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Gladiator

Legendary Mentor
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Everything posted by Gladiator

  1. Where is Deathknight pull? Where is Warlock Circles? The same tools Elves have, MCs have. I also got stunned and killed before banner many times. It just sounds like you're too slow, or your alliance are not doing a good job. The lag happens AFTER pala places banner, so you can't even use that excuse. There is no reason for a Paladin to be able to revive > banner better than Chief revive > swoop. Right now it seems like you're just complaining because you're losing wars even though both sides have the same skill types that do the same job just in different forms, just one side is utilizing it more and you're too lazy to improve and you asking devs to win wars for you by nerfing other side for no reason.
  2. No one is saying that they shouldn't fix the lag. The lag issue is a problem, I agree. But people are only suggesting to nerf banner's damage while justifying it with VERY exaggerated numbers. And again: - How is nerfing banner damage gonna fix lag? - How is removing banner damage from flag gonna fix lag? The lag is coming from banner hitting so many minions/summons, not because of flag. People here clearly have a problem with banner damage on the flag particularly, that is clearly their main concern here. And considering Chieftain has almost the exact same skill in terms of damage on flag, I don't see how they can fairly ask for that. Just because your chieftains choose to not build a full magic set for AoE damage like Paladins, doesn't mean Banner is OP. Look at the screenshots from Zeus and do the math, Swooping Army deals 55% x5 and Chief can reach more magic than Paladin because of cloth armors, it comes down to almost exactly the same damage in total. You have no right to complain about it.
  3. How is Paladin able to revive and place Banner and other classes can't revive and do a skill too? Paladin does not have special magic immunity to damage and control when they revive they are just as much prone to instantly die as any other class. Explain that please.
  4. 100% crit rate (impossible) x8 hits 1 banner (wrong, x6) Yeah I'm sure the math checks out. Notice how the topic quickly turned into ''nerf banner damage'', shows how much you care about the actual 'bug'. I recommend once again to close this topic or move it from the support section :) The solution to this lag is easy, make all AoE skills have a limit on summons/minions. For now I think you can turn off the damage/heal numbers in your settings. It's definitely not a BANNER OPE PLS NERF problem.
  5. Bahaha this is funny... Nerf Banner damage because it's causing server lag? How is that gonna fix it? Banner (just like all AoE skills) does not have a limit on minions, only on players. You're just looking for a reason to nerf its damage and you're hiding behind ''server lag''. Your problem is not banner damage, it's just general server stability when there is many numbers going around. Reducing banner damage even to 1 damage per hit will not fix your problem. The point is, yea they should fix the lag but reducing banner damage or ''removing'' its damage on the flag will not solve your problem because it's still gonna hit the 100 minions around the flag so it's gonna be 100 instead of 101 numbers. Banner does 50% of magic, that means with 1k magic, meaning 500 per hit which is x6 = 3000 damage without considering any defense. Maybe you should think about attacking instead of defending if you can't defend that. Because surely you can deal more than 3000 damage per player if you attacked properly. Banner is barely good in other places in the game, if they nerf it for you then it will be useless. Now is there an issue with AoE skills hitting every minion in area? Maybe. But then just make ALL AoE skills also have a limit on minions too. Maybe that will fix the lag. (Of course you won't agree with that because your problem is not really the lag, but that banner is hitting the flag ) I don't think this is a support matter, you're literally asking for a re-balance, Idk how this topic is not closed yet.
  6. Now show us the most used amounts or average amounts for 1 piece
  7. Not gonna lie, I was expecting more from this update in the balancing aspect as a Paladin. That's not to say that the classes overall might or might not be balanced better, that will be determined over time. I'm just bummed out that the same 3-4 skills that were predominantly used and leveled up before this update will still be the meta for palas, other skills remain to be underwhelming in comparison. Oh well, I guess it's gonna have to be next year's balance update.
  8. Not significant enough, wake me up when reflected damage triggers stun parameter effect.
  9. Updated the table of the new banner to show its potential in PvE. However, keep in mind for example that you need 10 monsters constantly during the entire 12 seconds of banner activity to gain the 27k damage. That is different to the old banner where it didn't matter how many mobs are affected, it will steal yield about the same amount of damage in total. You just have to keep that in mind and change your playstyle with it.
  10. The 900 is just an arbitrary number that represents the average magic of 2handed palas. I tested with multiple values of magic, it was always coming down to around 50% of the magic. Don't forget that Banner buffs its own damage as well at 4/4 by 25% as long as the debuff is not resisted, so 40% + (25%*40%), thus the 50%.
  11. Yeaaahh... Illumination nerf kinda stinks. It will deal at level 4 around as much damage as it currently does at level 1. But let's face it, it might still be the best damage dealer for palas in dungeons due to low cd (3 illus for 1 banner) and since it is damage that cannot miss, also you have to take into consideration that banner will deal like extra 50%+ the current damage when hitting maximum targets*. So the aoe damage of palas is in total increased, but you need to fully utilize banner so it is not as burst-y. Well, my thoughts about physical damage builds is that they might become better in fights against 1-2, maybe max 3, targets, especially in 1v1s where banner is considerably nerfed*. The stun duration is more significant, and with Sun Seal not failing as much, it will be much reliable to heal back the 20% HP. The push comes in handy in more situations than it hurts, pushing away damagers from you or allies, and in seal arena it is obviously very useful. Personally I might stick to 1 handed and 2 handed magic builds for the time being, but it will interesting to see if physical builds rise up. But like I said, useless skills are still useless which is a shame. *
  12. My main problem with Inner Force is that it is not Paladin-like, if they added a supportive aspect to the skill in addition to what it is right now, it would be great. Because it doesn't make the Paladin that much tankier, and I don't think Paladin should be all that tanky, but at least make it do some support. Light Defense is just straight up weak. 40% extra defense might seem like a lot but in reality it's like 5-8% damage reduction depending on your current defense, so let's just call it what it is. It is a 8% damage reduction buff, in what world is that good enough compared to other skills? The fact that it can be a permanent buff is what makes it look good, but I would much rather have a stronger effect for less time than this weak effect that lasts forever. It's just impossible to gain any significant value from a weak skill even if it lasted for a long time, because not a lot of fights last that long. I think it just needs a redesign. Right now it adds 40% defense (around 8% damage reduction) for 90 seconds with 60 seconds CD. If you would reduce the duration by 6 times but make it 6 times stronger, you would have around 45-50% damage reduction for 15 seconds, it would be the same in total effectiveness, but you would still have a much better skill even though there would be 45 ''idle'' seconds. I'm not saying that that's exactly how the skill should be, I'm just showing that the skill is really not that bad in total strength, it just needs a redesign, so that it gives a stronger effect for a lesser duration, because as it is, it is pretty much impossible to feel any significant value, because nowhere in the game the whole party of 5 people takes constant damage for over 90 seconds. And that's only where this skill would be useful.
  13. So my thoughts: Fetters of Justice Whatever, I think it's fine. That being said I feel like that nerf is was thought for PvP so I would have preferred if the damage reduction only applied in PvE and not PvP, since the silence effect is mostly useless in PvE, 10-20% damage reduction for a couple of seconds however can come in handy in PvE, especially against ranged units. Light Aura I already expressed my thoughts here: To summarize: Around 400% increase in mana cost for the same strength, totally unnecessary nerf, it was already bad enough. Never use it unless you have infinite mana. Heavenly Light Illumination Harad's Call Repellent Strike Sun Seal I'm ok with all these changes, it seems though that we will see more physical damage 1h mace builds. Especially that Sun Seal is now more reliable for strike combo heal, and Strike stuns longer. I think 1h physical maces might become dominant in arena. I do wish Sun Seal was a bit better of a skill on its own, we use just to increase banner damage or as combo with shield strike. Never for its actual effect. What's the point of leveling it up? Harad's Banner Very interesting change, I see it as a buff for sure, the only time where it would be considered a nerf is if you catch only 1-2 people in the banner. When hitting 3+ targets it is actually a big buff. Considering we can use shield on ourselves now, it makes total sense that 1v1 damage would be nerfed, even if Illumination and Call damage is reduced, it makes sense with the increase in magic in hammers + banner aoe damage increase, otherwise Paladin's AoE damage will get kinda crazy. so I'll take that. Sacred Shield Paladin's Prayer In my opinion, they are still the best skills for Paladin, unfortunately, this change will not change that. Shield is still not as OP as it used to be that's for sure. But with the lack of other defensive options, Paladins will still continue to run 4/4 shields. What I like about prayer change though, is that it's not as effective as a heal skill anymore, it will be used more as it was intended to be - to initially increase the max hp. This also balances the support abilities of physical damage builds, which imo is a good direction. Inner Forces Light Defense This was their opportunity to provide some variety to Paladin builds, but they failed. Those 2 skills still suck. I was excited for the balance changes, just to change my skill build and try something new. They gave us this big expectation for this update that it will change a lot. For palas nothing will change... 1-handed palas will still level up shield, prayer and strike 2-handed palas will still level up shield, prayer and banner Thanks for the new skill icon though, huge change! :) This topic is thought for discussing the upcoming changes in a less clouded topic, what are your thoughts on it? What do you think the future of Paladin holds?
  14. Also you're underestimating how detrimental this mana loss will be, I guarantee you it's not gonna be worth for just ''not having to worry about clicking on it to activate it every time''. If you really wanna keep using it, then that aura slot better become a mana pot slot because you will be running out very often especially if using mermen set. Also if you use deceptive control relic, you will still need to manually in-/activate it to gain that value. And for what? +100-200 extra heal? No thanks, I'd rather have mana to use actually useful skills.
  15. Even if that relic reduces it by 50%, that's still almost double the amount of current mana cost. And yeah still, that relic will take the place of another pretty important relic, which is the 30% curse removal relic. Even if that relic made it so that it would be the same amount of current mana cost, we would still lose on curse removal. I would still consider it nerfed. Unnecessarily!
  16. I really need to point out this change and say with the most polite way that it's actually insanely dumb that you would do that. It's actually a big underserved nerf when you do the math. If you have Aura at 3/5, 30 sec CD, it lasts 50 seconds and costs 22 mana per usage. And you would have basically a permanent buff. After this change it would be -8 mana regen per 5 seconds, that means now aura costs 80 mana to use for 50 seconds!!! It gets even worse when you upgrade it. What the hell did aura do to deserve such an absurd nerf?! And please, correct me if I'm wrong in assessing the situation. You would expect a considerable buff to the efficacy of the skill with such an increase of mana cost, but now why would I ever activate it let alone upgrade it...
  17. For sure craft needs an overhaul, it's very outdated, and the gear there can easily get surpassed by seasonal gear/weapons or arena accessories, oh and especially mermen gear. Now I do think the current craft gear and materials can stay the same (for mid tier, relatively low cost gear), but I definitely wouldn't mind a way to craft gear with desired stats, even if it was locked behind a separate progression system, where crafters can choose a path and slowly unlock secondary stat slots and certain stats that they can put into their gear. It's a shame that crafting is very underdeveloped imo, it has a big potential.
  18. Don't worry they nerfed their major damage skills by 30% but added a basically guaranteed 4 second stun! Let's see..
  19. Overall not bad, interesting changes here and there. Will see how it plays out in test. On Paladin: That extra magic on 2h weapons is nice and all, but with how much damage reduction the skills are getting and the buff on shield strike and sun seal, it seems like you guys are pushing paladins away from using magic and into 1 handed physical damage, which is fine I guess. I just hate to see Paladins dealing very low damage in PvE when that was their selling point as tanks/healers/damagers. But I think it's fair. But what I don't get honestly, why even touch the already underwhelming aura if not with anything positive? I'm not gonna waste my precious mana regen points to get a little heal buff on a prospectively physical damage build. It's not even a big deal I just don't get why, I'll stop using the skill altogether and save the mana. Inner Forces and Light Defense are still very weak. Why not follow the same logic with some of the changes here and make them have a strong effect for a short time instead of a very very weak effect for a long time that doesn't get to end up with any value besides in very long fights, that don't really happen. And you know what, I'm just gonna say it.. The shield nerf.... Ehm... It's... I hate to be the one to say it.. But it's not gonna change much... TBH. I would have been OK with even a 50% HP shield, 25-30 sec CD, but with decent buff for inner forces and light defense. Don't get me wrong I'm not saying that because I care about the game balance but PLEASE I really don't wanna continue playing 4/4 shield with literally no other options, because it will still happen, the meta is not gonna change, people will just switch to physical damage builds with the same skill set. To be fair, it's a pretty good balance patch especially compared with previous attempts. But what the hell were you thinking making Forest Song 100% chance?! It has to be the wildest change I've seen in a very long time.....
  20. I mean, you technically could, but I don't know how well that will go
  21. I found out that these offers are mostly a coin toss, sometimes you get paid and sometimes not. But it feels good when it works.
  22. Riiight, I missed that part. Well, I don't necessarily support giving the more advantaged team even more advantage, but whatever. Back to the topic: Wooooww great event!
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