Page 3 of 51 FirstFirst 123456713 ... LastLast
Results 41 to 60 of 1004

Thread: Paladin Changes

  1. #41
    Community Member
    Join Date
    Oct 2009
    Posts
    139

    Default

    Keep the saves as they are right now, just add a requirement to have at least a shield/med armor to get those bonuses

  2. #42
    Community Member Thar's Avatar
    Join Date
    Jan 2006
    Posts
    2,073

    Default

    Quote Originally Posted by Severlin View Post
    Greetings,

    We have been going through player feedback and one of the concerns is that there is no compelling reason to level a Paladin past the early levels. While we hope the changes to armor and shield will help with this, we are looking for feedback on additional changes to make the class more compelling at higher levels.

    The changes:

    ~ At 7th level the Paladin gets the Armor of Light ability. The Paladin gains 25 temporary hit points (non-stacking) each time they use Smite Evil, Lay on Hands, Cure Disease or Turn Undead. This ability provides 50 temporary hit points at 13th level, and 75 temporary hit points at 19th level.

    ~ The Paladin gains Weapon of Light starting at 8th level and increasing at 11th, 14th, 17th and 20th.

    At 8th level the Paladin gains Weapon of Light. While this toggle is activated each weapon attack they make also cause 1d6 of Light damage. This damage is increased to 2d6 for two handed weapons and for shield bash attacks.

    At 11th level the Weapon of Light damage bursts in a 10’ radius when the Paladin rolls a 20 on an attack roll with a weapon.

    At 14th level the Weapon of Light increases to 2d6, or 4d6 with a two handed weapon or a shield bash.

    At 17th level the damage of a Weapon of Light burst (when you roll a 20) is doubled.

    At 20th level the Aura of Light increases to 3d6, or 6d6 with a two handed weapon or a shield bash.


    We are also considering a controversial change as well:
    Divine Grace is now limited to 2 + (3 x Paladin Level) for the total Charisma bonuses it will add to saving throws.

    We want good saving throws to be a class feature of Paladins and a reason to go to higher level in the class. At the same time we don't want players to feel that there is no reason to increase your Paladin level beyond two or three. This change will provide an excellent +8 to all saving throws for a two level splash into Paladin and allow that saving throw bonus to increase as the Paladin levels.


    The updated class table will look like this:

    1st +1/+1/+6 +2 +0 +0 Aura of good, Smite evil (1/rest), Follower of (your faith)
    2nd +2/+2/+7 +3 +0 +0 Divine grace, Lay on hands (1/rest)

    3rd +3/+3/+8 +3 +1 +1 Aura of courage, Divine health, Fear Immunity

    4th +4/+4/+9 +4 +1 +1 Turn undead

    5th +5/+5/+10/+15 +4 +1 +1 Smite evil (2/rest)

    6th +6/+6/+11/+16 +5 +2 +2 Remove disease (1/rest), Deity-based feat
    7th +7/+7/+12/+17 +5 +2 +2 Armor of Light (25)
    8th +8/+8/+13/+18 +6 +2 +2 Weapon of Light (1d6)
    9th +9/+9/+14/+19 +6 +3 +3 Remove disease (2/rest)

    10th +10/+10/+15/+20 +7 +3 +3 Smite evil (3/rest)

    11th +11/+11/+16/+21 +7 +3 +3 Weapon of Light (Burst on 20)
    12th +12/+12/+17/+22 +8 +4 +4 Remove disease (3/rest)

    13th +13/+13/+18/+23 +8 +4 +4 Armor of Light (50)
    14th +14/+14/+19/+24 +9 +4 +4 Weapon of Light (2d6)
    15th +15/+15/+20/+25 +9 +5 +5 Remove disease (4/rest), Smite evil (4/rest)

    16th +16/+16/+21/+26 +10 +5 +5 -
    17th +17/+17/+22/+27 +10 +5 +5 Weapon of Light (Burst x2)
    18th +18/+18/+23/+28 +11 +6 +6 Remove disease (5/rest)

    19th +19/+19/+24/+29 +11 +6 +6 Armor of Light (75)
    20th +20/+20/+25/+30 +12 +6 +6 Weapon of Light (3d6), Smite evil (5/rest)


    We'd like feedback on both the good changes and possibility of a Divine Grace change which is more restrictive.

    Sev~
    take the smite evil and make it on a timer like other class abilities like manyshot.

    and trash all the anti light armor and anti evasion changes you are making on the other thread.
    Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
    Kilthar-Tharr-Delkanthalus-Carissa-Mirasina-Ktara-Imara-Thistle-Tharissa-Robothar-Minithar-Miriella-Tharnessa-Tharisa

  3. #43
    Community Member Monkey_Archer's Avatar
    Join Date
    May 2008
    Posts
    2,416

    Default

    Quote Originally Posted by Impaqt View Post
    I think the cap on divine grace is fine.

    I dont think any of the changes here are exciting enough to get folks rolling paladins again.

    The problem isnt a few D6 of damage. THe fact that some dev thinks this is a game changing solution is disappointing.

    The problem with Paladins is that they are a feat starved class with Bad PrE lines.
    Agreed on the divine grace cap, even though my current main is going to be a bit sad , its a good change that makes sense.

    From a heroic level standpoint I actually think the light damage is a great way to get paladins on equal footing with other classes. From an epic level stand point I agree that a few d6 is completely pointless. Epic levels are all about multipliers (the biggest of which being masters blitz, but also crits, adrenaline, etc..) So unless the long term balancing plan includes heavy nerfs to these epic base damage multipliers I don't see this helping much at all.
    Thelanis

  4. #44
    Community Member
    Join Date
    May 2013
    Posts
    1,074

    Default

    Quote Originally Posted by Severlin View Post
    ~ The Paladin gains Weapon of Light starting at 8th level and increasing at 11th, 14th, 17th and 20th.

    At 8th level the Paladin gains Weapon of Light. While this toggle is activated each weapon attack they make also cause 1d6 of Light damage. This damage is increased to 2d6 for two handed weapons and for shield bash attacks.

    At 11th level the Weapon of Light damage bursts in a 10’ radius when the Paladin rolls a 20 on an attack roll with a weapon.

    At 14th level the Weapon of Light increases to 2d6, or 4d6 with a two handed weapon or a shield bash.

    At 17th level the damage of a Weapon of Light burst (when you roll a 20) is doubled.

    At 20th level the Aura of Light increases to 3d6, or 6d6 with a two handed weapon or a shield bash.
    Good thing it's a toggle, because otherwise it'd be a problem in those quests with targets you should NOT kill. But I hope it's not tied to any other stance or the like?
    And it needs to be boosted by some sort of spell power, otherwise it'll be largely irrelevant in epics.
    No longer completely f2p as of November 2014. Father of a few more DDO players.

  5. #45
    Community Member
    Join Date
    Jun 2010
    Posts
    0

    Default

    Quote Originally Posted by Severlin View Post

    ~ At 7th level the Paladin gets the Armor of Light ability. The Paladin gains 25 temporary hit points (non-stacking) each time they use Smite Evil, Lay on Hands, Cure Disease or Turn Undead. This ability provides 50 temporary hit points at 13th level, and 75 temporary hit points at 19th level.
    Not seeing the point of this one. Pallies don't lack survivability. They lack DPS. A typical fighter toon will put out sick DPS and kill 3 or 4 mobs while the Pally is left breathing hard after killing one in epics. Give the Pally better DPS.

  6. #46
    Community Member Monkey_Archer's Avatar
    Join Date
    May 2008
    Posts
    2,416

    Default

    Quote Originally Posted by maddmatt70 View Post
    Divine Might is akward and ruins too many builds. All fighters should splash cleric/fvs/ or paldin levels for example to take advantage of the strength from divine might for e.g..
    Agreed. Not only does it force most dps focused builds to splash, but it also limits the viability of dex or con based elf/dwarf/assassin/tempest builds. I'd like to see DM go back to being a flat attack/damage boost and also be limited by paladin/fvs/cleric levels much like divine grace. Perhaps cap it at 2 plus half your paladin level (+4 attack/damage for a level 4 splash and up to +12 for a pure paladin)
    Thelanis

  7. #47
    Community Member
    Join Date
    Jan 2009
    Posts
    773

    Default

    Quote Originally Posted by Krelar View Post
    I hadn't ready your other thread when I made this post. The idea of new trees interests me but I'm holding out for more details.

    As far as spell power, would you consider making it based on positive energy since that is the only spell power Pallys are likely to invest anything in?
    Doubt that's easily possible code wise but I'd suggest changing the light damage to good damage (as in the current version of good - i.e. damages anything not good aligned which covers almost all mobs).

    Good damage makes more sense from a thematic point of view as all paladins are good aligned and it allows it to be affected by positive spell power which also benefits the paladins healing abilities. And investment in positive spell power means that the damage will scale with level in both heroics and epics. I'd also say at level 20 as well as the area burst effect you should add in a traditional single target burst effect i.e. say double damage on a critical again effected by spellpower.

  8. #48
    Community Member
    Join Date
    May 2013
    Posts
    1,074

    Default

    Quote Originally Posted by rayworks View Post
    Not seeing the point of this one. Pallies don't lack survivability. They lack DPS. A typical fighter toon will put out sick DPS and kill 3 or 4 mobs while the Pally is left breathing hard after killing one in epics. Give the Pally better DPS.
    ... have something resembling Kensei's T5 features in KotC? For a start, say, a weapon-type multiselector or just working on whatever you have an Improved Critical for, that gets you an extra crit multiplier on Evil enemies with that kind of a weapon. Or maybe just *any* weapon actually...

    I wouldn't be opposed to putting in another such that'd make some of those weapons centering, too.



    Duh, it would even make some sort of sense for Paladins to be able to count as Centered while wearing at least some armor, but I understand that could be rather controversial...
    No longer completely f2p as of November 2014. Father of a few more DDO players.

  9. #49
    Hall of Famer
    2016 DDO Players Council
    Impaqt's Avatar
    Join Date
    May 2006
    Posts
    4,142

    Default

    Quote Originally Posted by Shade_z View Post
    Keep the saves as they are right now, just add a requirement to have at least a shield/med armor to get those bonuses
    o.O

    why would they do that? Paladins have no such restrictions.....
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  10. #50
    Community Member LeoLionxxx's Avatar
    Join Date
    Aug 2010
    Posts
    0

    Default Lets talk of smite evil as well

    Quote Originally Posted by Irongutz2000 View Post

    This is my most important point. Smite evils r horrible they should be set up like adrenalines from fury of the wild . 17 critical threat range, u could keep the damage the same though some added light damage would be cool to smites as well. The way they r now u have to invest so much ap into them and they don't do enough damage to justify the cost at all. If u where to change smites to this I think it would fix ALOT of the problems with palis.

    Btw I still play a "dps" paladin.

    The damage amount I have no qualms about - it's a heroic ability, meaning it's allowed to be relatively weak. However, your post did get me thinking about how the smite attack works.


    From the wiki:
    Once per rest period, a Paladin may attempt to Smite evil with one normal melee attack. The number of times a Paladin can Smite Evil increases by 1 at level 5 and 10 and can be further increased by taking the Extra Smite Evil Enhancement. Smite evil also recharges at the rate of 1 every 90 seconds.

    Adds Charisma modifier x 2 to your attack roll (that uses the best attack bonus in a normal attack sequence) and deals extra damage based on your paladin level. A Paladin with 12 Charisma (+1 modifier) and BAB 0 would add 2 (1 x 2 + 0) to the attack roll. A Paladin with 20 CHA (+5 modifier) and BAB 10 would add 30 (5 x 2 + 20) to the attack roll (because the 4th attack is at BAB+10 = 20).

    The extra damage done is 7 + (3 x paladin level). For example a 6th level paladin does 7 + (3 x 6) (or 25) extra damage on a successful smite. If the paladin accidentally smites a creature that is not evil, or is not in range, the smite has no effect, but the ability is still used up.
    My main issue with trying to use Smite Evil is how to physically use it. You tap the key and it's an automatic attack like Trip or Maul. However, if the enemy moves or is killed, the attack is wasted. With the a fore mentioned abilities, this isn't much of an issue - wait 5 or 10 seconds and you're good to go. However, with Smite, you might need to wait up to 90 seconds before trying another one (and/or further expend your cache of them). As well, if the enemy is not evil, if it is a rat or a robot, the smite will not work. I speak from first hand experience when I say this wastefulness is frustrating. Thus, using some of that technology developed for MotU, I suggest smite evil be made to work more like Adrenalin (from the Fury of the wild destiny) in terms of how it is set up:

    You use the ability and gain a temporary buff (that goes away when you attack) making your next strike infused with the holy energy. This extra damage applies to anything you hit - be it foul demon, sewer rat or giant pile of snow - so that it is infinitely more useful.

    I feel this would be a good step in making paladins more desirable to play
    That's not lag, it's just DDO trying to become turn-based again.
    Feature wishlist: colour-coded HP bars; red/blue teams in raids; rez-timer in party menu

    Bug report form link

  11. #51
    Community Member Rautis's Avatar
    Join Date
    Oct 2009
    Posts
    80

    Default

    It's good to hear that paladins are getting some attention. I don't agree with adding abilities that can't be found from Player's Handbook into core class. With enhancements I'm ok with mostly anything, and also house ruling different abilities differently(like quivering palm and most of the monk). Ofcourse there's already stuff that's very different, like artificer runearms(which I liked) and such. This one however feels like it's glued on top of Paladin Class. Focus on improving existing Paladin abilities instead.


    • Have paladin smite evil bonus damage multiply by extra 100% every time extra smite from class levels is gained
      • smite bonus damagex2 at 5, x3 at 10, x4 at 15 and x5 at 20 and maybe x6 with any +5 paladin caster level ED active
      • This way Paladin Smite feels very much worth it and chain smiting with exalted smite actually hurts.
      • Multiplier could be adjusted to balance this if 100% every 5 pally levels feels too much

    • Also, remove the stupid animation from basic smite evil. It ruins your DPS and might scare people away from smites.

    • I already like how cure disease gains greater restoration through enhancements. I use it alot.

    • For turn undead there's not much to do. Divine might is nice. Formula could take your paladin level into account somehow.


    I agree with capping Divine Grace saves bonus. Cap could be even lower like 2+2xlevel. +8 bonus to saves from charisma with 2+3xlevel means that level 2 splash can benefit from 26 charisma. That's like 16+2 tome+8 item. That's about what starting paladins will have when they hit level 20 unless they put levelups into charisma too.

  12. #52
    Community Member Irongutz2000's Avatar
    Join Date
    Apr 2006
    Posts
    902

    Default

    Quote Originally Posted by LeoLionxxx View Post
    The damage amount I have no qualms about - it's a heroic ability, meaning it's allowed to be relatively weak. However, your post did get me thinking about how the smite attack works.


    From the wiki:


    My main issue with trying to use Smite Evil is how to physically use it. You tap the key and it's an automatic attack like Trip or Maul. However, if the enemy moves or is killed, the attack is wasted. With the a fore mentioned abilities, this isn't much of an issue - wait 5 or 10 seconds and you're good to go. However, with Smite, you might need to wait up to 90 seconds before trying another one (and/or further expend your cache of them). As well, if the enemy is not evil, if it is a rat or a robot, the smite will not work. I speak from first hand experience when I say this wastefulness is frustrating. Thus, using some of that technology developed for MotU, I suggest smite evil be made to work more like Adrenalin (from the Fury of the wild destiny) in terms of how it is set up:

    You use the ability and gain a temporary buff (that goes away when you attack) making your next strike infused with the holy energy. This extra damage applies to anything you hit - be it foul demon, sewer rat or giant pile of snow - so that it is infinitely more useful.

    I feel this would be a good step in making paladins more desirable to play
    Yep! ty for seeing my point
    Most ppl call me Az. Captains crew on G-land.

  13. #53
    Community Member OverlordOfRats's Avatar
    Join Date
    Feb 2010
    Posts
    256

    Default

    Add in some bonus feats while you are changing the core class.

    A choice from a list of feats at LV 5,10,15 and 20. Or, pick a weapon style (THF, TWF, SWF) at LV 2,6,11 like Rangers get with TWF.

  14. #54
    Community Member Qhualor's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by Severlin View Post
    Greetings,

    We have been going through player feedback and one of the concerns is that there is no compelling reason to level a Paladin past the early levels. While we hope the changes to armor and shield will help with this, we are looking for feedback on additional changes to make the class more compelling at higher levels.

    The changes:

    ~ At 7th level the Paladin gets the Armor of Light ability. The Paladin gains 25 temporary hit points (non-stacking) each time they use Smite Evil, Lay on Hands, Cure Disease or Turn Undead. This ability provides 50 temporary hit points at 13th level, and 75 temporary hit points at 19th level.

    ~ The Paladin gains Weapon of Light starting at 8th level and increasing at 11th, 14th, 17th and 20th.

    At 8th level the Paladin gains Weapon of Light. While this toggle is activated each weapon attack they make also cause 1d6 of Light damage. This damage is increased to 2d6 for two handed weapons and for shield bash attacks.

    At 11th level the Weapon of Light damage bursts in a 10’ radius when the Paladin rolls a 20 on an attack roll with a weapon.

    At 14th level the Weapon of Light increases to 2d6, or 4d6 with a two handed weapon or a shield bash.

    At 17th level the damage of a Weapon of Light burst (when you roll a 20) is doubled.

    At 20th level the Aura of Light increases to 3d6, or 6d6 with a two handed weapon or a shield bash.


    We are also considering a controversial change as well:
    Divine Grace is now limited to 2 + (3 x Paladin Level) for the total Charisma bonuses it will add to saving throws.

    We want good saving throws to be a class feature of Paladins and a reason to go to higher level in the class. At the same time we don't want players to feel that there is no reason to increase your Paladin level beyond two or three. This change will provide an excellent +8 to all saving throws for a two level splash into Paladin and allow that saving throw bonus to increase as the Paladin levels.


    The updated class table will look like this:

    1st +1/+1/+6 +2 +0 +0 Aura of good, Smite evil (1/rest), Follower of (your faith)
    2nd +2/+2/+7 +3 +0 +0 Divine grace, Lay on hands (1/rest)

    3rd +3/+3/+8 +3 +1 +1 Aura of courage, Divine health, Fear Immunity

    4th +4/+4/+9 +4 +1 +1 Turn undead

    5th +5/+5/+10/+15 +4 +1 +1 Smite evil (2/rest)

    6th +6/+6/+11/+16 +5 +2 +2 Remove disease (1/rest), Deity-based feat
    7th +7/+7/+12/+17 +5 +2 +2 Armor of Light (25)
    8th +8/+8/+13/+18 +6 +2 +2 Weapon of Light (1d6)
    9th +9/+9/+14/+19 +6 +3 +3 Remove disease (2/rest)

    10th +10/+10/+15/+20 +7 +3 +3 Smite evil (3/rest)

    11th +11/+11/+16/+21 +7 +3 +3 Weapon of Light (Burst on 20)
    12th +12/+12/+17/+22 +8 +4 +4 Remove disease (3/rest)

    13th +13/+13/+18/+23 +8 +4 +4 Armor of Light (50)
    14th +14/+14/+19/+24 +9 +4 +4 Weapon of Light (2d6)
    15th +15/+15/+20/+25 +9 +5 +5 Remove disease (4/rest), Smite evil (4/rest)

    16th +16/+16/+21/+26 +10 +5 +5 -
    17th +17/+17/+22/+27 +10 +5 +5 Weapon of Light (Burst x2)
    18th +18/+18/+23/+28 +11 +6 +6 Remove disease (5/rest)

    19th +19/+19/+24/+29 +11 +6 +6 Armor of Light (75)
    20th +20/+20/+25/+30 +12 +6 +6 Weapon of Light (3d6), Smite evil (5/rest)


    We'd like feedback on both the good changes and possibility of a Divine Grace change which is more restrictive.

    Sev~
    i really like these ideas. personally, ive never had any big issues with pure Paladin of the non BF variety. their survivability is really good if built and played right. 2 levels of Monk, even with minimal dex, is dang near unkillable. their dps, not really through the roof, but not terrible either. the biggest issue I had was how Smites was the best dps for Paladins and you can run out of those fast, even if you spend the points for fastest regen and max the number of possible Smites.

  15. #55
    Community Member jakeelala's Avatar
    Join Date
    Mar 2006
    Posts
    1,796

    Default

    1. Weapon of Light needs to be Good Damage, not Light Damage

    2. Weapon of GOOD needs to be At least d6/2 Levels, similar to Sneak Attack damage. It should allow positive Spell power to affect the damage. At least the vorpal burst of it. 10d6*4.0 (400 Pos SP) = 140 Damage on a 20 is barely scratching the damage surface, but it's a nice addition.

    3. Divine Grace should allow 1 for 1 Cha Mod to saves capped by Pally level, plus a base of 5 to start. By Pally 12, make it uncapped. Simple really. 11 levels of Paladin would be capped at +16.

    4. What you really need to do to fix paladins is to rework Smite Evil completely. It's terribly underpowered and runs out much too fast. Smite evil should basically work like a miniature Adrenaline from the Fury of the Wild Tree. Click it to activate on your next attack, allowing to affect your next attack, like say, a Divine Sacrifice. Have it also regen on Vorpal.

    Or alternatively, 5% or 10% chance on being damaged to regenerate. If you wanted to make a defensive version, you could have be a click that reflects ALL damage from the next successful attack on the Paladin back at the attacker. Put enhancements in trees that would magnify the damage further. Eventually, at end game and well geared, a Level 20 Paladin should be able to shield a Raid Boss attack that reflects that damage back to the raid boss somehow. That would be cool. Like redirecting a dragons breath or wing buffet at itself.

    If you implemented ALL of what I just wrote alone, Paladins still might not be worth rollings, especially pure versions, but they might be a lot closer.
    Last edited by jakeelala; 06-09-2014 at 04:20 PM.
    good at business

  16. #56
    Community Member arminius's Avatar
    Join Date
    Feb 2006
    Posts
    2,225

    Default

    Whatever light or good damage you add, please test it vs. Celestia before shipping it out.

    In fact, while you're at it, please fix Celestia so that no additional type of damage messes it up.

    I have a BF Pal 2/Sorc X that would be very sad about the Divine Grace change. But my melee pallies are either pure or 2 levels of fighter. I do agree with the others who note that the damage for epics is meh.
    __________________
    Gwyneira : Cattari : Gorobei : Berylore : Zelphia : Aanouk : Beatriice : RobotMaria : Dalrymple : Ainouk : Bearatrice
    Dragonmark Alliance : Fernia : Ghallanda

  17. #57
    Community Member Psiandron's Avatar
    Join Date
    Sep 2010
    Posts
    841

    Default

    Interesting ideas, but I'm curious about the relationship of this new "Weapons of Light" ability to turns. Current, iirc, it is a channel divinity option, which means that it uses up a paladin's turns, as does Divine Might. I haven't had tremendous trouble with DPS on a pally(yeah, it's nothing like what you can do in other classes, but it was sufficient for killing and pally has the most amazing survivability); however, if Divine Mights are going to suffer from these changes, then you might as well not even bother. A pally without DM (even with these changes) would still just be a meal in a can.

    I didn't see you mention fixing weapons of good. What's the scoop with that?

    Still reserving judgment, but I have to say that I'm intrigued. The limitation to Divine grace doesn't seem too bad. Mainly a bit of a nerf to Sorcs and some FVS's who splash for the saves boost. Cutting into it any deeper would hardly seem fair given the huge takeaway people get from 2 level splashes of monk or rogue. Imo anyway.
    Quote Originally Posted by MalkavianX View Post
    and then dropped it like a burning kitten

  18. #58
    Founder & Build Synthesis Battlehawke's Avatar
    Join Date
    Feb 2006
    Posts
    1,277

    Default light

    The point of the light damage is to allow it to work with ED's & Magic Enhancement's, therefore I like it!

    Quote Originally Posted by jakeelala View Post
    1. Weapon of Light needs to be Good Damage, not Light Damage

    2. Weapon of GOOD needs to be At least d6/2 Levels, similar to Sneak Attack damage. It should allow positive Spell power to affect the damage. At least the vorpal burst of it. 10d6*4.0 (400 Pos SP) = 140 Damage on a 20 is barely scratching the damage surface, but it's a nice addition.

    3. Divine Grace should allow 1 for 1 Cha Mod to saves capped by Pally level, plus a base of 5 to start. By Pally 12, make it uncapped. Simple really. 11 levels of Paladin would be capped at +16.

    4. What you really need to do to fix paladins is to rework Smite Evil completely. It's terribly underpowered and runs out much too fast. Smite evil should basically work like a miniature Adrenaline from the Fury of the Wild Tree. Click it to activate on your next attack, allowing to affect your next attack, like say, a Divine Sacrifice. Have it also regen on Vorpal.

    Or alternatively, 5% or 10% chance on being damaged to regenerate. If you wanted to make a defensive version, you could have be a click that reflects ALL damage from the next successful attack on the Paladin back at the attacker. Put enhancements in trees that would magnify the damage further. Eventually, at end game and well geared, a Level 20 Paladin should be able to shield a Raid Boss attack that reflects that damage back to the raid boss somehow. That would be cool. Like redirecting a dragons breath or wing buffet at itself.

    If you implemented ALL of what I just wrote alone, Paladins still might not be worth rollings, especially pure versions, but they might be a lot closer.
    The Best Server: Gallhanda

    Looking for a great guild? Check Out Our Guild: http://www.oldtimersguild.com/vb/forum.php

    Looking for some good builds to play? https://www.ddo.com/forums/showthrea...for-Characters

  19. #59
    Executive Producer Severlin's Avatar
    Join Date
    Apr 2014
    Posts
    0

    Default

    Quote Originally Posted by Psiandron View Post
    Interesting ideas, but I'm curious about the relationship of this new "Weapons of Light" ability to turns. Current, iirc, it is a channel divinity option, which means that it uses up a paladin's turns, as does Divine Might. I haven't had tremendous trouble with DPS on a pally(yeah, it's nothing like what you can do in other classes, but it was sufficient for killing and pally has the most amazing survivability); however, if Divine Mights are going to suffer from these changes, then you might as well not even bother. A pally without DM (even with these changes) would still just be a meal in a can.

    I didn't see you mention fixing weapons of good. What's the scoop with that?

    Still reserving judgment, but I have to say that I'm intrigued. The limitation to Divine grace doesn't seem too bad. Mainly a bit of a nerf to Sorcs and some FVS's who splash for the saves boost. Cutting into it any deeper would hardly seem fair given the huge takeaway people get from 2 level splashes of monk or rogue. Imo anyway.
    Weapon of Light is not charged. It just happens, with a chance to burst, on every melee hit. It shouldn't affect or use up turns at all.

    Sev~

  20. #60

    Default

    Paladins desperately need help, but I'm not a huge fan of the direction you're going with the help. Here's a repost of my recommendation to fix paladins, which I stand by:

    Quote Originally Posted by EllisDee37 View Post
    Paladin - Knight of the Chalice
    • Slayer of Evil I and II now add damage to Undead, Evil Outsiders and Aberrations, instead of choosing either undead or evil outsiders.
    • Courage of Heaven and Courage of Heaven II give +0.5[W] instead of +1d6 untyped damage.
    • Exalted Smite III now recovers 1 smite evil for any attack roll of 20 with confirmed critical hit. This applies to all attacks, not just smites.
    • Divine Might is now a morale bonus.
    • Divine Sacrifice gives +1[W] per tier in addition to the listed light damage.
    • Passion now applies to all evil mobs instead of just undead.
    • Censure Demons changed to Censure Evil, applies to all evil mobs instead of just demons.
    • Censure Outsiders changed to Censure Unbelievers, applies to all non-good mobs instead of just chaotic and/or evil outsiders.
    • Holy Retribution no longer uses turn undead. Cooldown increased to 15 seconds.

    Consider my 15/5 pally/rogue sireth build. As a staff build he gets no shield, and as an evasion build he gets only light armor. So the SD tree isn't available to him. That's totally fine and fair; the 5 rogue splash is a tradeoff. I get that. But consider the KotC tree, and how utterly terrible it is compared to the thief-acrobat tree.

    What do the KotC tree abilities work on? Evil Outsiders and Undead. They may as well not even exist when running, say, Druid's Deep. Now consider the thief-acrobat's bonuses to any staff's crit profile, plus the +25% doublestrike 10 out of every 12 seconds. What, exactly, does doublestrike NOT work against? The KotC abilities are far too limiting. Thus my recommendations quoted above, which I stand behind.


    Another thing to consider is how when I'm blitzing through content, sireth is doing ~333 base damage, ~1000 damage on crits, and it crits on 13-20. What do I care about any amount of d6 light damage per swing? What, my 1000 damage crits will skyrocket to 1030? You see how worthless that is, right?

    Make the bonuses +[W], not light damage, please. How about +0.1[W] per paladin level? That makes a 5-splash get to +0.5[W], or a pure get +2[W]. That will start to help in a meaningful way, plus it will scale much better than the proposed light damage.

    EDIT: It's not just blitzing, but also the "blitz-lite" pale imitation of blitz in the Divine Crusader tree. It, like blitz, gives a bonus to your base damage plus an equal bonus to doublestrike. The light damage would be boosted by doublestrike but gains nothing from the base damage bonus. This makes the light damage a drop in the bucket.

Page 3 of 51 FirstFirst 123456713 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload