Whose idea was that to make such a daily that make entire party immortal for 20 sec on top of that paladin gains AP while under effect of the daily so the Divine Protector has nearly 90% uptime means 90% of the fight paladin and hes party is unkillable this daily must be toneddown quickly atm paladins ruin the pvp making entire team immortal with this spammable daily.
0
Comments
We already have only 2 maps, 3 nodes each, and a pally basically limits the game to 2 nodes, because wherever he goes it's impossible to kill.
Not to mention Divine protector has insane range on his teammates and keeps link through walls and platforms, simply ridiculous.
im willing to trade protector for dealing 2 or 3x more damage, so paladins could at least get close to any other class in terms of damage
It doesnt have 90% uptime, unless you got mythical DC sigil or cleric babysiting you with the bugged shield.
Mythical DC sigil is a rather a low requirement to be invincible 90% of the time and make your allies so.
Paladin itself isn't immortal (he just take reduced dmg and intercept 100% dmg taken from allies) You can easily prevent Paladin from using it if you have good Controller (you cant activate the daily if you're cc'ed)
You must be the greatest player ever
Paladin can effectively be near - immortal in PvP even without DP, and with DP his party gets the same benefit.
The idea of toning its duration down might help, but making it ~half as effective~ in PvP might be a better fix for people too not whine about PvE being ruined.
That being said, increase paladin at will damage a bit too quell the QQ.
Frankly I'm fine with how paladin works, they're the tankiest class by far, lowest damage by far, and it takes co-ordination too really kill them.
Other things I think need a tone-down / Tune-up on them though, after playing my paladin almost exclusively for a while now.
Binding Oath - If you pop this when its still active, the current damage should burst on you right away before the buff it reapplied. This is more of a PvP thing, but I don't think the intention was for it too do what it does atm.
Lay on Hands - Needs a longer cast time. or too be a HoT affect. While I love the hilarity of being on 1k health with 10k Temp hp, and having someone try their hardest to finish me only for me to pop LoH and be 100% again. its not fun for the other player, and when used against me its not fun either. PvE also its kinda insane when you can insta 100% anyone you want.
Divine Judgement - Toned down too much, needs at least 25% more back or so.
Smite - Increase range just a little bit. so it doesn't look HAMSTER if they take one step away and you cant cast it anymore.
Circle of power - While really good, I find a lot of people don't really use this that much because it looks to be self-buff only. Maybe let it affect allies 10% per rank
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
Merrily, merrily, merrily, merrily, Life is but a dream.
Paladin doesnt have stealth and nor ITC, so it's a lot easier to control it.
So, paladin are immortal? on 1 vs 1? kind of, and we are not supposed to die on 1 vs 1.
Now, i know some cw, gwf, gf, who can kill me on 1 vs 1 ( they can, it dosent mean they will )
Any good Tr knows that a whisper kife could kill any paladin on 1 vs 1, but wont change to not loose ITC.
Any good player knows that on 1 vs 1 vs a paladin, his job will not be to kill him, but to make him wasting his time
Any good Paladin knows that on pvp his job will be to be alone on a node, so will not use this daily that you want to nerf
Any smart people will not ask to nerf that skill because its absolutly usefull in dungeon
"Not to mention Divine protector has insane range on his teammates
Not from node to node
and keeps link through walls and platforms, simply ridiculous."
wrong, i have to see my teammates when i cast it, if there's a wall between us, it will not work ( and there are not much wall on pvp )
"You know you are making excuses to defend a broken mechanic... right?"
always the same sentences, does it make you feeling better? the mechanic isent broken, some people have learnt about how fighting a paladin, most people didnt.
This guy pretty much covered it all. Read it and think
Merrily, merrily, merrily, merrily, Life is but a dream.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
In most cases anyone who is at least geared to competent levels has his AP neck artifact upto Legendary. They gain full AP every 75 seconds even if they don't fire off a single power as long as within combat, and nowadays people with at least basic levels of combat setup can shorten the time required to full AP in under 30 seconds.
It's just a dumb, bland, make-believe-pretend fighting in the mid node when both sides are prepared with OP-DC combos where everybody floats the "0 - 0 - 0 - 0 - 0- 0- 0- 0- 0..." all day long, with both sides spamming the scene with dailies along the way every 30 sec intervals.
Is that really the PvP you people think "fun"?
Even it comes down to 1v1 situations, I've actually made the effort to create a total-CC centered build to CC OPals and DCs nonstop to help the rest of my team focus it down, with quite notable success. Now, after a few weeks, I'm actually seeing them ready with Transcendent Elven Battle... now, in this case, nothing works.
- You can't one-shot them
- You can't outdamage their heals.
- There's no way to neutralizes their buffs since the game's debuffs are so weak
- Now, with T.E.B., you can't even CC them.
The end result? Not only are they unkillable 1v1, they're now unkillable 5 v 1. In GG, if you have a DC-OP together, you can't kill them 6~7 v 2. Not only are the 2 unkillable, but those 2 make every player around them near unkillable as well. The only people who die are those with so insufficient and low IL (like fresh level 70s), and even these are tough to take down unless you 1-shot them.
Is this really the PvP you think is right? Dunno about you guys, but not me.
.....
Let me put it in another way that any of you might understand.
Imagine a Sabo/MI TR, unkillable, undetectable, so long as it does not take any risks. Cool. It's unkillable. Now, imagine this Sabo/MI TR has an AOE STEALTH BUFF that it casts and makes everyone affected by it go into invisibility for 20 seconds.
Do you think something like this is tolerable? If the OPal makes his team gain a 20-sec immunity, and you think that's OK, then there's no reason why an unkillable TR should not be making his own teammates unkillable in much the same way, no?
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'