Feedback: Paladin
Greetings adventurers,
Asterdahl here! This thread is for providing bug reports and feedback on the upcoming changes to paladin in Module 16. If you haven't already please take a moment to read Noworries'
M16: Overview thread.
The most important takeaway in terms of class feedback is: we are still making changes to class powers, both functional and numerical. We wanted to get your hands on the changes sooner than usual. However, as a result, we ask that you realize what you see on preview will change, sometimes dramatically before launch. If you find your perfect build on preview, it may not be the perfect build on live. Powers you feel are very strong, may not stay as strong. We ask for your patience with these changes.
Finally, there are some known issues going into the initial preview build. Particularly in feats, a number of feats may reference powers that are not available when the feat is unlocked, or in some rare cases, reference powers which no longer exist. We have made a number of changes coming out of closed beta, and it is our short term goal to have these feats updated in the near future.
As always, thank you for taking the time to come check things out on preview, we look forward to your feedback!
Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/
Feedback (Please only choose one)
If you are listing a bug please have this text in
RED, if you are posting an opinion or feedback please use
CYAN. If you are replying to another user's post, asking a question, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
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Examples:Bug: Valorous Strike said that I should lunge towards the target, but I can only use it if the enemy is right next to me.Feedback: I have a hard time keeping threat in dungeons, I'm using valorous strike and Templar's Wrath but I just can't seem to hold aggro from the rogue assassin in my party on single enemies.
Comments
Update, Disregard. Needed to readjust my brightness to see the effects on the divinity meter. Its there but a little slow.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Please try playing in any other zone in the meantime!
So we hope that even with the way feats are build, there are plenty of choices for you to make, and powers without feats still make it onto your bars depending on the situation. If it feels like there are a few powers that won't make it onto your bar unless you choose the feat, we feel like that's okay as a way to differentiate two players of the same class who have made different build choices.
Take some time to play around with things, and let us know what you think as it has time to marinate.
<font color=cyan>I'm hoping at-wills will do more damage once numbers are tweaked. They seem more like abilities to use while I wait for Smite to come off cooldown.</font>
<font color=cyan>Lastly, the AoE heal for tank build seems very weak</font>
Thanks! Can't wait to see the final results.
P.S.: Sorry, I tried to change font to cyan, but apparently I couldn't figure it out : (
Took my Pally (tank) and my Warlock through the intro after respec'ing them. Both had healer companions. My Pally, whos HP normally never went into the red was bleeding HP as I could not keep my Templar's Wrath up and the healer was not keeping up.
The Warlock (healer) pretty much skated right through with hardly a touch as his essence drain was keeping up with hits and he could kite just fine. PLUS for some reason the SoulWeaver path got Pillar of Power to help protect him while my Pally tank lost Circle of Power... for reasons.
Because the feats now are ~1/10th of the numbers from before, ones that boost encounters really limit the swapping out of powers that you might do depending on the content you are doing.
This example is a bit silly, but it succinctly explains what I'm talking about. Just quickly, talking about Justicar, you've got 2 encounter focused choices: smite vs. sacred weapon, divine touch vs. absolution. (I wouldn't consider binding oath vs radiant charge in this argument, because binding oath's feat is clearly a utility choice, and its obvious that you won't always benefit from using it.)
Smite pretty much is always going on your bar for single target fights, its a high damage single-target resource dump that will help you keep a threat lead and deal a lot of damage. Sacred weapon is good for AoE situations, if you pick sacred shield, its also a viable option in single target encounters to improve your survivability.
Regardless of which of those you choose, there are plenty of cases where you would not want either of those powers on your bar, and you'd still be optimal. For instance, if you're dealing with heavy AoE pulls that are doing high damage to you, you're probably going to need templar's wrath or bane to keep aggro, then you'll want absolution for pure mitigation. At this point, you might consider using sacred weapon if you chose the feat, but you may also want divine touch if the healer is struggling to keep you alive, burning light if enemies have powers you want to stun, or you might need to take smite with divine challenger to reclaim stray mobs if you have someone who has a tendency to pull aggro.
These are the kinds of choices we're aiming to create. The feats should add an interesting new choice into the mix, but there are plenty of other non-feated encounter powers, that have and important role in some situations.
That being said, warlock is a bit too powerful right now, so it doesn't surprise me that things felt very easy as a soulweaver. We'll be making further adjustments.
Healing with the paladin felt weak. My power reaches about 30k in Temple of Spider and yet I was only healing maybe 1-2k HP per each cure wounds and maybe 3-5k when using encounter powers like Divine Shelter and Divine Touch.
Divinity on the paladin increases very slowly in battle when using the TAB mechanic that is meant to recharge it. It barely moves at all...
I feel pretty sure the above first two experiences have to do with Item Scaling though...it needs to be looked at.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
That all being said, hopefully that changes with this update. However also as others have pointed out, the new changes just are not fun. While running around in tank spec I found myself running out of divinity just way too quickly. I felt rather foolish and bored having to just stand there blocking for a while till I got enough divinity up to finish off my opponents.
As a healer I found myself not able to pour out enough DPS. I felt like I was struggling hard in both specs. The class as it stands is just not very fun at all. I was starting to have bad flashbacks to EverQuest and mana regen. As was also mentioned, the feats pigeonhole us into using X amount of encounter powers and at-wills, which just isn't fun. I tried the method you suggested, that some powers were just powerful enough on their own to not need to feats. If that's the case what really is the point of even having feats at all? I tried it going outside the box as was suggested, it doesn't work, it is not fun. I felt as if the paladin class worked its best when abilities were taken that work with the feats, I.E. the feeling of being pigeonholed.
As a casual I'll probably disappear from the game entirely if this update doesn't change.
Sovereign Lord of the 1st Fist of Light
Global Handle: @Marshal_Valor
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Cure wounds is pretty terrible right now, its not meant to be very good, as we don't want to let any significant healing happen without consuming a resource, and its a free heal, but we're looking at making adjustments. That said, I'm surprised that your Divine Shelter was healing for 3-5k... I assume that was ToS(M) not the leveling ToS?
In terms of divinity regeneration, it is very slow for healers, intentionally, managing the resource is very important and you need to be able to run out. That being said, if your heals are unexpectedly low, running out will happen far, far too often. We've only had our healers run out internally when we make huge mistakes or in very difficult pulls, so we'll look into what is going on with scaling in those areas. Just know that the goal is not for you to be running out in those scenarios.
Were you having trouble surviving at all?
But having now gone to the Sewers for Nest Egg, and getting Divine Touch heals of 1400 or more (at level 8), I'm wondering if the problem is specifically to do with Karzov's Lair.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Ignoring any modification from defense or any other source of damage mitigation, the Log should show something like this as the minimum:
[Combat (Self)] XXXXX deals 7000 (10000) Physical Damage to you with XXXXX Attack.
however, I am seeing hits more like this following:
[Combat (Self)] Warrior deals 9519 (10944) Physical Damage to you with Charge.
[Combat (Self)] Sharpshooter deals 20263 (23415) Physical Damage to you with Ranged Attack.
[Combat (Self)] Warrior deals 13316 (15310) Physical Damage to you with Excruciating Stab.
That is more like 15%DR. And this is also ignoring the 20K Defense (??%DR) + Divine Pallisade (10%DR) + Absolution (20%DR).