A
alexhoff1
Short and sweet was the objective of this suggestion.
Paladins - need a change.
Armor - diamond body + legs, iron boots + helm.
Burst output - 5 heart 1 target burst. (bash strike reckoning + 2+ sword hits)
Healing ability - Layhands - full heal. Pray - 250 heal, can be used.. 8 time on 1 1/2 mana bar ?
Crowd Control - Reckoning - 75 damage EXTREMELY glitchy, "stun" makes target unable to move for 3 seconds, alowing insane burst to be dealt. Most as magic damage, some as sword.
I don't know about you, but this is wrong.
No skill paladins, can simply burst a wizard down (the best burst class to defeat an armored opponent) unless played at maximum ability and location.
Roughly 3/5 times that the location doesn't truly matter.
Reckoning has a "8 block range" and a "Warmup" - A. Warmup, no Slow effect added. B. 8 block range actually is about 12 blocks, due to the lag on the server.
All I am asking for is a reduction on burst damage or healing ability.
I get it, paladin is supposed to be a tanky as hell player.
What I don't get, is how a class that can win 1v5s, maybe 1v6s at best, CAN NOT defeat a paladin on the same account?
I mean truly, a full heal well they have like 900 hp, is just too much. That's another 70% mana to counter, probably using the best skills (fireball 7x over.)
Pray, can be used right after, heals 250, which is a wizards main burst of Fireball and Icebolt.
The reckoning from paladins is NEVER broken, and FREEZES the target in place.
It's just too much damage, or too much healing.
Please take this suggestion seriously,
MANA issues are not the problem here. It's just a cover message, so do not post if that is your complaint please.
Paladins - need a change.
Armor - diamond body + legs, iron boots + helm.
Burst output - 5 heart 1 target burst. (bash strike reckoning + 2+ sword hits)
Healing ability - Layhands - full heal. Pray - 250 heal, can be used.. 8 time on 1 1/2 mana bar ?
Crowd Control - Reckoning - 75 damage EXTREMELY glitchy, "stun" makes target unable to move for 3 seconds, alowing insane burst to be dealt. Most as magic damage, some as sword.
I don't know about you, but this is wrong.
No skill paladins, can simply burst a wizard down (the best burst class to defeat an armored opponent) unless played at maximum ability and location.
Roughly 3/5 times that the location doesn't truly matter.
Reckoning has a "8 block range" and a "Warmup" - A. Warmup, no Slow effect added. B. 8 block range actually is about 12 blocks, due to the lag on the server.
All I am asking for is a reduction on burst damage or healing ability.
I get it, paladin is supposed to be a tanky as hell player.
What I don't get, is how a class that can win 1v5s, maybe 1v6s at best, CAN NOT defeat a paladin on the same account?
I mean truly, a full heal well they have like 900 hp, is just too much. That's another 70% mana to counter, probably using the best skills (fireball 7x over.)
Pray, can be used right after, heals 250, which is a wizards main burst of Fireball and Icebolt.
The reckoning from paladins is NEVER broken, and FREEZES the target in place.
It's just too much damage, or too much healing.
Please take this suggestion seriously,
MANA issues are not the problem here. It's just a cover message, so do not post if that is your complaint please.