I think they should have a skill that allows them to cover damage for a teammate, or a taunt. They need something to help them fulfill their tank role, otherwise, what's the point of being a tank? That being said, fighting a Paladin right now can be a daunting task, you could be taking away someone's only option if you didn't let them run away, and not only that, you'd be stepping on Dragoon territory.
 

John41283

TNT
Joined
Sep 16, 2011
Location
Janesville, WI
Personally, I am happy with the current skillset of the Paladin, it suits the needs of tank players.
Prefer offence? Choose another class.

I agree what is laid down now for Paladin is quite tanky. My point is that the term "Paladin" implies a Holy KNIGHT- not a meat shield. This should be a damage/heal class that is incredibly difficult to kill by definition- however, I am seeking balance in the 3 categories. If it doesn't change, I will be taking a different class due to it's lacking capabilities in team battles. As I stated before; bound and avoided is typically what happens.

@ Kainzo - actually I got the Holy Shock name from Diablo II and Divine Fervor I simply read the Paladin descript on the wiki and went with what others are labeling it as: "Divine knight..." ".. holy fervor"

@ TicklesTheMighty - I like the idea about taking damage for another player. And I agree that we don't want to take away their options nor step on dragoons, which is why I suggested only implementing one at a time to see if it helps develop the class, or becomes completely OP.

The reason for all this is simple: you log on, what do you see? Ninjas, Samurais... How many Paladins play? I know Thamer and I for 2 but other than that? I hardly see any on. No one seems to like playing tank in a game full of damagers that can easily put you to shame from a distance; even if it is versatile as a healer. By taking some of their ability to 'hit without being hit' away, you make an effective tank. Let me explain: instead of beating on us and leaving us for dead while chasing our sides damage classes, we (Paladins) could pursue and cause the opposing team to rethink their strategy OR we could fall back and more effectively spare out teammates. I do like your opinion on it Thamer, or else I'm just talking to an agreeing wall where balance will not be achieved.

I should also mention that I haven't done much 'coordinated group' pvp so I really cant claim how effective or ineffective we are in a stable environment. But, I have been in unstable ones quite a bit lately and Paladins might as well be crafters for all the beans we're worth in a battle like that :/
 

whitemagehealu

Legacy Supporter 7
Joined
Jun 25, 2011
Defender Nature: Cast on ally to receive half the damage they receive. i.e. Ally takes 10 damage, you take 5 damage and they take 5 damage. :D
 

TicklesTheMighty

ICE ICE ICE!
Joined
Jul 28, 2011
While paladin does imply holy knight, in terms of the classic RPG role, the paladin is considered to be a class that is inherently extremely difficult to kill, that plays a more supportive, damage absorbing role in a team scenario. While I've seen Paladins that could deal large chunks of damage (often based on how much damage they were taking/had taken), or could perform some form of crowd control to aid allies, they still generally held to the supportive tank roles more than anything else.

That being said, I think that while our Paladins are now very hard to kill, their supportive ability is somewhat lacking, and they're sort of stuck with the role of being a very tanky but lackluster Cleric (with considerably less dps so far as I can tell). They don't have much in the way of unique support skills, nor do they have the ability to do much aside from meat shield when they do actually manage to fulfill their apparent role.

I disagree with your suggestions of chasing/aggressive skills, since that seems like something that you'd want to pick a more dps-oriented class to receive. I believe that they should receive perhaps Reflect and/or a Cover type skill, something to make them more like the Shield of Herocraft than the Slab of Meat. I also think that a couple of changes on their more hefty, cooldown/mana intensive skills would be greatly in order.
 
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