#Paladin's Problems

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dense glen
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I just thought I'd address all of Paladin's current problems and issues it faces, and put it in 1 thread. Let me know if I've missed anything

1 : Mantles

Mantles, do not benefit Paladin in any way and do not work well with other abilities.

The main problem is that they're often wasted on tiny hits that the Paladin could easily take without any issue. With so many bosses summoning minions and all these other spells that deal a lot of hits in a short time, you can barely even keep your mantles up for over 10s.

Another issue is that if you do want to get the most use out of mantles and have a 100% uptime, you'd want to get hit every 4s. However this does not work well with any of Paladin's other abilities. Manachism wants you to get hit as often as possible, Rejuvenating Skin heals more the more damage you take, Sparkling Hope wants you to take damage so you can heal to deal more dps.

Not to mention, Mantles work better on Fallen and Bmonk, compared to the Archetype its meant for

2 : Lack of active abilities

90% of Paladin's abilities are passive. This makes Paladin, possibly the most boring Archetype in the game to play.

Uppercut, War scream, Bash or Charge do not get changed in any way at all. This combined with the base forms of the spells being pretty horrible makes Paladin just incredibly lacklustre in every single way. The most notable ability Paladin has, is mantles which just fails to help Paladin in any way

3 : Everything being Thunder

Why does Paladin, the Archetype with the Fire Mastery have 1 Fire conversion in all of it's abilities?

The only Fire attack Paladin has, is Flaming Uppercut which is unlocked right after Fire Mastery. Fire is the defensive element in Wynn, so its always confused me why Paladin has so many Thunder conversions in all of it's attacks.

This just further makes Paladin, even worse. Giving it even less dps since all of it's attacks are a element that it doesn't work well with.

4 : Second Chance and Martyr

These 2 abilities, may be the worst possible ones for Paladin.

Paladin, already barely dies if you're using a remotely tanky build. Combine that with the fact that these 2 abilities only activate on death, just makes it so you'll only use it once a month.

And Martyr is even more stupid. It only activates when you die however, you're often the most tanky person in your team which means by the time it activates. All your allies are most likely already dead.

5 : Lack of Supportive abilities

Paladin is advertised as a "Support" archetype. Meanwhile it only has 1 supportive ability. That being Radiance.

Now to make this even worse. Most Bmonk players take Radiance, making one of the only reason to play Paladin, completely useless.

Oh and not to mention, Fallen has 2 supportive abilities ( Kind of )
Ragnarokkr and Armour Breaker

6 : Tanks not even being needed in Wynn

Pure Tanks are not needed in a single bit of content in Wynn
( Apart from wars but, who does wars )

If you even make your build remotely tanky, or have over 20k - 30k ehp, you'll be able to comfortably do any bit of content in the game, while still dealing a good amount of dps. Paladin, just goes over the top and sacrifices all of it's dps. And in return you're able to take more hits, which don't even matter since you won't even be able to do anything.

7 : Paladin's useless abilities

Paladin has so many useless abilities in it's tree. Look at Shield Strike for example. Its an effective 5k extra damage, every 20s. For 2 ap. Or look at Cleansing Breeze. The only time its useful is when you accidentally fall in lava in the molten heights.

8 : Sacred Surge

This is Paladin's main source of dps, and yet it fails at its only purpose. Sacred Surge just takes a decently long time to generate enough holy power for 1 or 2 spells, just for it to go away in 2 seconds. Combine that with the Thunder conversions and bosses that attack slowly, equals even more horrible dps.

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9 : Aspects

Paladin's Aspects are well, not good and don't help at all.

The one good aspect that Paladin has is the Fabled Radiance one. Everything else either just does not do anything, or is just useless. Just take a look at the mythic aspect. It's better for Fallen or Bmonk compared to Paladin

( Theres a thread talking about the mythic aspect if you'd like more info on that )

10 : Healers

This is one of the main issues that Paladins face. The existence of healers ( Lightbenders )

Healers are just Paladins, but they're able to do decent dps and support others. I don't exactly know how to fix this issue but, its one of the main reasons why basically no one mains Paladin. Just the existance of healers makes Paladin useless. If there was something Paladin did thats notable, which healers can't do. Then it'd probably be a lot better

11 : Provoke

Provoke would be a pretty useful node, if it weren't for the fact that it never works. Some goes for Strobelight ( Taunt M'id ). It may just be certain mobs it bugs out for but, its still extremely unreliable and difficult to get much use out of

And it doesn't help when Taunt is just a 5x better Provoke in all situations

12 : Aoe Attacks

With so many bosses have attacks that target multiple people at once, its even more difficult to get use out of Paladin. Just look at Orphion's Sun attack or Tcc sword swipe. Sure you're able to tank them but it doesn't matter since you can't even do your job as the tank since those attacks will hit everyone no matter what

dreamy geode
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  1. paladins are used in wars because of this, except martyr doesnt want to be properly used, ever
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  1. wars are in fact, more popular now (at least in my sphere), so people do wars... but even there, tanks are only used for high difficulty wars
cedar hound
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a good red node for paladin would be doing +1% spell and melee damage per 10 hp

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or 100 idk

dreamy geode
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otherwise, great feedback post

cedar hound
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good post btw

dense glen
dreamy geode
dense glen
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Though I do understand that for wars in particular, it is pretty useful. That can't exactly be overlooked

dreamy geode
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martyr is useless, pls rework

dense glen
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Yes

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Its extremely useless. I guarantee not a single person in the history of Wynn has had a certain moment where Martyr was useful

dreamy geode
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also the fact that all damage redirect is locked behind guardian, cant there be more items with guardian mid? like, for progression

wanton mulch
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wars r barely even done anymore with graids being introduced

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like dude's hq has been up for 33 days or smth stupid 💀

unique cove
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cold take martyr should be switched with brink of madness because martyr is more thematically fitting and more useful on full fallen than it is on paladin

dense glen
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Oh and I forgot to add the fact that there's so many Aoe attacks that often just wipe out your allies

dense glen
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And I forgot about provoke being broken. I'll add those two in now

unique cove
wanton mulch
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if guardian didn't have guardian mid it would have been on the atree :3

unique cove
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I'm being serious though - reworking paladin would take time so for the time being change two lines of code and switch the locations of brink and martyr

wanton mulch
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some ideas like leadership have been suggested internally (in #1265241987771006976 ) but Dev time smth amth

dreamy geode
dense glen
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Alright added in the Provoke part

wanton mulch
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brink makes no sense on Paladin

dreamy geode
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also provoke works now (except on bosses, should change that), but taunt being better provoke as always

dense glen
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And Aoe attack part done

dreamy geode
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i made a paladin rework post in the forums, fixes half the points here

dreamy geode
dense glen
halcyon oxide
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It's not a popular opinion but healers shouldn't be able to self heal

But they should have high health regen

dense glen
halcyon oxide
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That would mostly fix paladins issues

dense glen
dreamy geode
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also for some reason taunt or provoke makes tna ignore me

dense glen
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Paladin still just does not do well as a Archetype. With or without healers

dense glen
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I keep spamming it on Greg but, he just always choses to go after that Archer thats 50 blocks away

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Even though I'm like 1 block away from it

hollow wedge
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Agree with everything but Summoner is definitely more boring. all it does is summom puppets automatically. you cant control them or move them or make them react to anything, they just spawn, stand still, theyre just little dps boosters. effigies also just do their own thing after being summoned. you cant do anything else as summoner. just cast more totems.

dreamy geode
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in terms of easiest to hardest to change rn, changing paladin to use fire abilities would be nice

dense glen
dreamy geode
dense glen
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Paladin gameplay is use Bash and War scream every 16s

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And just stand there

hollow wedge
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doesnt paladin ignore bash's existence

dense glen
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Radiance activates with Bash

hollow wedge
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o

dense glen
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Try playing Paladin for a day, you'll see how bad it is

hollow wedge
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I've played paladin a lot

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I found summoner to be worse

dense glen
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You've experienced Hell like us I see

hollow wedge
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indeed

dense glen
dreamy geode
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if only i couls share my second chance with my teammates

hollow wedge
dense glen
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I wish Selvut's concept actually made it ingame ._.

hollow wedge
dreamy geode
dense glen
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That'd be interesting, but I don't know if thats possible to code

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And would it only work if you had a Guardian?

dreamy geode
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i can say, damage redistribution should be a node

dense glen
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Yeah, making it exclusive to Guardian ( And raid buffs ) is a bit well

hollow wedge
dreamy geode
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like, alongside rejuvenating skin

dense glen
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Not very good ._.

dreamy geode
hollow wedge
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🗿

dreamy geode
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how would you even code that... if dmg redistribution was a node maybe it could work

hollow wedge
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yeah, it could go with an ability that sucks 30% of teammate hp loss to yourself

dense glen
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I just think Second Chance working on allies would be better and more simple

hollow wedge
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lifesteal, but deathsteal

dreamy geode
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but the only other cooldown that matters (apart from second chance) is coursing restraints

dense glen
raw void
dense glen
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Ah ok

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Its that little part where you go blind and the second chance text pops up on your screen right?

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I just never activate it so I don't remember what it's like ._.

raw void
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believe so
martyr, +1 second, the invincibility overlaps
I thought it would be nice on a build that goes full and then like tends to die
but it’s hard to take much else after going full

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said this a lot but I don’t think sacred being reliant on other abilities to do 3-4x more damage is great

dense glen
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Yeah, if it worked well on its own it'd be nice but. Since its so reliant on the other Archetype's abilities its just hard build around

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You have to get Fireworks + Commet ( Uppercuts ) or Boiling blood ( Bash ) for every Paladin build if you want to still do something

raw void
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boiling blood doesn’t work with surge anymore

dense glen
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Still doesn't help that the base spells absolutely suck

dense glen
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You're taking Ragnarokkr most of the time and often have 2 - 4 ap left over in most full Paladin trees

raw void
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also it eats a surge charge if a spell is in progress
which isn’t intended like the hitting a group of enemies thing pre 2.1

native shale
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this ties in with the issue that archetype balancing is doodoo rn (trickster is kinda similar bc it's a garbage tank archetype, but also all of assassin is bad so it's more notmal)

raw void
# dense glen It does?

say you bash and the first hit lands, and then you have 25% now from other abilities
the second hit will activate surge and spend it

dense glen
native shale
dense glen
native shale
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you get hit for cdr, and slay a clone for a big hit, but losing clones reduces total damage

raw void
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surge had more stuff planned for it so this is pretty temporary, hopefully
though I still don’t like that very much

raw void
dense glen
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Yeah, it was supposed to be a bandaid to help Paladin until Xavier gets more time

raw void
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not sure if flaming uppercut not starting until all hits of uppercut finish is fixed yet
the aspect makes it work okay?

wise finch
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Great post! I would add that radiance is too easily acessivle to bmonk as well

dense glen
hollow wedge
carmine chasm
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other than that i agree with the post, but dont revmoe second chance, its a grea ability for new players and hic players

sweet hinge
carmine chasm
sweet hinge
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Well, you also said it's been a while with no change, when it's clearly also stated that change was never going to come quick.

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Like...of course it's been a while with no change, you were warned that it would be that way.

carmine chasm
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As far as I've noticed, there are no big changes to paladin since it was released 2 years ago

sweet hinge
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sacred surge getting added is about it

carmine chasm
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i thought it was there since the start lol, having sacred surge in paladin is definitely better than not having it tho

wanton mulch
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burning heart :(

dense glen
lunar drum
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burning heart getting removed nerfed my dreadnought paladin guard build from 75k dps to 35k dps

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sacred surge scaling off of mostly thunder has ruined a whole lot

lunar drum
wanton mulch
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I had like reasonable bash surf dps at that time

lunar drum
wise finch
wise finch
solemn harness
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listen all im saying is that half of these useless things youve listed are really good in an extremely niche circumstance that three to five players will experience probably ever

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actually even more than half its like 2/3 of the points

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i love hunted mode

carmine chasm
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second chance and mantle is pretty good yeah

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i feel like mantle should be optional instead tho ngl, maybe paladin players have to choose between mantle and another new red ability, since mantle kinda ruins the point of other passive abilities

solemn harness
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honestly idk at this point lol

wise finch
carmine chasm
wise finch
carmine chasm
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well theres a lot of passive abilities in paladin that relies on taking damage

carmine chasm
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exactly

dreamy geode
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Paladin is too passive, and they mostly rely on gear rather than skill. The only skill expression you have as paladin is using rally, using cleansing breeze, getting aggro of mobs and charging powders (compared to the other's archetypes that have more aspects). Paladin is like riftwalker, a first red node everyone wants, a third red node that nobody wants, and its borderline useless, even the air mastery is part of bmonk (center archetype) instead of paladin, (all other center archetypes only have 1 mastery), so pure paladin is only used for wars (hi)

wise finch
sweet hinge
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if it cleared added IDs it'd clear raid buffs and radiance

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and I don't think anyone wants that

wise finch
wise finch
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cleasing breath remove those

sweet hinge
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they are distinct and discrete effects. slowness and weakness are not adding IDs

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slowness isn't adding negative walk speed, weakness isn't adding negative damage

wise finch
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maybe change the wording them, negative effects is too broad

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@sweet hinge

sweet hinge
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@wise finch

hollow wedge
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@wise finch @sweet hinge

cedar hound
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i said good not balanced

pseudo timber
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Paladin is soooo bad, that Warrior is esentially only 2/3rds of other classes.