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Title: Paladin Class Discussion Post by Pandilex on 11/25/03 at 14:21:54 To further improve the balance of classes in Nightmist, I'd like everyone who visits this forum to post, sensibly, what changes they believe should be made to paladins. How are they overpowered? How are they underpowered? I'd like information in great detail, and I'd also like to know how you think they weigh up against the other classes. Which other classes are more powerful? Why? I need to know how I should change the class to improve it further. To make it easier, I'm asking everyone who has played or played againsit a paladin to post their opinions. To structure this thread better, I would like people to use bullet points to state each piece of information clearly. If you agree or disagree with another person, simply state that you disagree with [this statement] because ____ If you don't stick to this I will delete your posts, regardless of their contents, because I need to be able to read the information easily, and it makes it much easier when I can see clearly which suggestions are favoured by the majority. |
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Title: Re: Paladin Class Discussion Post by Eternyte on 11/25/03 at 16:44:44 1) Holy speed needs to affect paladins, as stated before on forums even with 29 dexterity they don't hit enough, and don't dodge enough. 2) Divine prayer need to make paladins hit hard and more often, not as often as holy speed for obvious reasons. 3) Maybe an offensive spell could be introduced, like Holy bolt pre-reset. 4) Create new wepons for them to use, only holy magical wepons. Paladins aren't as skilled or strong as fighter/berserkers to use the same wepons i.e. Blade of Time. *Please note I have considered this class and information within from an unaided point of view* |
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Title: Re: Paladin Class Discussion Post by alicia on 12/07/03 at 03:20:31 Dex made meaningful (how can a 26 dex pally miss soooooo much) +25% chance of blocking any hit Armour equal to or better than fighters and, against them... -2 mana per level |
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Title: Re: Paladin Class Discussion Post by dec on 12/11/03 at 21:55:22 i disagree with the armour being equal or better i can't really say why other than i it doesn't seem right :S |
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Title: Re: Paladin Class Discussion Post by Rappy_Ninja on 12/12/03 at 03:48:11 on 11/25/03 at 16:44:44, Eternyte wrote:
one word to everything in this post... Word |
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Title: Re: Paladin Class Discussion Post by DanPaladin on 12/24/03 at 12:16:49 on 11/25/03 at 16:44:44, Eternyte wrote:
I agree with 1 2 and 4, and would add something in 3: The spell should be int dependant and named Death Extinguish, and should do potential damage to all undead/demonic creature in square. What wouldn't make them overpowered against other classes, btw, a variation of this spell should be added to clerics also. T y |
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Title: Re: Paladin Class Discussion Post by Eternyte on 12/24/03 at 12:56:32 Aid does damage to undead, hence the original idea. I think being intell dependant would be fine, although a lot of paladins were made with intell not mattering so there may be a little dispute with that. |
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Title: Re: Paladin Class Discussion Post by DanPaladin on 12/26/03 at 16:37:58 Aid do damage to 1 monster a time, the Death Extinguish would do to ALL undead/demonic in SQUARE (or slot whatever) There is the difference... |
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Title: Re: Paladin Class Discussion Post by Rappy_Ninja on 12/26/03 at 17:27:59 ^^^^^^^^ NO |
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Title: Re: Paladin Class Discussion Post by Mephistroth on 12/27/03 at 00:19:57 ^^^^^^ IDIOT Anway, this spell isn't suited for paladins... clerics are more of the undead bashers. |
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Title: Re: Paladin Class Discussion Post by Zap on 12/27/03 at 15:43:49 I agree with Mephistroth. Paladins attack more than Clerics, and Clerics use spells more than Paladins ( In my opinion. ) So basically, give this idea to the Cleric class dicussion. ;) |
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Title: Re: Paladin Class Discussion Post by DanPaladin on 12/31/03 at 13:13:26 Alone wrote it in cleric forum: Heal: Heals. Enhance: Adds x amount of Str onto the given target. Create Spring: Makes a Fresh Spring to drink from. Cleanse: Gets rid of poison and protects from poison for x amount of time. Vision: Reveals covert, invis or camoed people, also reveals monsters hidden. Call upon Deity: Adds Armor. Aid: Heals Divine Restoration: Heals. Circle of Healing: Heals your whole party for the same as Heal will do. Holy Might: Adds Str, and Dex, better stam refresh also. Divine Light: Reduces the chance of enemies hitting you. Wrath of the Gods: Hits a few people on the grid with you. Righteous Fury: Adds Str and increases your chance to hit others, castable on party. Blessed Force: Adds armor to the whole party. Almighty Retribution: Adds armor to the whole party. Blessed Haste: Increased Stamina refresh rate. Consecrated Embrace: Cast on party, do more damage to Undead. My opinion: I think clerics hav enough spells..... |
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Title: Re: Paladin Class Discussion Post by Mephistroth on 01/02/04 at 23:23:09 Thats no reason not to introduce more... sure, they have a few more than other classes.. but how come my fighter has more hp than my mage? Thats unfair :( My point is, its just how things are. No point in trying to change it, or use it as an excuse. |
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Title: Re: Paladin Class Discussion Post by Raven on 01/04/04 at 06:52:55 i reckon pallys need s spell like depurate undead but not as powerful that would do more damadge than aid for a pally |
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Title: Re: Paladin Class Discussion Post by Terrier on 01/18/04 at 00:25:33 palys are just fine in 1-1 duels a lev 25 paly get's and archmage 25 zerk 25 fighter 25 ranger,thief.. i did that with my paly to test it but not good enough fighting monsters.dont do substantial damage and heals for less then a cleric so..noone want's them arround when going at a boss or something and they prefer clerics+zerks or fighter etc if the dex thing will be fixed and they will hit monsters good...they will be beter..i guess |
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Title: Re: Paladin Class Discussion Post by TheUnholyNewt on 01/21/04 at 04:57:20 I think something needs to be done about the fact that paladins miss a helluva lot. You even get paladins with a natural dex of 21 and they miss all the time. |
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Title: Re: Paladin Class Discussion Post by Windwalker on 01/21/04 at 11:27:47 three words to help pallys MUST HIT MORE |
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Title: Re: Paladin Class Discussion Post by TheUnholyNewt on 01/21/04 at 11:39:52 on 01/21/04 at 11:27:47, Windwalker wrote:
Hear hear |
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Title: Re: Paladin Class Discussion Post by Haunted on 01/21/04 at 22:21:43 Pallies don't miss, when will you n00blets understand that! |
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Title: Re: Paladin Class Discussion Post by TheUnholyNewt on 01/21/04 at 22:49:00 Well you might not believe so but according to mass opinion, they do. |
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Title: Re: Paladin Class Discussion Post by Crane on 01/25/04 at 16:31:26 I get moments where my Paladin misses or fizzles his spells up to 8 times in a row, even with Divine Prayer. Dexterity needs to have a greater effect - missing once is okay, but missing several times in a battle with a Dexterity of 21 is annoying, especially considering that their attacks are nowhere near as powerful as fighters and berserkers. Paladins are, in my opinion, support warriors, although they are pretty good by themselves and can take on most enemies one-on-one. But their spells are geared towards healing and temporary enhancing, so an offensive spell will be inappropriate. Armour does not seem to have a huge effect - usually I either dodge an attack or get it full-blast. Increasing the chances of armour reducing the damage of a mêlée attack, even if only a partial reduction, would balance them out a little more. |
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