Paladin QoL suggestions
Hi all,
I've been playing Paladin when it first came to Preview server. I enjoy playing him in both PvE and PvP content and here's a list of things that would improve the quality of life for both Paladins, their team-mates and their opponents.
1. Binding Oath. At rank 4 this encounter absorbs all damage for 8 seconds and when the time ends the paladin takes 50% of the absorbed damage and bursts out 20% in an AoE. The problem here is that the 50% damage can be further reduced by DR, deflect and whatnot. That makes the Paladin in fact receive only like 10% of the damage in total. In PvP that makes Paladin unkillable. In PvE the fact that the Paladin receives the damage after a while from taking it might mean instant death as you can't outheal the damage.
Suggestion: instead of absorbing full damage and later dealing the damage I suggest making this encounter a buff that reduces damage taken by 50% live. This would make healing more useful in PvE and Paladin would take more damage in PvP. Win-win.
2. Aura of Truth offhand feature. Currently it's broken in that that it can daze even at 80' range and the dazes have no cooldown. In PvP that makes it a dreadful experience for opponents. Especially relient on multiple hits or DoT powers. Another thing is that there's no visual cue for Paladin to know when a player / mob was dazed by this feature.
Suggestion: only apply daze when an enemy is affected by AoT, add 10s cooldown between dazes, add daze animation and up the duration slightly. This would make fighting Paladins easier as well as Paladins could react accordingly if they knew when a target was dazed.
3. Circle of Power. Makes a giant shield on the ground which boosts Paladin's damage and DR/healing done. It doesn't work for allies.
Suggestion: seeing that this shield is very similar to DC's Astral Shield it should apply the boosts to allies too. Or at least a fraction of them.
4. Divine Judgement. This daily spreads the damage it deals between targets in front of Paladin. It deals insane damage against a single target but it's nothing special against say 5 targets. This makes Paladins 1 shot players in PvP as well as sub lvl 70 quest bosses.
Suggestion: either make this daily a single target power with reduced damage or make it a 5+ target AoE that would deal say 15k base damage. Also, it should not be the first daily Paladin gets. Rather at 50 points spent.
5. Absolution. 30k HP shield with a 14s cooldown is not really impressive.
Suggestion: reduce cooldown or base the shield on max HP rather than have a fixed value.
6. Vow of Enmity. Marks target for 1 minute. Paladin deals increased damage against marked target and allies generate threat for Paladin or get healed by hitting the target. The problem is that if your target runs away (Paladin's can't really win any running contest) you have 1 less encounter for a minute. No cooldowns, nothing can bring it back unless the target is dead or the time is up.
Suggestion: add cooldown for the encounter but make Paladin able to change target.
7. Burning Light. Deals DoT damage in an AoE for up to 4s and causes interrupts. It's one of my favorite encounters yet I find it really hard to use in the heat of battle. You need to hold and charge it for 2-3 seconds to have the full effect. While you're charging you're susceptible to interrupts and CC powers. That leaves a rather bad taste in my mouth when I get tossed around by mobs in PvE or players in PvP.
Suggestion: reduce charging time, or give ability to move while chargin, or give CC immunity while charging.
8. Banishment. It disables mobs in 60' blast for 20s during which you can't damage them (!?). Inflicts 4s stun against players. Has 27s+ cooldown at rank 4.
Suggestion: reduce the duration but allow the mobs to be damaged. Players should not be able to deflect the stun. It's a 27s+ cooldown power afterall.
9. Justice path Prism feat. After using a daily, Paladin gets a buff for 20s during which all the healing he gains his allies get too. This feat doesn't belong in Justice tree which is esentially a dps path, not a healing path.
Suggestion: move this feat to Light tree and give a different feat instead.
10. Justice path Purifying Fire feat. At-wills deal bonus damage up to 5 times then it suddenly stops until you use an encounter. It looks bugged or lacking something.
Suggestion: deal full damage beyond 5 hits until you use an encounter. Or make it a feat that stacks up to 5 times and encounter use consumes the stacks to deal something like #ofstacks*150% weapon damage DoT.
Well, that's about it. We'll see how things look on Thursday when some fixes come. Will update this post if needed.
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