bye-bye my devotion paladin.. I dont have much time to play these days.. now it's gonna take me 5-minutes to complete each mob pack.. and heck, maybe i'll just wait for santa to grant me IWD completion booster..
pvp-cryer - 1
pve - RIP
If it takes you 5 minutes to kill a mob pack, you are doing something seriously wrong.
We are not saying that this daily didnt need a tweak or 2, we are saying that this nerf has make this Daily usseless in much cases against potentially strong mobs and no talk against other PVP players with all at max or high stats.
Dont laugh much because like things as they are now in the future others classes will suffer from this in no time. Lets see when they touch HRs or TRs. they are not nerfing things, they are making them usseless. We need to change the Word for refering to this changes. Nerf is not a valid one right now.
poll is pointless. you don't need to hit 6-7 mobs to not feel like DJ was nerfed. if you hit 3 it's same as it was before this patch. if you hit more it's even beter daily than it was. now in all areas there are groups of mobs of at least 3. so i don't understand what's your problem.
Have you seen the state of HRs in Mod 6? There is virtually nothing they could do to make them worse. They are in almost as bad a state as SWs. TRs had a long period of being useless and are now in a resurgence. It won't last as they are not CWs.
Paladins are still in a very good place in both PvE and PvP. If built and played correctly, of course.
After playing yesterday I'll admit the DJ nerf wasn't as bad as I thought it would be. I would be nice if the area was expanded a little. I swear it's not even doing the full 10', but that's kind of hard to measure in-game.
well its true that the survability of pallys in PVE or PVP is very high, they dont changed that (finger crossed) but thats not the point. Regarding HRs dont know your case but they are a pain in the *** in much cases and those roots hit you allways shielded or not so there is something very wrong there. I dont play with my SW so i cant tell how much they broke it but i Heard many complains about the class.
Mod 6 has broke many things with some clases
The problem is, if you only hit 1 or 2 targets the power is nerfed, and "substantially" nerfed... so if you are going to make up for that by going to the trouble of increasing the cap level, why not go the extra step and increase the area of effect so that the benefits can be obtained more often... it's not always easy to get even 3 or 4 targets into a 10' blast area... the reason for the small blast area was to make it easier to isolate a single target and thus use the devastating power against a boss... now that that is no longer an option, an increase in the size of the area would be most welcome...
poll is pointless. you don't need to hit 6-7 mobs to not feel like DJ was nerfed. if you hit 3 it's same as it was before this patch. if you hit more it's even beter daily than it was. now in all areas there are groups of mobs of at least 3. so i don't understand what's your problem.
I soloed the same dailies this morning that I solo every day before work, it did not take any more time today than it ever has, and I have been able to solo the bosses in the instances. I have not been able to test Bigrin out with these changes, but I don't see any difficulties there either as there are generally 3 mobs at least anyway (biggrin and two skeleton dogs) Honestly the only people I really see hurt by this change are PVPers and if I've read everything correctly, that was the whole point in the change.
And TR daily, and CW daily, don't also one shot some people in PvP? i dont' see this as being an different than a CW having a negation, and shield on tab and being a tank, with a LOT more control and dps.
Personally, on my Control Wizard Mod6 PvP I haven't singled shotted anyone (I use pvorp / LM set), but I have been single shot killed by Paladins a couple of times. It was all in good fun, so I just laughed it off.
I could probably get a negation to feel the awesomeness, but too much AD and I expect that enchant to get a nerf / fix sometime in the future.
Yor're doing it too you know. Speaking nonsense that is. In what situation does a Paladin do better damage than anyone besides a 1x1 PVP fight with an already agreed as being broken daily?
In the situation where it used to butt-kick anyone in 75 second intervals.
Like clonky said above, and I quote;
If any OP player thinks about its class being "useless", then, that player must be doing something really wrong...
OPal players have their role mixed up. To be fair its not uncommon to see newly introduced classes being generally overpowered that people get the wrong idea of the role it should play. This thread mentions that the OP is nothing but a punching bag. Except being the punching bag, the "meatshield" of the party is its mission statement.
People complaining about how the OPal has no real damaging power, is basically the exact same thing as tankclerics complaining they don't have any damage. Maybe the general damage of all other attacks can be increased slightly, but why would any OPal player expect it to be fair to deal damage that blows over half HP? We don't expect that nor justify it for the DCs, so why should it be different for the OPal?
If you want to DPS people, roll a DPS class. Such simple words, but in the end, it's also a simple truth. Again, to repeat myself, why do people hate Sabos and view them as broken? Because nothing that resilient and relentless should be allowed that much damage.
I would say sometimes needs to be an option. I tested this yesterday in Dwarven Valley - I waited to be surrounded by trolls and then fire off DJ. It did seem to do full damage to multiple trolls, but it looked to me like not every troll around me got hit. Usually 3 -5 showed damage. There were always a couple that didn't appear to get damage. Since the trolls were within melee range, I'd say they had to be within 10 feet, but I didn't do any log analysis to tell for sure. I'll leave that for the people that really get into those details.
I'd be happy if the AoE was increased to 20 feet, but all in all, the nerf isn't as bad as I feared. I'd much rather they fixed the wonky blocking mechanic so it worked quickly and consistently.
It's not a 10 foot diameter. If your character stretched out their arms, given a normal 6 foot person that's 6 feet, when I center a DJ on a target in front of me that means the five mobs surrounding me should all be hit. In short I think distance needs a re-evaluation.
Dailies by their very nature are intended to be powerful, otherwise it would be an encounter or at-will. It has nothing to do with DPS or not DPS class. But keep in mind while Paladins might not be a "dps" class on the order of a CW or SW or TR, they are still allowed to do damage, otherwise instead of a sword they should get an elemental nerfbat a their mainhand.
No, it did not need a nerf. Paladins have barely any single target damage and DJ enabled Paladins to at least finish up their dailies. You had to use it on a single target (otherwise it was already nerfed). Now, it's nerfed even worse than before against single OR multiple targets.
I just tested out the new "DJ" and it's pathetic. At-wills do more damage per time period. This will be coming off my bar. Not worth wasting AP on it even if it could hit 20 mobs. Sorry.
This is certifiable BS right in the face of it and does the credibility of your argument no favors; elementary math says the damage breaks even with three targets in the radius, and thereafter you're only getting *more* mileage out of it.
And the old version did plain too much single-target damage period no matter how you try to spin it.
This is certifiable BS right in the face of it and does the credibility of your argument no favors; elementary math says the damage breaks even with three targets in the radius, and thereafter you're only getting *more* mileage out of it.
And the old version did plain too much single-target damage period no matter how you try to spin it.
Perhaps. But a 67% nerf? That is way too much. 40% would have sucked but at least it would still have it's use. I don't think you will be hitting more than 3 targets with it. Mobs just never get that close to fit in it's tiny cone, even if you had a CW sing them. The old DJ was not good against multiple targets.
Not really seeing by what kind of non-Eucledian, Lovecraftian geometry a "10' burst" turns into a "tiny cone"... wouldn't mind say 5' more radius, though.
As far as the damage goes, recall that the original was scaled for the creative if unsuccesful "even split" scheme which is exactly what made it so excessive against solitary targets. Since it now functions like any other AoE that's obviously unnecessary; whether the current baseline damage is too little or whatever is really a different topic and something to be seen in practice.
The essential point, however, is that the old version was flat out broken in many ways and guaranteed to undergo serious revision sooner or later. The knee-jerk RUINED FOREVER reaction you and only too many others are currently displaying frankly looks like nothing so much as hue and cry over a FotM exploit crutch having gotten fixed.
If the viablity of your gameplay hinged upon one Daily that clearly wasn't WAI...
See, the problem with this nerf is, we will now have no option of doing any daily content solo in a reasonable amount of time, as DJ is really the only power we have that does any meaningful damage.
I REALLY don't want to beg my guildies to handhold me through basic IWD or sharandar dailies just because otherwise all the dailies will monopolize all of my play time.
I am lvl 69 as a devotion pally the nerf and changes have not impacted my soloing one bit probably because my gear at the moment has a mix of power crit and AP that gives me a flexibility.
Elemental Evil is the best module ever it fixed all the bugs!
The essential point, however, is that the old version was flat out broken in many ways and guaranteed to undergo serious revision sooner or later. The knee-jerk RUINED FOREVER reaction you and only too many others are currently displaying frankly looks like nothing so much as hue and cry over a FotM exploit crutch having gotten fixed.
If the viablity of your gameplay hinged upon one Daily that clearly wasn't WAI...
That's a pretty big leap. Never said my gameplay hinged on it, but it does rather gimp a Paladins ability to do decent single target damage and the way it is now it has been relegated to the garbage bin. I don't waste AP on it anymore.
Is there some rule in your book that extremes are necessary? If something is too good, it must be pounded completely into the ground? Is there something fundamentally wrong with a 40% nerf as the first attempt at "balancing" it?
I am lvl 69 as a devotion pally the nerf and changes have not impacted my soloing one bit probably because my gear at the moment has a mix of power crit and AP that gives me a flexibility.
At level 69 you haven't been hit by the extreme diminishing returns. 70 is weaker than 60. If I were to use pretty much any of my encounters when bumped down to level 55 or 60 etc, I can pretty much one shot things. At 70, the mobs just laugh because you are tickling them.
Comments
Pretty much this. Seems some people get so stuck in routine they don't dare change their tray up for solo.
If it takes you 5 minutes to kill a mob pack, you are doing something seriously wrong.
Dont laugh much because like things as they are now in the future others classes will suffer from this in no time. Lets see when they touch HRs or TRs. they are not nerfing things, they are making them usseless. We need to change the Word for refering to this changes. Nerf is not a valid one right now.
Just done some more pvp and I feel I am just stood there swinging a feather back and forth.
Its ArP resistance entering the equation as of new patch. Everyone is dealing/taking less damage now.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Paladins are still in a very good place in both PvE and PvP. If built and played correctly, of course.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Mod 6 has broke many things with some clases
I soloed the same dailies this morning that I solo every day before work, it did not take any more time today than it ever has, and I have been able to solo the bosses in the instances. I have not been able to test Bigrin out with these changes, but I don't see any difficulties there either as there are generally 3 mobs at least anyway (biggrin and two skeleton dogs) Honestly the only people I really see hurt by this change are PVPers and if I've read everything correctly, that was the whole point in the change.
Personally, on my Control Wizard Mod6 PvP I haven't singled shotted anyone (I use pvorp / LM set), but I have been single shot killed by Paladins a couple of times. It was all in good fun, so I just laughed it off.
I could probably get a negation to feel the awesomeness, but too much AD and I expect that enchant to get a nerf / fix sometime in the future.
In the situation where it used to butt-kick anyone in 75 second intervals.
Like clonky said above, and I quote;
OPal players have their role mixed up. To be fair its not uncommon to see newly introduced classes being generally overpowered that people get the wrong idea of the role it should play. This thread mentions that the OP is nothing but a punching bag. Except being the punching bag, the "meatshield" of the party is its mission statement.
People complaining about how the OPal has no real damaging power, is basically the exact same thing as tankclerics complaining they don't have any damage. Maybe the general damage of all other attacks can be increased slightly, but why would any OPal player expect it to be fair to deal damage that blows over half HP? We don't expect that nor justify it for the DCs, so why should it be different for the OPal?
If you want to DPS people, roll a DPS class. Such simple words, but in the end, it's also a simple truth. Again, to repeat myself, why do people hate Sabos and view them as broken? Because nothing that resilient and relentless should be allowed that much damage.
军医骑士 超过三千水平 突破极限释放开
Daily: Granworm Sword
Enounter: Vow of Enmity | Worm Smasher | 縮退砲
Class Feature: Kabbalah System
Aura: Warp Field
IGN: Faluzure 19k Tenebrous Soulbinder Scourge Warlock
(The Corrupted) (Retired)
I'd be happy if the AoE was increased to 20 feet, but all in all, the nerf isn't as bad as I feared. I'd much rather they fixed the wonky blocking mechanic so it worked quickly and consistently.
Well yeah, old!DJ tended towards the hilariously overpowered against single targets. Kind of the whole point of the change.
Add me to the chorus that thinks a bit larger area would be nice, though.
Great Plan, count me in!
I'm pretty sure it's radius, yes. Or at least listed as such.
Dailies by their very nature are intended to be powerful, otherwise it would be an encounter or at-will. It has nothing to do with DPS or not DPS class. But keep in mind while Paladins might not be a "dps" class on the order of a CW or SW or TR, they are still allowed to do damage, otherwise instead of a sword they should get an elemental nerfbat a their mainhand.
No, it did not need a nerf. Paladins have barely any single target damage and DJ enabled Paladins to at least finish up their dailies. You had to use it on a single target (otherwise it was already nerfed). Now, it's nerfed even worse than before against single OR multiple targets.
I just tested out the new "DJ" and it's pathetic. At-wills do more damage per time period. This will be coming off my bar. Not worth wasting AP on it even if it could hit 20 mobs. Sorry.
This is certifiable BS right in the face of it and does the credibility of your argument no favors; elementary math says the damage breaks even with three targets in the radius, and thereafter you're only getting *more* mileage out of it.
And the old version did plain too much single-target damage period no matter how you try to spin it.
Perhaps. But a 67% nerf? That is way too much. 40% would have sucked but at least it would still have it's use. I don't think you will be hitting more than 3 targets with it. Mobs just never get that close to fit in it's tiny cone, even if you had a CW sing them. The old DJ was not good against multiple targets.
As far as the damage goes, recall that the original was scaled for the creative if unsuccesful "even split" scheme which is exactly what made it so excessive against solitary targets. Since it now functions like any other AoE that's obviously unnecessary; whether the current baseline damage is too little or whatever is really a different topic and something to be seen in practice.
The essential point, however, is that the old version was flat out broken in many ways and guaranteed to undergo serious revision sooner or later. The knee-jerk RUINED FOREVER reaction you and only too many others are currently displaying frankly looks like nothing so much as hue and cry over a FotM exploit crutch having gotten fixed.
If the viablity of your gameplay hinged upon one Daily that clearly wasn't WAI...
It's still not 10 feet either way.
I am lvl 69 as a devotion pally the nerf and changes have not impacted my soloing one bit probably because my gear at the moment has a mix of power crit and AP that gives me a flexibility.
That's a pretty big leap. Never said my gameplay hinged on it, but it does rather gimp a Paladins ability to do decent single target damage and the way it is now it has been relegated to the garbage bin. I don't waste AP on it anymore.
Is there some rule in your book that extremes are necessary? If something is too good, it must be pounded completely into the ground? Is there something fundamentally wrong with a 40% nerf as the first attempt at "balancing" it?
At level 69 you haven't been hit by the extreme diminishing returns. 70 is weaker than 60. If I were to use pretty much any of my encounters when bumped down to level 55 or 60 etc, I can pretty much one shot things. At 70, the mobs just laugh because you are tickling them.