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Oathbound Paladins: opinions and proposal to change the dailies

korden1korden1 Member, NW M9 Playtest Posts: 61 Arc User
Just want to collect opinion about full recover AP paladins, able to play the daily (shield) endlessly. Considering the daily not only make immune him but also all its party, and covers a significant distance (if the paladin is in the middle of Hotenow, he can reach all 3 the basis), this may influence a bit the match i guess. What is your opinion about?

Once a time there was the same problem with GF daily, and the answer was stopping the possibility to earn action points during the daily. Do you think a similar measure shall be a good proposal also for Paladins?

Comments

  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    edited December 2015
    Absolutely.

    TBH, even in Protector's Enclave I feel violated when a Paladin moves its shiny AOE over me. Unless I'm in their party, they should keep it to themselves.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    absolutely, no class should be able to regen AP during a daily.
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  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    edited December 2015
    clonkyo1 said:

    korden1 said:


    Third problem is that, right now, devs are "talking" about what 'balance a class means'... which left us, players, with a problem for 1 mod more... even when they stated that "gaining AP during a Daily uptime is a bug" (this bug affects to all classes and must be fixed for good for all classes)


    I had read that note, about what it means to balance a class. Soon it will be widened to what it means to run PVP, followed by ...well...I'll let them state that when they get there.

    Each time they push this out with a widened statement like that means that IF they do something, it will likely be way beyond or beside the request.
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    I'm gonna call @thefabricant here, to get his input. He knows more about the OP class than anyone else I've talked to.
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  • xeguevaraxeguevara Member Posts: 23 Arc User
    edited December 2015
    I've seen many discussions about the op daily divine protector but you are only seeing the tip of the iceberg. i'm not saying it isn't a problem, but i have never seen anyone speak of what is truly the issue. The true problem lies with a conjuction of issues.

    Yes, first there is Dp, which everyone knows what it does.

    Second, is Binding Oath. At 4 power points, it makes you immune for 8 seconds and explodes for 50% of the damage taken afterwards. But what happens exactly if you pop another binding oath on top of the previous? does the damage taken untill then transfer to the next one or does it reset? even if it doesn't reset the OP only takes a very small percentage.

    Third, as @thefabricant has stated in his OP guide in the OP subforum, Aura of vengeance procs echoes of light which in return resets cooldowns on all encounter powers. This is what makes possible casting binding oath in sucession and AP gain with Relentless Avenger (also the main damage encounter and pushes everyone away except the target making it a powerful CC).

    It's the 3 issues in conjunction that makes a paladin truly immortal. What is more astonishing is that a paladin is more immortal fighting against five other players with low CC than against one player, unless the one player is using DOT's (cough...SW..cough , you might die just by proccing aura of vengeance) or the other player reflects damage.

    In sum, fixing only the daily is going to help a bit, making the party more fragile but it won't fix the OP's immortality.

    Edit: DP is retricted to field of view, it only affects players near you when you cast it but if you move away from the OP afterwards it stays with you making it possible to protect someone from the other side of the arena. Another thing is if a friendly TR is doing Bloodbath he doesnt get affected by DP.
    Post edited by xeguevara on
  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    I asked Hussbro what he think abt DP. He said that makes him immnue to everything for 20 sec but he gains the AP to recast it after 15 sec....
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    edited December 2015
    Paladin bubble is only one of the issues with paladins and their immortality but it definitely makes anyone nearby the Pally immortal. Stopping AP gain during the daily would most definitely give a window for one of his group mates to be killed on a node and would be one way to fix part of their problems in PVP.

    The class needs a rework imho, most particularly the justice tree in regards to damage and survivability. They have given them too much immortality/group buffed survivability and not enough real damage.
    Post edited by ltgamesttv#0999 on
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited December 2015
    Take Note that I am a pve player so my experiences are from a pve perspective.
    There are 3 main issues, as far as I see it.
    1) Protection paladin temp HP. With the amount of durability a paladin already has, the amount of temp hp a paladin can gain moves them to the point where they are very, very, very difficult to kill. This is achieved through templar's wrath and can be mitigated by reducing the amount of HP granted by said ability.

    2) Binding Oath CD. Binding Oath renders a paladin completely immune to damage, however, it is possible to reset the cool down of binding oath before the ability wears off. This is an issue because every time the ability is reset, the damage that binding oath was supposed to deal to you at the end of its cool down is also reset, effectively nullifying the damage entirely. This can be fixed by having binding oath only go onto cool down after the ability has expired and be unusable while it is active, with its cool down then reduced to account for the change.

    3) Divine Protector CD. Divine protector makes the paladin's group completely immune to damage and gives the paladin a very large amount of dr. This could either be fixed by reducing the effectiveness of divine protector, making it no longer redirect 100% of allies damage and no longer granting you such high dr, or the length of the cooldown could be adjusted. I think the most elegant way to do it though is to make the paladin take slightly more damage while it is active (40% dr instead of 80% dr) and then make divine protector similar to hallowed ground, so you don't regenerate AP while it is up. Finally, to cap it up, reduce its uptime by about 2 seconds. This means that it still has good party utility, but doesn't make the paladin invulnerable while it is up, at the same time as being something that requires investment to make truly good, instead of something that is good from level 70 no gear onwards.
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  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    clonkyo1 said:

    The class needs a rework imho, most particularly the judgement tree in regards to damage and survivability. They have given them too much immortality/group buffed survivability and not enough real damage.

    And turn it into a new DPS class??? I disagree
    I didn't say DPS class, I was talking about a specific branch of the Protection tree. My statement "most particularly the Justice tree in regards to damage and survivability" was the key bit of information you missed.

    The problems as aforementioned is that Pallies are invulnerable and they kill other toons in PVP because they can whittle them down and not take burst damage. However, besides dailies against poorly geared/skilled players the Paladin has almost no burst damage. End game this means they simply moot out a node and can't be killed but don't do much killing either unless they are given time to whittle away at someone.

    If you take away their invulnerability their burst damage is bad so they will go from being OP to being nigh useless, especially at end game. The Justice tree is supposed to be DPS, just like you can build a DPS cleric. The problem is that he has all the tools of the immortal Paladin, as well as reduced cool downs from the end cap.

    Nerf their survivability but give them spike damage. This is what I'm talking about. Damage over time at end game only works if you heal more or are tankier than your opponent (such as in the case of SW's with Warlocks Bargain... their dots heal them in combination with their passive so they can maintain high DPS over time and stay alive based off the damage they deal). If you only nerf survivability on the DPS pally you will obliterate them in PVP imho.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


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  • korden1korden1 Member, NW M9 Playtest Posts: 61 Arc User
    PVP is really out of control now -
    clonkyo1 said:

    . . .

    Yes, this all is what i understood since beginning but what i imagined was a new "GF" (not about what you typed/wrote, but what devs would do) branch being able to even one-shot other players.
    Thats why i said "i disagree". I dont want a new "Conq GF" (notice quotes) class on PvP. Having 2 classes which can one shot almost everyone even when chars have over 3.5k IL is enough IMO.
    I see your concerns, pvp is really madly out of control now. This is even growing worst. New players are not able to get pvp equip since no one is making stronghold pvp any more, this increases the gap and further reduces pvp players. Also Gauntlygrim is being more and more abandoned due to the huge existing unbalancings, I believe the situation has never been worst before.

    I believe an entire module shall be soon built on balancing pvp, otherwise the NWN community will take a hard hit.
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    korden1 said:


    I believe an entire module shall be soon built on balancing pvp, otherwise the NWN community will take a hard hit.

    If they bring back the Dungeons and Fix PVP - Everything would shiny again.
    Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
    --
    I'll never retrace my steps.

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  • melodiezxxmelodiezxx Member Posts: 73 Arc User
    Just take away those stupid rings and the Stam/ap drains that would be a good start
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User

    Just take away those stupid rings and the Stam/ap drains that would be a good start

    Ditch the snails and axe beaks as well.
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User

    Just take away those stupid rings and the Stam/ap drains that would be a good start

    I will give you a hearty amen to this. As if PVP weren't dumb enough with immortal Paladins, they add insult to injury with stupid, extraneous, skill less variables that take away from the PVP experience. I see people using this junk all the time against pugs with like less than 2k IL when they're already BIS. WHY? Why is that necessary? Ruining PVP for people trying to get their basic PVP gear and some AD by making sure they stand there unable to do anything (drains) while you stealth to them (ambush) and one rotation them, if they happen to survive and hit back you turn your back (cowardice) and shoot them across the map.

    It's no wonder newer or undergeared players absolutely despise PVP.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


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  • pando83pando83 Member Posts: 2,564 Arc User

    Just take away those stupid rings and the Stam/ap drains that would be a good start

    I will give you a hearty amen to this. As if PVP weren't dumb enough with immortal Paladins, they add insult to injury with stupid, extraneous, skill less variables that take away from the PVP experience. I see people using this junk all the time against pugs with like less than 2k IL when they're already BIS. WHY? Why is that necessary? Ruining PVP for people trying to get their basic PVP gear and some AD by making sure they stand there unable to do anything (drains) while you stealth to them (ambush) and one rotation them, if they happen to survive and hit back you turn your back (cowardice) and shoot them across the map.

    It's no wonder newer or undergeared players absolutely despise PVP.
    I started using them on my 2k+ alts when doing my daily pvp matches. I mean, experiencing how it's like to PvP with a low gear toon i got:

    - 3-4k players enjoying the kill. Even after a gg. Answers i got: "the lower the iLvL the better" and "i just killed a cow"
    - premades, half premades or geared groups and players preventing the enemy from reaching reward threesold after a gg. Reason...cause they felt like it or didn't want to lose 30s of their time for a quick double cap trade. Have a funny SS of this player from a very "aggressive" guild, and his team mates, sitting on a node after a gg, 800-60 score, just to prevent any of my team from getting to the reward threesold. Asked to let cap. Nothing. Oh, if any officer is reading, i can send the screenshot. I think you konw i'm talking about a specific guild.

    So i started using ring of ambush +4 on my alts. Unfair? Skill-less? Not as much as HAMSTER matchmaking and 4k stompers i meet around. Got a 3k+ OP complaining cause i was using ambush+4 on my 2.2k HR and he couldn't get the kill. Poor soul.

    It's enough i'm still fighting fair with my main despite the massive (ab)use of bugged rings of cowardice (seriously...some players have no shame) by already fully geared guys. Even mett a full RoC+4 group once. Funny match. Permarooted and if the map was not so small, i think i could fly to the moon.

  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    pando83 said:

    Just take away those stupid rings and the Stam/ap drains that would be a good start

    I will give you a hearty amen to this. As if PVP weren't dumb enough with immortal Paladins, they add insult to injury with stupid, extraneous, skill less variables that take away from the PVP experience. I see people using this junk all the time against pugs with like less than 2k IL when they're already BIS. WHY? Why is that necessary? Ruining PVP for people trying to get their basic PVP gear and some AD by making sure they stand there unable to do anything (drains) while you stealth to them (ambush) and one rotation them, if they happen to survive and hit back you turn your back (cowardice) and shoot them across the map.

    It's no wonder newer or undergeared players absolutely despise PVP.
    I started using them on my 2k+ alts when doing my daily pvp matches. I mean, experiencing how it's like to PvP with a low gear toon i got:

    - 3-4k players enjoying the kill. Even after a gg. Answers i got: "the lower the iLvL the better" and "i just killed a cow"
    - premades, half premades or geared groups and players preventing the enemy from reaching reward threesold after a gg. Reason...cause they felt like it or didn't want to lose 30s of their time for a quick double cap trade. Have a funny SS of this player from a very "aggressive" guild, and his team mates, sitting on a node after a gg, 800-60 score, just to prevent any of my team from getting to the reward threesold. Asked to let cap. Nothing. Oh, if any officer is reading, i can send the screenshot. I think you konw i'm talking about a specific guild.

    So i started using ring of ambush +4 on my alts. Unfair? Skill-less? Not as much as HAMSTER matchmaking and 4k stompers i meet around. Got a 3k+ OP complaining cause i was using ambush+4 on my 2.2k HR and he couldn't get the kill. Poor soul.

    It's enough i'm still fighting fair with my main despite the massive (ab)use of bugged rings of cowardice (seriously...some players have no shame) by already fully geared guys. Even mett a full RoC+4 group once. Funny match. Permarooted and if the map was not so small, i think i could fly to the moon.

    I'm sorry mate, I know the matchmaking is bad but it doesn't excuse, imho, using rings that are knowingly not WAI. I know people can be jerks when they outgear their opponents but using known bugs is not the answer.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


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