Here is a list of issues that I have found with the Paladin.
Aura of Vengeance-This feature is very weak compared to Aura of Courage. It does around half the damage.
Aura of Radiance-Same thing this feature is weak.(So Aura of Courage is your best DOT feature right now).
Oath Strike, Shielding Strike, and Valorous Strike-All do not have a 5’ foot cylinder like the tooltip says.Oath Strike and Shielding Strike should both be changed to a 290° cone.
Bane and Vow of Enmity-These should be combined having two features they do almost the same thing. Remove Bane and change Vow from just damage you deal to “target take 10% more damage and deals 10% less damage” keeping the same additional feature for Oath of Protection (OoP) and Oath of Devotion (OoD).
Burning Light-OoP should have the charge time removed and it should do slightly less damage than OoD.(Every time a Storm giant in Spinward Rise would hit you while charging Burning Light it would cancel the affect preventing you from hitting them with it.)
Sacred Weapon-Animation time needs to be lowered.
Smite-Damage increased and DOT damage increased (this is very low).
Templar’s Wrath-Damage increased
Divine Touch-Damage increased.(I have not seen myself gain a shield yet after using this ability).
Absolution-Worthless ability just takes up a slot that we can use to damage, buff, or debuff an enemy. (I suggest increasing the cooldown time but making it a party wide shield that last only a short duration).
Binding Oath-Does not return 100% of the damage. (It returns a small percentage to the enemies and an even smaller percentage to me sometimes).
Circle of Power-Cooldown time needs to be lowered and duration should be lowered to fit the new cooldown time. Also, it needs to be change from damage you do to party does. OoP specialization also needs to be changed from 25% DR to you to 25% DR to party.
-Each point to charisma now increment your critical chance by additional /.33/.66/1%
i think is each point to wisdom
No its each point of charisma it would be to OP if it gave use a extra 1% crit from wisdom the curve wouldn't effects us at all
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
Divine Touch:Damage needs to increase. Its a long way behind the other similar powers. The heal also seems to swing wildly, I've seen it proc nothing or around 14k. (That's high 40's with 3 pips.)
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Here is a list of issues that I have found with the Paladin.
Absolution-Worthless ability just takes up a slot that we can use to damage, buff, or debuff an enemy. (I suggest increasing the cooldown time but making it a party wide shield that last only a short duration).
just gonna focus on this one for my feed back. im not replying to malfar just riffing off his vibe.
what if it were like bark shield without charges it prevents a set amount of damage over the duration he mentioned i.e. 3200 damage totally negated for the amount of time the duration lasts, maybe about 6 seconds. (this can be before crit is rolled thus lowering the crit potential by that same number or not just an idea) this would be much more useful then just 3200 damage prevented in 1 shot then removed. 3200 damage is very small thats maybe 1 or 2 hits.(vs small normal enemies) because every class has its own protections so it needs to be a good boost for protection for both the paladin and the ally. making it party-wide would also be useful for both types of paladin.
Absolution: This power just doesn't give any clues that it has worked. Yes there is the flash when you activate it, but that is it. Also it only shields 1 person effectively (2 I guess if you target an ally, what for it to come off cooldown and then target yourself...talk about needlessly cumbersome). Some sort of shield over the target's head or circling them to indicate that it is still active would at least make it clear that it has worked, and when it has stopped working. However a simpler mechanic that works party wide would be better than the current pointless power. (See masterjewstar and malfar1's comments above.)
Vigilance: This feat seems needlesly complex, and like absolution gives no clues its active once triggered. (Currently the feedback that it is ready to work is ok, but when you activate it there is no clue that it is now doing anything and when it stops.)
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
DnD Stats: During character creation the priorities for the stats seem to be off. The system seems to struggle to prioritise Con, Wis and Cha. In the tertiary stats Str and Int are prioritised over Dex even though Dex is more directly relevant to the class. This makes building a paladin problematic at the start of the character's creation. (I so wish you had used a point buy system.)
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Sanctuary: More than half the time when I hit [shift] to trigger Sanctuary it just doesn't go off. I've experience this issue for quite a while. I thought it might be a sticky [shift] key so I tried another keyboard and I still had the issue.
Anyone else having this issue?
Yes, this is a recurring issue from Day 1 of Paladin preview. Currently the OP tries to go into a GF blocking animation and also Sanctuary itself doesnt trigger correctly every time.
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
It's a known bug that's been around since the release of the oathbound paladin on the preview shard. Since mod 6 is delayed hopefully they'll fix the glaring bugs with paladins but I wouldn't get my hopes up.
Feedback: Devotion vs. Protection Testing in Spinward Rise I felt the Devotion Paladin lacks in this particular area compared to the other Paragon. Both do little damage, but what separates them is survivability. With the Devotion Paladin I was barely able to outheal the minor HEs, while they were not even scratching the Protection build.
Feedback: Purifying Fire For a T5 feat and its skillcap it does too little damage. Comparison: Aura of Courage contributes about 35% of my damage, Purifying Fire 6%.
Feedback: Quest Thunderhead Reach: Whispers on the Wind The droprate of the Messages needs to be higher.
anyone succesed killing healin paladin in pvp yet?
they seem to be immortal atm i tried to CC lock them and burst them down but it doesnt work the amount of temp hp/heals they have is insane
all of the paladins i fought were not even geared and i also noticed they can break from prone with cleansing touch.
im talking about lv 70 vs lv 70.
Edit:cleansing touch definitely needs a tone down.
Why woudent they be able to break from pron with cleansing its a CC break after all
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
anyone succesed killing healin paladin in pvp yet?
they seem to be immortal atm i tried to CC lock them and burst them down but it doesnt work the amount of temp hp/heals they have is insane
all of the paladins i fought were not even geared and i also noticed they can break from prone with cleansing touch.
im talking about lv 70 vs lv 70.
Edit:cleansing touch definitely needs a tone down.
Did that paladin kill you? I don't understand why you expect that you should kill paladin 1vs1 when he can't even scratch you, it's stalemate and nothing is wrong with this. For now paladins can't do anything outside of capping and specific support, they don't have good pvp CC's, don't have damage, slow as hell, so if they can't hold their ground 1vs1 2vs1 3vs1 long enough they are completely useless pvp wise. I don't plan to play paladin anymore as it is the most sluggish class and I don't believe it will ever change but with current design they should be unkillable 1vs1 with similarly geared opponents to be useful. As I was testing my CW, 2vs1 healing paladins melt fast enough and if you tone their survivability down they will become garbage without serious overhaul.
We are talking about dominion not broken Icewind pvp area, right?
IWD is only broken when u enter here at lvl 60-69 scaled to 70 the paladins i fought were lv 70s with just 40-50k hp and green-epic eq it was impossible to kill any of them.
its sometimes impossible to kill immortal clerics also especially if there using lathandars and Perfect SF enchantments
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
i could kill lv 70 bis geared healing cleric with 97k hp but paladin in epic/greens and 40-50k hp?not happening.
I find that hard to believe especialy when a cleric has a better chance at actually killing you then OP
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
IWD is only broken when u enter here at lvl 60-69 scaled to 70 the paladins i fought were lv 70s with just 40-50k hp and green-epic eq it was impossible to kill any of them.
No, it always had issues and in mod 6 it has even more problems, we were testing 3vs3 all 70's there few patches earlier and only TR could kill anybody, GF and Cleric were also immortal here. You are seriously whining about pvp balance in IWD? Play dominion, record video with your problem and we can start talking. Don't provoke nerfs that can totally devastate this class in PvE and PvP.
Of course you didn't answer my question? Did he kill you? You want to kill opponent 1vs1 that can't kill you and you don't see anything wrong with it. As I see it your class (why you didn't tell us any details is also quite puzzling) and that Paladin were both immortal.
BUG: Feat - Vengeful judge (Justice tree), Oath of Protection
Seems this feat doesn't work in protector's oath. After using Tab key paladin receives protector's buff, but do not receive Judge. Damage isn't increased, cooldowns aren't reduced. At the same time this feat correctly work in Oath of Devotion.
Sanctuary - delayed activation and sometimes it doesnt activate at all
Justice tree cap stone doesnt trigger in Protection oath
Trash mobs in IWD and even WoD eat away the Protection Paladin's temp HP in one hit and kill him with the next 2 hits.
I have been looking forward to playing a paladin since they announced it and now after reading all the bugs and lack of survivability, I am not so sure I want to play one now. will they be adding updates for this class so that we know they are working on fixes or has the budget been blown for this class now and we won't see any improvement until mod 8?
I have been looking forward to playing a paladin since they announced it and now after reading all the bugs and lack of survivability, I am not so sure I want to play one now. will they be adding updates for this class so that we know they are working on fixes or has the budget been blown for this class now and we won't see any improvement until mod 8?
Given that the devs haven't even fixed the longest standing bug with the sanctuary skill not even working half the time, in 6 updates now, and even with the month+ launch extention. I can "with reasonable certainty" claim that this class will be "broken as all hell" come April 7th. And likely won't see fixes for "at least" another month if not more, after all, they haven't fixed squat in the past two months.
Given that the devs haven't even fixed the longest standing bug with the sanctuary skill not even working half the time, in 6 updates now, and even with the month+ launch extention. I can "with reasonable certainty" claim that this class will be "broken as all hell" come April 7th. And likely won't see fixes for "at least" another month if not more, after all, they haven't fixed squat in the past two months.
I can almost also guarantee that when they do fix Paladin, they will over fix it,break something and make it beyond OP in one way or another,
Did something majorly change since the Blakc Hole item issue?
Because back then my Paladin was doing fine in WoD, though my damage output was pathetic vs the tough Shield Mob.
Yeah, devs increased difficulty "a bit" by turning mobs there from 71 to 73. Only ranged classes with dodges and immunity frames can do anything here solo. Damage didn't change, it's still pathetic but now you are dying faster to see it, oh and binding oath damage was nerfed by roughly 60% because it did too much in epic dungeons on bis chars, it didn't matter skill was unusable in other conditions everywhere else before, now even more. If you want to do anything in WoD you must choose CW, everything else under performs. Paladin dies in 3 hits, conqueror GF in 5 by trash mobs, great survivability, especially when CW can take same amount of hits, do insane damage and control everything. In Icewind Dale encounters situation is even worse. If you are not ranged class with immunity frames and control or perma-stealth TR you are screwed. There is so many things broken that there is no way Paladin will be playable at end game when it hits live.
I've tried oath bound paladin up to 62 and I have a level 60(or 70 in test)of every other class. That being said the mitigation/utlility of the Paladin class is not even close to being on par with most other classes. Then add in the crazy bad damage, and what you have is something that is not worth playing over a Devoted cleric or guardian fighter. Even with 500% aggro guys a 2000 dmg average hit is not going to generate enough threat when every one is putting out 50k + hits. Considering the big up to gaurdian fighter damage I don't understand why the paladin's is so bad when his mistigation is worse, his encounter shields do practically nothing and do no dmg. I mean come one when a normal group of mods takes you down to 25% in the first volley where is the utility. Then to not die you have to have clensing touch an lay hands slotted which drops damage even more and loses mitigation skills.
Comments
Aura of Vengeance- This feature is very weak compared to Aura of Courage. It does around half the damage.
Aura of Radiance- Same thing this feature is weak. (So Aura of Courage is your best DOT feature right now).
Oath Strike, Shielding Strike, and Valorous Strike- All do not have a 5’ foot cylinder like the tooltip says. Oath Strike and Shielding Strike should both be changed to a 290° cone.
Bane and Vow of Enmity- These should be combined having two features they do almost the same thing. Remove Bane and change Vow from just damage you deal to “target take 10% more damage and deals 10% less damage” keeping the same additional feature for Oath of Protection (OoP) and Oath of Devotion (OoD).
Burning Light- OoP should have the charge time removed and it should do slightly less damage than OoD. (Every time a Storm giant in Spinward Rise would hit you while charging Burning Light it would cancel the affect preventing you from hitting them with it.)
Sacred Weapon- Animation time needs to be lowered.
Smite- Damage increased and DOT damage increased (this is very low).
Templar’s Wrath- Damage increased
Divine Touch- Damage increased. (I have not seen myself gain a shield yet after using this ability).
Absolution- Worthless ability just takes up a slot that we can use to damage, buff, or debuff an enemy. (I suggest increasing the cooldown time but making it a party wide shield that last only a short duration).
Binding Oath- Does not return 100% of the damage. (It returns a small percentage to the enemies and an even smaller percentage to me sometimes).
Circle of Power- Cooldown time needs to be lowered and duration should be lowered to fit the new cooldown time. Also, it needs to be change from damage you do to party does. OoP specialization also needs to be changed from 25% DR to you to 25% DR to party.
No its each point of charisma it would be to OP if it gave use a extra 1% crit from wisdom the curve wouldn't effects us at all
[SIGPIC][/SIGPIC]
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
just gonna focus on this one for my feed back. im not replying to malfar just riffing off his vibe.
what if it were like bark shield without charges it prevents a set amount of damage over the duration he mentioned i.e. 3200 damage totally negated for the amount of time the duration lasts, maybe about 6 seconds. (this can be before crit is rolled thus lowering the crit potential by that same number or not just an idea) this would be much more useful then just 3200 damage prevented in 1 shot then removed. 3200 damage is very small thats maybe 1 or 2 hits.(vs small normal enemies) because every class has its own protections so it needs to be a good boost for protection for both the paladin and the ally. making it party-wide would also be useful for both types of paladin.
Absolution: This power just doesn't give any clues that it has worked. Yes there is the flash when you activate it, but that is it. Also it only shields 1 person effectively (2 I guess if you target an ally, what for it to come off cooldown and then target yourself...talk about needlessly cumbersome). Some sort of shield over the target's head or circling them to indicate that it is still active would at least make it clear that it has worked, and when it has stopped working. However a simpler mechanic that works party wide would be better than the current pointless power. (See masterjewstar and malfar1's comments above.)
Vigilance: This feat seems needlesly complex, and like absolution gives no clues its active once triggered. (Currently the feedback that it is ready to work is ok, but when you activate it there is no clue that it is now doing anything and when it stops.)
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
DnD Stats: During character creation the priorities for the stats seem to be off. The system seems to struggle to prioritise Con, Wis and Cha. In the tertiary stats Str and Int are prioritised over Dex even though Dex is more directly relevant to the class. This makes building a paladin problematic at the start of the character's creation. (I so wish you had used a point buy system.)
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Yes, this is a recurring issue from Day 1 of Paladin preview. Currently the OP tries to go into a GF blocking animation and also Sanctuary itself doesnt trigger correctly every time.
Merrily, merrily, merrily, merrily, Life is but a dream.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Testing in Spinward Rise I felt the Devotion Paladin lacks in this particular area compared to the other Paragon. Both do little damage, but what separates them is survivability. With the Devotion Paladin I was barely able to outheal the minor HEs, while they were not even scratching the Protection build.
Feedback: Purifying Fire
For a T5 feat and its skillcap it does too little damage. Comparison: Aura of Courage contributes about 35% of my damage, Purifying Fire 6%.
Feedback: Quest Thunderhead Reach: Whispers on the Wind
The droprate of the Messages needs to be higher.
Why woudent they be able to break from pron with cleansing its a CC break after all
[SIGPIC][/SIGPIC]
Thats the only benefit for Prone over stuns besides those who are prone cannot deflect.
But Oathbound Paladin needs buffs in ALOT of other areas before this gets adjusted.
Did that paladin kill you? I don't understand why you expect that you should kill paladin 1vs1 when he can't even scratch you, it's stalemate and nothing is wrong with this. For now paladins can't do anything outside of capping and specific support, they don't have good pvp CC's, don't have damage, slow as hell, so if they can't hold their ground 1vs1 2vs1 3vs1 long enough they are completely useless pvp wise. I don't plan to play paladin anymore as it is the most sluggish class and I don't believe it will ever change but with current design they should be unkillable 1vs1 with similarly geared opponents to be useful. As I was testing my CW, 2vs1 healing paladins melt fast enough and if you tone their survivability down they will become garbage without serious overhaul.
We are talking about dominion not broken Icewind pvp area, right?
its sometimes impossible to kill immortal clerics also especially if there using lathandars and Perfect SF enchantments
[SIGPIC][/SIGPIC]
I find that hard to believe especialy when a cleric has a better chance at actually killing you then OP
[SIGPIC][/SIGPIC]
better chance of actually killing you by FAAAR!
Of course you didn't answer my question? Did he kill you? You want to kill opponent 1vs1 that can't kill you and you don't see anything wrong with it. As I see it your class (why you didn't tell us any details is also quite puzzling) and that Paladin were both immortal.
still same no work in oath of protection
I have been looking forward to playing a paladin since they announced it and now after reading all the bugs and lack of survivability, I am not so sure I want to play one now. will they be adding updates for this class so that we know they are working on fixes or has the budget been blown for this class now and we won't see any improvement until mod 8?
Did something majorly change since the Blakc Hole item issue?
Because back then my Paladin was doing fine in WoD, though my damage output was pathetic vs the tough Shield Mob.
Given that the devs haven't even fixed the longest standing bug with the sanctuary skill not even working half the time, in 6 updates now, and even with the month+ launch extention. I can "with reasonable certainty" claim that this class will be "broken as all hell" come April 7th. And likely won't see fixes for "at least" another month if not more, after all, they haven't fixed squat in the past two months.
I can almost also guarantee that when they do fix Paladin, they will over fix it,break something and make it beyond OP in one way or another,
Yeah, devs increased difficulty "a bit" by turning mobs there from 71 to 73. Only ranged classes with dodges and immunity frames can do anything here solo. Damage didn't change, it's still pathetic but now you are dying faster to see it, oh and binding oath damage was nerfed by roughly 60% because it did too much in epic dungeons on bis chars, it didn't matter skill was unusable in other conditions everywhere else before, now even more. If you want to do anything in WoD you must choose CW, everything else under performs. Paladin dies in 3 hits, conqueror GF in 5 by trash mobs, great survivability, especially when CW can take same amount of hits, do insane damage and control everything. In Icewind Dale encounters situation is even worse. If you are not ranged class with immunity frames and control or perma-stealth TR you are screwed. There is so many things broken that there is no way Paladin will be playable at end game when it hits live.