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Forum Name Gameplay
Topic subjectPaladin tweak thoughts
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=51754
51754, Paladin tweak thoughts
Posted by Vonzamir on Wed 31-Dec-69 07:00 PM
Improve their lagging skills to give them a better shot at perma lag.

Add Parity to the Paladin code very similar to what rager berserkers follow.

Paladins lose summon.

Paladins gain passive bonuses for fighting groups when outnumbered which increase the larger the group they fight (can include NPCs although might make Paladin raiding Empire solo really tough depending how coded).

Right now, a fire giant who can't read or write and hates magic is more concerned with honor than Thera's most virtuos warriors.

Before you tell me I don't understand honor and how honor and parity are not the same thing, let me say I base my thoughts on morality on the WWE. When judging the actions of good aligned PCs, I ask myself the question "What would John Cena do?"

Also, I have played a Paladin before. It was in 2002 and I got into the 30s.

Thank you for your consideration.
51786, Paladin Code #7
Posted by Valkenar on Wed 31-Dec-69 07:00 PM
"7. Be fair of speech and actions."

Paladins should not generally be twerking.
51756, RE: Paladin tweak thoughts
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
This takes a class you can play a lot of different ways and turns it into a class you can play only one way. That isn't a good change to me.
51757, You still didnt address his main point.
Posted by Rehab Guy on Wed 31-Dec-69 07:00 PM
I agree the suggested fix is a no go. Perhaps something as simple as adding parity/honor to the paladin code? Two paladins, an air form, a bash spec warrior and a gating healer multi killing one lvl 44 in their range isnt very paladin like behavior.
51758, I don't think Paladins are that viable in solo PK as is.....
Posted by Vonzamir on Wed 31-Dec-69 07:00 PM
so I think would need some tweaks to make them playable if they did have parity to deal with. Anyway it was just a thought.
51760, lol. n/t
Posted by Lhydia on Wed 31-Dec-69 07:00 PM
gr
51782, They're definately viable.
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
They're not necromancers but necromancers don't have nearly as much PVE utility.
51788, RE: They're definately viable.
Posted by Vonzamir on Wed 31-Dec-69 07:00 PM
I probably put to much stock in PBF numbers, but with only three breaking 100 pks for such a popular and very often long lived class I would expect a few more up there. If I see solo paladin, I am normally not to worried about dieing, although I do have my teleport potions ready.

And I get goodies will almost always have lower pk counts in general, but still.
51789, RE: They're definately viable.
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
There's a couple of tricks I really rarely see paladins employ.

For instance, it probably doesn't make sense to stack up full damage reduction against people you can knock 400 hp off in one, one-round commune. It's called baiting. Same with flight, I understand this much better now than when I played my last paladin but there's really very little reason for a temperance/fortitude 2h paladin to use flight much if there's only one thief in range.

I also really rarely see paladins trying to push for water fights, which are probably their strongest fights. I'm checking spirits every 10 minutes as a paladin if there's evils in range that might be ranking there.

To me, pure # of kills is not what paladins are about but that does not mean they're not "viable". You can as a paladin do some crazy stuff, like take your cabal item back through two melee type defenders without any major hassles if they aren't uber geared.

Most people just can't ignore certain kinds of enemies like a paladin can.
51791, Would you explain your thoughts on water fights please? n/t
Posted by Perpetual_Noob on Wed 31-Dec-69 07:00 PM
N/t
51796, RE: Would you explain your thoughts on water fights please? n/t
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
Sure...

Underwater is no-teleport, no-bash, no-trip, no assassin kicks, no , etc. Paladins can wrath underwater for curse, which turns it into a chasing match and depending on how good you are at those, that can be brutal given wrath as an opener.

So to give you a simple example, if I try to hit a ranking group there with a 2h paladin I can open wrath to curse then templars mid hiltsmash into 4 hour blindness and chase/wrath that person down. It's not force duel but it's a good fight for me as a 2h paladin.
51806, I though hilt smash only blinded for 2 ticks and that i...
Posted by Perpetual_Noob on Wed 31-Dec-69 07:00 PM
N/t
51814, Would it being two ticks change anything?
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
It was definitely longer than two ticks I thought, though then again sleep used to be like 6+ hours and this was about 10 years ago so I might've forgotten.

Same applies though, same effect.
51761, RE: You still didnt address his main point.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I don't see that as an improvement to the class, because it would inevitably require increasing their power dramatically.

Do you want to fight a paladin with wrath that ignores DR or does a lot more damage? I don't.
51765, That actually wouldnt be a bad trade off
Posted by Rehab Guy on Wed 31-Dec-69 07:00 PM
Hell just turn wrath into that retributive supp, more goodie pks you have the worse it hurts.
51787, Ganging is (can be) paladin-like
Posted by Valkenar on Wed 31-Dec-69 07:00 PM
> Two
>paladins, an air form, a bash spec warrior and a gating healer
>multi killing one lvl 44 in their range isnt very paladin like
>behavior.

It is, and you know why? Because honor in the sense of parity isn't part of the paladin code.

Honor is a neutral concept in CF. You can have people who are evil devoted to it. And this makes sense, because honor says that fighting fair is more important than not murdering zillions of orphans in cold blood. It's the one way CF society is more civilized than reality. Fighting is a barbaric activity and "fighting fair" is reserved for barbarians who think that fighting is a good and commendable activity to begin with.
51759, This wouldn't really affect healer or explorer type paladin much......
Posted by Vonzamir on Wed 31-Dec-69 07:00 PM
since they don't lose anything that they use for that, just summon and gank paladin.
51781, Virtue of Summon and Parity
Posted by Perpetual_Noob on Wed 31-Dec-69 07:00 PM
I have used Summon many times to split kill mobs of empire as well as turn tides... Make a 1v3+ unto 1v1 v1 v1, or turn a 2v4 into 2v1. It the fact that I divided your forces and was victorious is just tactics+rng.