Necromanncer
Premium

Elysium
Level 255
Mage
26th April 2023 23:28:49

PALADIN - holy sword skill NEEDS to be modified for better, useless skill has no damage, skill that needs to be revised, with time 20 sec magic level 14 does less damage than skill shield slam magic level 6, paladin is already disappearing from the game after that everyone saw that the barbarian does much more than the paladin and 90% have already changed from paladin to barbarian, I like paladin and I expect better attention from the game's GM :D:/
Hellsinner
Premium

Elysium
Level 146
Warrior
27th April 2023 03:55:00

Completely agree.

Surely barbarians need to deal more damage than Paladins but paladins gameplay have been become not so enjoyable as before even after subclass balance mainly because the current possibility of subclass change.

I have some ideas about it:

- Cleave: Mana cost should be reduced from 220 to between 130 and 150. A small balance considering that Barbarian spells Shockwave hits 7 sqm (140 mana cost) and Rage of fury hits 8 sqm (180 mana cost). Cleave only hits 5 sqm. Of course, helping much more low level players.

- Holy Sword:

Warlocks have 2 buffs which they activate all the time -> Dark Gathering (hp steal) and Absorbing Aura (negation of damage). Holy sword could be changed into a new buff to refresh paladins gameplay.

Based on player's level and magic level between 10% and 15% of damage inflicted by monsters (not against players) will be return back to monster only working for monsters on 8 sqm around the character.

The % of damage reflection can be defined after firstly discounted the other % of defensive stats from equipments, brewing potions and talents.

For example, considering equipment set, magic defense potion and talent points (in 'resistance'), if the damage that the player receives from a monster spell is 700 health points, he will receive between 630 and 595 and the monster which cast the spell will hit himself by 70 hp (10%) up to 105 hp (15%).

Buff duration: around 15 minutes, no cooldown, working similar to warlock's Dark Gathering.

- Provoke: Staff could consider to add a new spell whose effect is to force all monsters in a large area (5x5 or 6x6 sqm) to attack the paladin and let the party members free from attacks. Thinking on a simple mechanic of party hunts and secondly to help someone who's lagging/freezing.
Necromanncer
Premium

Elysium
Level 255
Mage
27th April 2023 04:16:49

Quoting Hellsinner:
Completely agree.

Surely barbarians need to deal more damage than Paladins but paladins gameplay have been become not so enjoyable as before even after subclass balance mainly because the current possibility of subclass change.

I have some ideas about it:

- Cleave: Mana cost should be reduced from 220 to between 130 and 150. A small balance considering that Barbarian spells Shockwave hits 7 sqm (140 mana cost) and Rage of fury hits 8 sqm (180 mana cost). Cleave only hits 5 sqm. Of course, helping much more low level players.

- Holy Sword:

Warlocks have 2 buffs which they activate all the time -> Dark Gathering (hp steal) and Absorbing Aura (negation of damage). Holy sword could be changed into a new buff to refresh paladins gameplay.

Based on player's level and magic level between 10% and 15% of damage inflicted by monsters (not against players) will be return back to monster only working for monsters on 8 sqm around the character.

The % of damage reflection can be defined after firstly discounted the other % of defensive stats from equipments, brewing potions and talents.

For example, considering equipment set, magic defense potion and talent points (in 'resistance'), if the damage that the player receives from a monster spell is 700 health points, he will receive between 630 and 595 and the monster which cast the spell will hit himself by 70 hp (10%) up to 105 hp (15%).

Buff duration: around 15 minutes, no cooldown, working similar to warlock's Dark Gathering.

- Provoke: Staff could consider to add a new spell whose effect is to force all monsters in a large area (5x5 or 6x6 sqm) to attack the paladin and let the party members free from attacks. Thinking on a simple mechanic of party hunts and secondly to help someone who's lagging/freezing.


perfect , a great vision for the paladin congratulations hope the GMs think fondly:D
Paladin De Esatas
Player

Pharos
Level 128
Warrior
27th April 2023 15:18:32

Quoting Hellsinner:
Completely agree.

Surely barbarians need to deal more damage than Paladins but paladins gameplay have been become not so enjoyable as before even after subclass balance mainly because the current possibility of subclass change.

I have some ideas about it:

- Cleave: Mana cost should be reduced from 220 to between 130 and 150. A small balance considering that Barbarian spells Shockwave hits 7 sqm (140 mana cost) and Rage of fury hits 8 sqm (180 mana cost). Cleave only hits 5 sqm. Of course, helping much more low level players.

- Holy Sword:

Warlocks have 2 buffs which they activate all the time -> Dark Gathering (hp steal) and Absorbing Aura (negation of damage). Holy sword could be changed into a new buff to refresh paladins gameplay.

Based on player's level and magic level between 10% and 15% of damage inflicted by monsters (not against players) will be return back to monster only working for monsters on 8 sqm around the character.

The % of damage reflection can be defined after firstly discounted the other % of defensive stats from equipments, brewing potions and talents.

For example, considering equipment set, magic defense potion and talent points (in 'resistance'), if the damage that the player receives from a monster spell is 700 health points, he will receive between 630 and 595 and the monster which cast the spell will hit himself by 70 hp (10%) up to 105 hp (15%).

Buff duration: around 15 minutes, no cooldown, working similar to warlock's Dark Gathering.

- Provoke: Staff could consider to add a new spell whose effect is to force all monsters in a large area (5x5 or 6x6 sqm) to attack the paladin and let the party members free from attacks. Thinking on a simple mechanic of party hunts and secondly to help someone who's lagging/freezing.

I agree with all your suggestions.

Another suggestion would be to change the way party experience bonuses work. Currently, the maximum bonus limit is 60%. I propose increasing it to 100%, using a table similar to the one I created below, but which can easily be altered as long as the final bonus is 100%. The bonus is only added for each different subclass in the party.
2 members = 20%
3 members = 35%
4 members = 50%
5 members = 75%
6 members = 100%
Barbed Arrow
Premium

Elysium
Level 106
Ranger
11th May 2023 22:08:26 (Last edited 11th May 2023 22:10:33)

Relevant topic.
Good ideas to change some paladin issues.
Indeed the new gameplay has made this subclass boring to play adding to purchase of subclass change (of course barbarians do more exp and they need to do it), limited respawns (few in benefit of party hunts) and all subclasses blocking much more damage than before last update (more mr, dodge, hp steal and physical rst).
In short after some level the paladin becomes not interesting anymore.