In the context of this thread, we should remember that Flames of Devotion has been nerfed and then made into 2 per Encounter.
I absolutely agree that it should get a bonus chance to hit, but only if it did not affect the chance to crit. I am not entirely sure if that is possible.
these are excellent suggestions and more than more smite fixes, we would rather see such stuff added to a paladin's catalog o' abilities.
the paladin is intended as a support class. if you wanna do serious melee damage, the rogue is an ideal alternative.
HA! Good Fun!
Not class is "intended as [role]"
. Even assuming so goes against the design goals. Yes, Paladins are good at Support, and can make great tanks, but that is no excuse whatsoever to argue against being able to build them like anything else. It is needlessly and meaninglessly restrictive. This is not an MMO.
Ultimately, each class should have any number of different roles or approaches as determined by their builds or the playstyle of the player, without any intended pigeonholing.
Sadly i dont want to play a support paladin It's really not fun to use one skill and let my character attacks automatically.
This is really what it comes down to. There is no inherent reason
why Paladins need to be a support class, nor any reason
why paladins should be less engaging and interesting than any other class. Using "it's intended as [x]"
is merely an excuse and symptomatic of shallow Rock-Paper-Scissor gameplay favoured by MMO:s and new-era FPS:s everywhere.
Especially in an RPG, every class should have a wide range of viable builds able to perform admirably if built in those directions, and potentially always be just as interesting, engaging, and reactive as any other class. Anyone excusing bad mechanics with "it's intended"
is really just mouthing off cop-outs.
[...] the paladin should be a class that deals reactive damage. Give them abilities like "spiked shield" or "counter attack", so that they deal damage by being attacked.
like the suggestions, and I think that it should definitely be a viable build for the passively inclined, but I vehemently disagree that the paladin class should
be a class that deals reactive damage.
I think the Paladin as a concept largely fell apart mechanically when they made virtually all Abilities for all classes optional and removed a lot of focus on specific mechanics and key characteristics. I think it would've been better if they had stuck to core abilities and then allowed the choice of abilities from a pool, although that would obviously necessitate a lot more abilities than are currently available, potentially grossly extending development time.
Would have give the Paladin (and other classes) the chance to stick to a core concept and then branch out in accordance to the player's chosen direction. As it is now, the Paladin "works" from a balance perspective, but suffers conceptually in that it feels largely passive and somewhat schizophrenic in what it can do, what paths it can take, and the Abilities it is offered.
It really feels like they're not sure what to do with it, and from experience, that's a really bad place to be with a Paladin.
Edited by Luckmann, 22 March 2015 - 03:17 AM.