#Paladin Feedback-

1 messages · Page 1 of 1 (latest)

jagged pebble
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Is BIS, thank you for coming to my TedTalk.

Joking aside, currently Pally is great in both early and endgame, and very enjoyable to play.

Gameplay flow:
Divine Fury(36s cd) - > Deliverance- > Holy Strike- > Divine Gavel- > Sanction- > Spam CD as they come up, and Deliverance when Holy Wrath Procs.
After testing the class in the near endgame against enemies 33-38, the performance feels really great.

  1. Pretty much all the clunkiness of the Charge/Spender dynamic was solved with the change in the Deliverance Cooldown. Amazing adjustment there imo.
  2. Burst damage- It is really good against specific enemies that are weak to the element and solid against the neutral ones (Divine enemies make me cry though), and more burst DPS= faster kill = less damage taken.

The damage is at a great place, the class can burst, and take chip damage if the enemy doesn't die easily. It destroys weaker enemies fast, and struggles a bit in extended combat encounters if you are unlucky with procs, but that is suppose to be the drawback of burst classes.

Just my personal take:

Places that needs buffed-
None atm.
There is no pure AOE pally option but it doesn't need to be able to AOE well, the class is not a sustain tank nor a bust caster that should be able to take on multiple enemies at once.
If the class absolutely must get buffed for some reason, an increased proc chance of holy wrath would be a way to do it that matches the class's gameplay flow and identity.

Places that can afford to be nerfed(If a nerf is called for for some reason)-
Sanctification- The free mana gain is very nice and convenient, but if the class becomes overplayed and nerf is needed, this is the first place I think can afford some loss. Having to make mana potions isn't a big deal as melee classes already don't have too huge of a mana pool. Lower tier mana potions can do the job just fine.
Survivability- Pally is the burst class, and picking the right enemies is important, if a nerf is needed, a decrease in values for Divine Protection would be the place. Perhaps even boosting the protection while removing the heal from shield break.
If damage nerf is absolutely needed, the place to do it would be a tiny increase to deliverance cd(no where near the long 8s it used to be, it was too clunky) but since Deliverance account for a bulk of pally dps, this is the place for tiny adjustments, even 0.25 seconds of cooldown is significant.

Places that would ideally not be touched-
Pure damage values-
Pally as it is at the moment, does enough damage and doesn't need more. Increasing the damage is not needed, and decreasing it might lead to the issue of burst class not being able to take enemies down fast enough.

I'm someone who is fond of 30+ page feedbacks when it is required, but this is one of the situations where "If I had more time, I would send you a shorter feedback"
I think the last few adjustments by the devs were excellent overall and there isn't much to nitpick.

In conclusion, "Pally is BiS" is unfortunately no longer a meme, I advocate for "Zerker is BiS" as the replacement.

ancient rose
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zerker is bis

subtle oyster
# ancient rose zerker is bis

I have been playing paladin for the last 4 days and I have to say that this shit is now broken, I really don't want to ask for a nerf because I feel like it is really hard to balance paladin due to the RNG but I have to say something for sure Berserker have now #1 spot as biggest trash class in the game

young cape
subtle oyster
#

Everytime Ryan says a class is BIS that calss gets a massive buff

young cape
#

aalso, he said infuser is bis yesterday so...