peddroelm Posted May 23, 2015 Posted May 23, 2015 there are plenty of abilities that don't scale (ex envenomed strike, deep wounds, .. most of them to think of it) you just don't get most of them from lvl 1.. But LoH is not mandatory at lvl 1.. The new FoD is a strong contender .. And you can get LoH later and see it "degrade" less ..
Raven Darkholme Posted May 23, 2015 Posted May 23, 2015 It's not that OP so I would cry for nerfs, it just seems fundamentally wrong to me that it does not scale with level (and thus starts the most powerful at level 1 and essentially degrades with each level). It's like a spiritshift deja vu (although LoH is much better than spirit**** at high levels, but the pattern is the same). I would rather have a smoother scaling instead. I know what you mean, but as pedroelm said it's often redundant because of lacking END pool. My twitch: https://www.twitch.tv/victorcreed_twitch My youtube: https://www.youtube.com/c/VictorCreedGaming
MadDemiurg Posted May 23, 2015 Posted May 23, 2015 (edited) Well, in case of abilities like Deep Wounds, they do not need scaling as they constantly add something on top of another effect (your weapon attack), so it's always nice. Stuff like accuracy bonuses or hit quality converters all scales by default. Stuff that provides a separate flat value effect like LoH should scale IMO. Also, what are we actually arguing about? Do you think that current implementation is better than the one that would scale as I suggested? Edited May 23, 2015 by MadDemiurg
Crescent Hawk Posted May 23, 2015 Posted May 23, 2015 Will the ZF graze to hit affect the PC Paladin as well?
peddroelm Posted May 23, 2015 Posted May 23, 2015 Nah, scaling would do fine - but I don't feel the need and they don't have the resources (IMO) to do "cosmetic/fine tuning" when there are still so many huge bugs out there half of which they aren't even acknowledging ... I would much rather they focused their (apparently very limited) resources where it would have the most impact .. 1
MadDemiurg Posted May 23, 2015 Posted May 23, 2015 (edited) Well, since they've already touched it they could as well do a bit better. And it's not like changing 1 ability formula is a lot of work. But as I said, I'm more or less fine with it, no NPC paladin fix is the only major gripe about the patch for me (but you can use IEMod for that I guess). I would also like to see +1/encounter FoD talent. Just giving +1 FoD for free with the 1.06 buff would be too good imo, but 2/encounter still feels too low for me to specialize with other FoD talents. Having to spend a talent for an extra use would be a perfect compromise I think. But it's unlikely that the dev team is going to add any new talents in scope of balance changes, which is a shame. Edited May 23, 2015 by MadDemiurg 1
Kaigen42 Posted May 23, 2015 Posted May 23, 2015 @Crescent Hawk; Why wouldn't it? Every other aura bonus applies to the Paladin as well as the party. On LoH; I was surprised they touched it at all, because I thought it was already a pretty good ability. The increased number of uses will be nice and give better perceived parity with FoD, but I didn't think it needed a healing buff (Okay, Greater Lay on Hands needed a buff because it was so miniscule, but I'm not sure this even makes it more valuable).
mazeltov Posted May 23, 2015 Posted May 23, 2015 Support, support, support. Even +20 FoD Accuracy is a support buff in the Paladin context. Good stuff. Though, I'm surprised the extra Aura effects were rolled directly into them instead of split off into separate Talents a la Crit Focus. Exoduss, on 14 Apr 2015 - 11:11 AM, said: also secret about hardmode with 6 man party is : its a faceroll most of the fights you will Auto Attack mobs while lighting your spliff
Manty5 Posted May 24, 2015 Posted May 24, 2015 The accuracy buff for FoD will have interesting effects for effect-on-crit weapons, and lead to less "wasted" FoD whiffs. > Though, I'm surprised the extra Aura effects were rolled directly into them instead of split off into separate Talents a la Crit Focus. I'd say paladins were quite talent-starved already without creating new requirements. 1
Crescent Hawk Posted May 24, 2015 Posted May 24, 2015 Okay these are pretty nice buffs, still KW and Shieldbearers are still the best orders.. Hope they target Ranger next.
Manty5 Posted May 24, 2015 Posted May 24, 2015 If anything, KW and Shieldbearers have pulled even further ahead, given that landing that vital FoD is less of a problem.
Exoduss Posted May 24, 2015 Posted May 24, 2015 Darcozzi + 20 Accuracy Buff for your Ranger/Rogue/Cipher , lol dont make me laugh Shieldbearers :D
Kaigen42 Posted May 24, 2015 Posted May 24, 2015 I don't know, Bleak Walkers and Goldpact Knights both get FoD boosters that benefit from the accuracy boost. It all depends on whether you're using FoD as a finisher to try to get that killing blow or an opener to soften up enemies with strong alpha. Darcozzi will benefit from being able to toss off their (Inspiring) Liberating Exhortations without having to worry about recovery time.
MadDemiurg Posted May 24, 2015 Posted May 24, 2015 (edited) High int Darcozzi dropping 2x Inspiring + 2x Reinforcing without any recovery every encounter is the best support paladin hands down. No way KW or Shieldbearers can compete with that. Pure tank paladins are more or less unchanged by the patch (they still benefit from LoH and auras buffs though, but nothing gamechanging). After some quick testing FoD accuracy bonus is different from most ability accuracy bonuses. It seems to be a one time magical bonus, so it won't stack with ZF or other magical accuracy boosters. So it means it's effectively +14 with ZF and +5 with warpaint. Well, you're not using warpaint often, but that certainly limits some min/maxing strategies revolving around getting crazy FoD accuracy. Edited May 24, 2015 by MadDemiurg
Exoduss Posted May 24, 2015 Posted May 24, 2015 (edited) *** those Exhortations ARE CRAZY NOW ! Just did some testing arround , rerolling yet another team of Marksmans with paladin tank Edited May 24, 2015 by Gfted1 Please dont circumvent the language filter.
roller12 Posted May 24, 2015 Posted May 24, 2015 this is a paladin nerf guys Suppress Affliction base duration lowered from 15 seconds to 10 seconds. Pretty much the best utility Paladins had and its nerfed. Auras? So they say its more than focus and less than charge, thats a value range between 2.5 or 4.5. I'd assume its 3m aura, yeah right, "fixed" alright. Was nothing and still is nothing. Reinforcing Exhortation? You were either a tank and didnt need it, or a squishy and didnt really need it either, so whatever..
Evange Posted May 25, 2015 Posted May 25, 2015 this is a paladin nerf guys Suppress Affliction base duration lowered from 15 seconds to 10 seconds. Pretty much the best utility Paladins had and its nerfed. Auras? So they say its more than focus and less than charge, thats a value range between 2.5 or 4.5. I'd assume its 3m aura, yeah right, "fixed" alright. Was nothing and still is nothing. Reinforcing Exhortation? You were either a tank and didnt need it, or a squishy and didnt really need it either, so whatever.. Isn't Suppress Affliction a priest spell? 3
roller12 Posted May 25, 2015 Posted May 25, 2015 Isn't Suppress Affliction a priest spell? Ah yes, it is, i stand corrected. I was thinking of liberating exhortation.
Manty5 Posted May 26, 2015 Posted May 26, 2015 (edited) Darcozzi + 20 Accuracy Buff for your Ranger/Rogue/Cipher , lol dont make me laugh Shieldbearers :D Perhaps you missed the part where Shieldbearers buff the entire party and Darcozzi... does not. +deflection combined with aura that converts incoming hits to grazes? Sweet synergy. +Rogue accuracy combined with graze to hit aura? Um... your rogue shouldn't be grazing in the first place. Maybe Kana will notice the difference. Edited May 26, 2015 by Manty5
MadDemiurg Posted May 26, 2015 Posted May 26, 2015 Buffing the entire party with + deflection is not that useful since the whole party is not getting hit. And it does not affect the paladin, who should be taking most of the hits. +accuracy buff on Rogue is actually not optimal (although it adds a fair amount of dps). Buff your wizard/druid and see enemies completely unable to resist your CC. About "rogue shouldn't be grazing" - play PotD . 1
Manty5 Posted May 26, 2015 Posted May 26, 2015 > since the whole party is not getting hit. Play POTD.
Evange Posted May 26, 2015 Posted May 26, 2015 > since the whole party is not getting hit. Play POTD. Or you can always don't equip any deflection boosting items. Don't pick abilities/talents that increase deflection too.
MadDemiurg Posted May 26, 2015 Posted May 26, 2015 > since the whole party is not getting hit. Play POTD. Have no problems keeping my backline from getting hit on PotD.
MadDemiurg Posted May 26, 2015 Posted May 26, 2015 Although that spell is undeniably powerful , AI is usually retarded enough to gang up on your tanks if the ranged part of the team keeps sufficient distance. In case of some mob randomly getting a bright idea to advance you always have CC. If anything, staying closer to the paladin to get that FoD deflection bonus is more dangerous.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now