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#1
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Need More Nerf to Soulfire
@Rogean
Love the nerf to it but it needs to be nerfed more. Replace Complete Heal (Way to OP - Paladins don't even get that spell) to Force (lvl 34 Cleric spell, 52 paladin spell) 1.) Paladins aren't Clerics, a Complete Heal clicky makes them incredibly strong pocket healers. Force will bring the weapon into line with other Paladin only weapons as an aggro generator (Sword of the Morning, Fiery Avenger) 2.) Not sure if it's been changed to have a caste time but if it doesn't Raider guilds will just require members to have secondary accounts with a Paladin they box, bring them along on raids and /follow a driver to heal radius of targets. Instant Complete Heal is OP, Guilds will still farm the sword for their boxing accounts. 3.) Reaper of the Dead - Cheat mechanic - no SK actually swings that around, plz remove CH from it entirely. If I think of any more reasons why the sword should be changed I'll lay them out. Let the salt flowing commence. | ||
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#2
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I know this won't happen but here it is.
Lay Hands - instead of every a 72 minute timer make it cost 100% of the Paladins mana pool. As in 99.9% and under won't bring the button up, has to be 100%. Would make the class farm more interesting to play and much more versatile. As a Paladin in a group, do they want to self buff/generate aggro with flash/ getto CC with root? Or do they know they'll need to use a LoH in that fight so they save their mana and dump the heal. Maybe even make the LoH as strong as a Complete Heal, as long as it completely drains the mana bar from 100%. I hope I wrote that out well to be understood.... Might as well do the concept for Shadow Knight Harm Touch as well. It would be far more interesting to play as knight classes. | ||
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#3
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[QUOTE=
Lay Hands - instead of every a 72 minute timer make it cost 100% of the Paladins mana pool. As in 99.9% and under won't bring the button up, has to be 100%. Would make the class far more interesting to play and much more versatile. [/QUOTE] Sorry, fixed this part. Darn edit. | ||
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#4
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Quote:
First off knight classes already have a bunch of utility. People argue about if at certain points their exp penalty is worth it but no one is arguing they don't have versatility what with being able to root, heal, stun, lull, fear, lifetap, FD, undead nuke, snare etc. Now back to this idea. The basic premise is trying to make a class determine if wants to play like how it was designed or just be a crappier version of a warrior with an infrequently usable heal mechanic that is horribly inefficient. A 57 paladin has a HoT heal that with the variance of ticks gets 3.5 mana per hpt efficiency. What is the average player's hpt total? How often would that be worth it? The short answer is almost never. The best/worst thing about this idea was that it was made in a thread about nerfing soulfire, a classic item. This idea basically would make it so that 10 lvl 1 Paladins with enchanter buffs or bard song could heal an AoW fight indefinitely. 2/10 Troll
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#5
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Game Balance is for WoW
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#6
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Ah yes, 40 year olds making demands in a 50 year old free game
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#9
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#10
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