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Biest

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Everything posted by Biest

  1. Here are some suggestions for Paladins that won't significantly impact the overall game balance: Repellent Strike: Repellent strike currently requires an opponent to be inflicted with the "sun seal" debuff to heal the Paladin. This effekt can be resisted or cleansed, making it challenging to benefit from the heal in combat (Not to mention opponents dying or the Paladin getting stunned before the combo is executed). My proposal is to modify the healing condition to mirror DK's Sharp Shadow. For example: If the character is under the influence of the "Light Aura" skill, X% of their maximum health is also restored. Harad‘s Banner: Harad‘s Banner currently hits every 2 seconds, 6 times in total. My suggestion is to increase the frequency to dealing damage every 1 second but only for the first 6 seconds after placing the Banner. In the remaining 6 seconds, the banner only applies the debuff without dealing damage anymore. This adjustment maintains the overall damage output while allowing Paladins to deliver damage more swiftly, thereby increasing the likelihood of overcoming opponents because there will be less time available for them to heal. Harad’s Call: The current stun durations for Harad’s Call are 1s/1.5s/2s/3s. I propose adjusting this to 1.5s/2s/2.5s/3s. The idea behind this change is that with a 1/4 Harad's Call, a 1-second stun is insufficient to execute a 2nd stun before the opponent can use a skill and interrupt Paladins' engagement. A 1.5-second stun adequately addresses this issue. Fetters of Justice: The possibility of using the Relic of Reaction on this skill would be highly appreciated! Thank you for taking the time to read these suggestions!
  2. Paladins Inner Forces Skill isn't working the correct way. Instead of decreasing the incoming dmg while beeing low HP it increases the dmg at max hp. I hope it's getting fixed before it comes to the live servers.
  3. A Paladin has more heal skill but less dmg skills and worse stuns compared to a barb. Also a Paladin has no skill which makes him more tanky or reduces the dmg of opponents or a skill which lets him resist all negative effects. Barb has one of the most broken skill setups in my opinion and another heal skill on a tank would ruin the game balance completely. But i know it doesn't matter to you because you only want Barb to win everyone and everything in any situation. But that's not how a MMORPG works. 🤣
  4. Sure let this skill work with the Lifeforce potion but if you do so: make it based on magic dmg (not maximum HP) aswell as all the other healing skills on which the potion works🙂 And don't forget Paladins Prayer which is aswell based on HP😉 (Prayer 4/4 is like 1900HP multiplicated with 1.6(Lifeforce Potion) = 3040HP😯) All Paladins would appreciate it but ... It wouldn't make any sense at all in my opinion ... sry Vla
  5. Yes palas skill repellent strike has a 100% chance of successful working (as long as the opponent has 0% resist parameter) but in order to that it lasts only for 3 or 3.5 seconds while barbs shield strike has an increased duration but not a 100% chance to work. Same to BD's rush. Then there is Fetters of Justice which isnt't even a stun at all (it's a root/silence combined). And a Pala played as a supporter/healer like me (2h magic wpn) is not able to use the repellent strike skill. So there is only the harads call left which has probably the same failing chance like barb stuns. The only difference is that my stun lasts for like 1second and yours for 5? or 6? So my only good "stun" is a root/silence which is getting cleansed always by your Elixir of Purification (12sec cooldown of the skill and 12sec cooldown of the castle pot which can only be abused vs elf classes), while I can't do that since your class has only Stuns. So please don't come with that point And to your 1st point: don't complain about the "low dmg" please. Some years ago that skill didn't even do any dmg!
  6. 2 barbs (with their 7 yard jump stun) have the huge advantage to stun their opponents 1st in the arena battle (every time if there is no human caused failure). Only thing u got to do is to time your stuns with ur mate and u can kill anyone since i can't heal myself while beeing stunned. There is noone who can survive such a combo (except warden) but if u and your partner give me the chance to heal because u failed to time your stuns ... it's not the fault of the 60% heal pots. BTW I don't even have 60% pots 😉 but i'm using the magic relic of resilience
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